Thayos wrote:
I still prefer truly communal open-world zones to instanced regions, even if you can hand-pick your neighbors. Part of what makes open-world areas interesting is you can't hand pick who moves in next door, and you can't completely customize everything all around you. It adds a touch of realism that you can't get with ultimate customization.
I agree but since the space in such a place is inherently finite, it's a flawed design in an MMO space; this should have been obvious from the beginning of the design process for this system.
Given this most recent development and combined with several previous ones, I believe we have enough data to conclude that SE's design process is at best inherently flawed and at worst deliberately sloppy. This isn't even sort of the first time they've made a design choice that simply doesn't work in an MMO that is played by even a moderately-sized playerbase.
Housing space, instance timers, UI design, retainer limitations (oh but not if you pay more...)... the list goes on and on. For whatever reason, SE has adopted a design process that fundamentally does not work when a lot of people are playing their game. You simply don't design multi-user online experiences this way. You haven't for decades. Why are they doing it?
Back in caveman times I was doing game development on MUDs. For anyone that doesn't have their dead sea scrolls handy, those were the text-based precursors to MMOs. The most popular MUDs were played by maybe a few hundred people at any given time, most were much smaller accommodating a few dozen at once.
When I was designing a system or a feature for one of those, I always did so with an eye toward making sure that whatever I was designing could be expanded as much as needed. Whether that meant making sure that my design worked in a large space as well as a small one or if it meant a hard limit on something to keep memory requirements under control, but that could be expanded with an in-game command if necessary. If I, a total amateur, could figure that out, then it is impossible that a real game designer couldn't.
SE has shown through their implementations that they either don't have a grasp of simple future proofing, or they don't care about future proofing which is probably more concerning a possibility.
Where are our PF menu options for Heavensward content? That could've been tossed in with one of the hotfixes if the menu items weren't individually hardcoded or something.
ALL character data is seriously being sent and saved every 15 seconds? A: For the love of god, why? and B: Why are we sending data that isn't being altered?
Housing for a strictly limited number of people in a game played by hundreds of thousands? Are you serious? With no plan in place to handle player turnover?
Adding TP bars to the UI means that they have to take UI elements off the main screen? The hell?
I love FFXIV. The game has its problems but it's a solid piece of work and it's fun to play. I just don't understand why SE is so bound and determined to do such an awful job at game design.
Anyway rant over, had to get that off my chest.