The only thing they have to do is move the UI from serverside to client side. UIs tend to be serverside during testing builds of online games then moved client side which solves just about every UI issue because an unstable/incomplete server setup while the UI is serverside = very sluggish Ui for the end user.
WAR is a terrible example though.
Its two years old now, and its devs still haven't worked out that if you allow players to gain PvP gear without PvPing, then they will do that instead of PvPing for it.
They keep adding EXACTLY the same type of carrots, then acting like they dont understand why the playerbase isn't doing what they intended.
The first time its understandable, the 2nd time you have to question if they are paying attention at all. After 2 years of it happening over and over again, you have to wonder if the WAR devs are even trying to fix it, or just adding easier ways to progress though the original content so people keep subbing.
This issue is something I could see them patching very quickly, ESPECIALLY if they'd actually just come out and tell us that its not something they intended to be so difficult for healers.
All it takes to keep people hanging on for another week/month/update/EXPANSION is a little communication and some direct dialogue of what you're thinking, what you've noticed, and what you're intending to do about it, as a collective company. Hell, the Alpha combat -worked-, and that didn't mean it was good.
If they explained the surplus, people would sigh with relief and simply wait for it. If they explained their reasoning behind the old-school UI, even if they are not planning on adjusting it or fixing it, it would still go a long way.
Some purists say "who needs communication anyway? It turns into a massive QQ fest!" I'd respond with "no communication turns into empty zones in this day and age, especially when a player doesn't feel that their money, as a customer, is going back into the game to continue to improve upon it". You can't give everyone what they want, obviously, but simply to hear what's down the creek in terms of adjustments and, more importantly, what you intended to do with what's currently in the game vs. what you are planning to do to adjust it, is key.
FFXI did it through sparse version update notes. The actual patch notes never explained anything - you only got a taste of what they as developers felt, during massive version updates. I don't think that's nearly enough, and while I don't feel that they need some massive language correspondence's team dedicated to chatting up people on forums day and night, having a small team of translators that relay the buzz from the players and devs once every week or two would be a big step in the right direction.
Shit, leave the translations to the fan sites - just talk to us and throw it out there in Japanese: we'll take care of the rest.
Edit: Destyine, it ain't just the speed of the UI, its the freakin' UI. Too many separate menus, too much "confirm clicking" with constant, "are you sure?" "do you want to?" nonsense, the complete un-functionality of the UI with the mouse, the inability to select multiple items for anything, including trading, selling, buying, ect... there's far more problems with that old-fashioned UI than simply "if it speeds up, everyone will love it".
There are real problems with it. Burying your head in the sand will only keep them from addressing those problems. This UI -works-, sure, but it could be much, much better, with a little more freedom and streamlining.
I mean, of course they'll try. Whether they'll succeed, is another question altogether.
I still wouldn't compare Mythic to SE though.
They'll just have to continue their Vanafest tradition.Some purists say "who needs communication anyway? It turns into a massive QQ fest!" I'd respond with "no communication turns into empty zones in this day and age, especially when a player doesn't feel that their money, as a customer, is going back into the game to continue to improve upon it". You can't give everyone what they want, obviously, but simply to hear what's down the creek in terms of adjustments and, more importantly, what you intended to do with what's currently in the game vs. what you are planning to do to adjust it, is key.
I always thought it had something to do with durability since they were introduced together. Either way, its not working as intended.
Gosh is it so hard to read I never said it was because of the guild rewards, the first person said this problem started today I tried to tell him I had the problem yesterday.
I said guild rewards because it was my reward for that quest, it could've been Equipment, all i'm trying to say is that it made me lost my main reward of the quest
The reason AION failed wasn't only because of the insane grinding, it was because their main selling point, which was raid vs raid fortress PVP, utterly failed because of their horrible programming. When I played it, everyone in my guild (even those with top-end PC's) had their FPS drop to about 2-13 FPS during raid vs raid PVP. Hell, the game lagged up the second a single member of the opposing faction even came within radar view, which was just absurd. The grinding was just icing on the cake, at least for everyone I know that quit the game (me included).
I don't mind grinding. I really don't, but AION's grinding was of the least interesting kind. I'd gladly start a new account and level every job to 80 before I go back to AION again.
As for FFXIV - I agree that the UI needs to change. I don't personally mind FFXI and FFXIV's UI, but I can see why a lot of people hate it. Back when I first started FFXI, I got very confused over the way the UI looked. Eventually I grew accustomed to it, though. If FFXIV want to draw people beyond those that enjoy the Final Fantasy series, it needs to change.
What someone mentioned earlier about the UI being server side I found very curious - is it true FFXIV's UI is handled server-side? That would explain a lot as to why it seem to be so laggy, and I truly hope they make it client-side later. I don't see any reason to keep the entire thing server side. If they want to avoid exploits, they could just put the exploitable stuff server-side rather than the entire thing.
Didn't see a random question thread so I figured I'd give the 40 page thread a shot......
I've been trying to avoid 14 news to keep it 'fresh' on release. However, a buddy of mine called me today and said it was his impression that if you 'maxed' a crafting job then you couldn't 'max' a combat job? Is this true? In this same line can you not max two combat jobs? What exactly are the restrictions here?
FFXI was the king of grinding and (when you got a decent party) the grinding was the most fun I've ever had in an MMO.
However, the class relations and class balance, combined with elitism and the way the games skillchain system broke at high levels, killed the fun of the gameplay.
So grinding isn't bad per se, so long as the grinding is fun to do.
if they do limit crafts, i think that would kind of suck. kinds of goes against the system. though i imagine in a worst case scenario maybe they would have to, but ehhhh