video game enjoyer. he/him

Virginia
Joined March 2008
Very quickly becoming the case that if you're legitimately working on any kind of recomp/decomp, you shouldn't make your work open source any kind of coding shouldn't be open source these days, otherwise your work is just gonna be stolen by AI slop peddlers
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Really I think a major reason some people recoil at any difficulty in a video game is because of the types of games they play If you've played mobile games for most of your life, then you probably see difficulty not as an obstacle to overcome, but a pay wall
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And like there's usually no way around that sort of thing in gachas. You either pay for some busted shit or do a ludicrous amount of grinding Not surprising that when people see difficulty in non-gacha games, it kinda just breaks their brain a little bit
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gachas basically play themselves until you hit the wall and your numbers aren't good enough the idea that you actually have agency over your own skill is probably foreign to many
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Another week of "Goddamn, bozja was so much better than occult crescent"
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People really act like being mildly inconvenienced in a video game is a grave sin grow up
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A game being difficult to navigate is not a flaw The "goal" of game design is not to make everything the easiest and smoothest it could possibly be The camera is also completely fine
I am in no way picking up for the guy who didnt use a guide and just gave up, but KH fans really need to just admit KH1 is a very flawed game, and I fucking LOVE KH1, the game has a tonnnn of jank, the camera sucks ass, figuring out where to go isnt always easy, especially when-
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KH1 is a game that doesn't want you to be able to just run in a straight line to the next objective They abandoned this in KH2 and the worlds just became something that exists as a background to combat encounters rather than anything you interact with
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dawg I'd just fucking end it if someone smoked me this bad holy shit
This is also why you were banned from half the ERP venues on Primal because, before you had cleared an ultimate, you would hire escorts who had ultimate titles and talk down to them to get them to submit to you so you could feel superior. You have always been this way.
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part of why I wanted to make this thread is to offer an explanation to how jobs became homogenized imo, homogenization wasn't the goal. It strains believability to think that the design goal was explicitly "jobs should lose their unique quirks"
When you look at how ffxiv jobs were designed in Endwalker and Dawntrail, I think their overall design goal was to try to narrow the gap between a job being played suboptimally and the job being played optimally
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I think evolved mode is indicative that they've learned a few lessons. Consolidated raid buffs was a bad solution, jobs should be more flexible, a few other things. a big factor will be whether or not they'll be okay with some people doing a lot more damage than some others
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I would like to hope so because despite their best attempts to narrow the gap, it really hasn't changed at all you just can't change how people play the game
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honestly the entire reason I picked up black mage, other than the aesthetics, is that it doesn't have a rigid rotation how you use its resources is up to you, ideally you wanna save xenoglossies for raid buffs but its not massively important
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its just never really felt like a good system to me where you gotta press a specific series of buttons as dictated by a timer rather than like your job's mechanics
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or to put it a better way, I'd be fine if that's how like some jobs worked, but I think its not great that that's how most of them work and jobs that aren't so rigid feel like exceptions to the rule
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