Pawkeshup, Averter of the Apocalypse wrote:
Theonehio wrote:
Pawkeshup, Averter of the Apocalypse wrote:
I miss the team that made Abyssea. Tanaka was 10x worse than this developer. This one is careless, Tanaka was malicious!
Yeah, Chrono Cross, Seiken Densetsu 3 and Xenogears were horrendous.
Did I say he never did good work? @#%^ no. But he should have never been allowed to touch FFXI. Why?
150 Pandy Wardens.
Does that sound reasonable to you? At all? 150 Pandy Warden kills. Do you even comprehend the sheer amount of work involved in reaching that? Sure, the guy directed some awesome single player games. But that would be like pretending Gearbox didn't ***** up on Duke Nukem Forever or Aliens: Colonial Marines.Or worse yet, praising them for doing that they did to both games and encouraging that they do it more.
If it wasn't for Tanaka FFXI would have been a pipe dream, so you have to give credit where credit is due. I personally think he just got burned out, sometime around WoTG. Prior to that Tanaka was doing great things for the game. CoP was awesome ToAU was awesome all the events that were added there in were pretty awesome. But WoTG seemed to kill the dev team I think. I don't know if they were rushed by corporate or they just ran out of ideas, but the 3 year stagnation of the game through WoTG was Tanaka's undoing I think. I don't harbor ill will towards the man, because without him FFXI as we know it might not actually exist at all, and it couldn't have been that bad because many people who loathe Tanaka and the dev teams work still play the game.
Do I miss him, not really, you need change to evolve, after long periods everyone stagnates and it was just his time to move on, his passion for the game may still have been evident, but WoTG showed it was time to go in another direction.
Now I haven't played a lick of SoA, and I don't think I ever will because SE still thinks that racing against a clock is fun, and challenging. When in reality all it really does is kills job diversity and drives a wedge between those who can play a lot, and those who can not. This really started happening in Abyssea, but didn't really become evident until VW and Legion. When content dictates you must have certain jobs or you will fail (because of time) the game loses out on its fun and compete levels. The more SE pushes into this style of "beat the clock not the mob" the more and more certain players will be left behind due to job availability, and time constraints.
The biggest issue with SE is they stepped away from just providing content and letting us play it. It really should make no difference if it takes one group 20 minutes to clear something or another group 2 hours. All jobs should be capable of combating any content, and all players despite play time should have a sense of progression. Unfortunately since the great reset (abyssea) SE has opted to move from open events like Sky/Sea or even open timed events like Dynamis or Limbus, events where any combination of jobs could clear the content, but more efficient job selection allows for faster clears which allows for things such as Dynamis Currency farming after a clear.
This move towards timer based difficulty is probably the largest reason why I will not return simply because it negatively affects players who do not have the relevant jobs, or the required time to farm farm farm. Once again SE has removed any middle ground content, you either have time and the job to do it...or you don't, and that isn't very fun, at least not to me....especially when all the old content has been beaten into the ground over a decade of play, and for the most part is largely irrelevant. Until SE returns to the Anything is acceptable mentality I don't think I can play this game, no players should feel shut out of content....Tanaka or not.
The only difference between players doing content should be the speed at which they accomplish things, not their ability to accomplish them at all.