George_Black wrote: » Ff14 is hardly a worthy example of mmo combat. Any "success" there for provided for the casual playerbase shouldnt be used as a model for future mmos designing around controller support. Some products a good just because they focus on their target audience. Studios can get creedy if they want, and try to get more noney in their pokets, but their product wont be of quality. IS says they are passionate about AOC. I hope they will focus on the quality gameplay of it instead for reaching for more customers.
Settite wrote: » (I believe Alpha 1 had controller support as a side note.)
George_Black wrote: » 20+ slow abilities in a game where hardly anything moves? The combat is static. It's easy to use combo keys. You cant do that in a more dynamic and quick paced game with pvp on top of it. Ff14 is too slow. Ofc you can use combination keys.
Settite wrote: » Ultimately it doesn't matter how good a product is if there aren't enough buyers to keep the lights on
Otr wrote: » Developers who chose to support controllers usually adjust the UI and way of controlling the game for the keyboard and mouse players too. One can feel how there are compromises made. There might be exceptions where developers chose to have different solutions but that is double work for them and they have to deal with solving bugs on both solutions. I cannot say if that double work is significant or if they just try to optimize their work but the two systems end up influencing each-other, and getting worse for the keyboard & mouse players. Settite wrote: » Ultimately it doesn't matter how good a product is if there aren't enough buyers to keep the lights on So you say the game might be very good but controller players are the ones typically keeping the lights on? Did keyboard & mouse players lost the battle?
Azherae wrote: » Settite wrote: » (I believe Alpha 1 had controller support as a side note.) Just in case someone less familiar sees this, it did not. It wasn't very difficult to configure it using the various ways to do that, but all of those have the potential for setting up macros and stuff too, so it might not be okay to do that or it might get your account flagged (particularly for healing, the Alpha-1 implementation meant that you had to do some fairly sus things to emulate the equivalent of 'press F5 to target fifth party member').
Jwscoot wrote: » Controllers are essential. You want millions of players in launch? You want to redefine the genre? You want casuals to ever play your game
Jwscoot wrote: » Controllers are essential. You want millions of players in launch? You want to redefine the genre? You want casuals to ever play your game?
Muppet2703 wrote: » Jwscoot wrote: » Controllers are essential. You want millions of players in launch? You want to redefine the genre? You want casuals to ever play your game? Lets put aside all the other arguments you made and lets just consider if a controller would even be able to properly interface with the games control/ability systems, because unless the game is built with controller support in mind from the start it's never going to work well.