Of course it isn't, but it's all about investing more resources here or there.
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This exactly. The dev team of FFXIV is huge, more than we could imagine. Different areas of the game are divided up and their responsibilities are given to different members of the dev teams, hell there's most likely sub teams for those teams.
Point is the team that works on the battle isn't the same people who create the glamour stuff. Just as Freyyy had mentioned. I'm sure that the teams are all very busy each day working on creating content for us simultaneously.
However that said, I don't blame some people for feeling fluff content overtakes the battle content. It's easier said than done but there definitely should be an equal balance between both.
I think that is one of the main problems the game has (at least looking at me and my friends it is), not that they have lots of fluff or that the fluff last forever of course. No, but that battlecontent and item upgrades are outdated so fast, think about it every patch cycel we get 2-3 (now 2) more dungeons and the old dungeons are suddenly outdated: because of new item levels the monsters and even bosses are week (most of the time already at their release), the rewards become inferioir compared to the new dungeon (less tomes then the two new dungeons, itemlevel of the equipment is lower - worse even for most people that equipment was at most glamour to beginn with...)
Now think about this: ALL dungeons since Heavensward (and lvl60) would be equall in rewards (tomes/equip - equall but not the same so still with different glamours), the same difficulty, we would not outequip every single dungeon the moment it is released...
Content could last so much longer and feel so much more divers, but nooo we need to have this weird throw away mentallity.
And then people will leave until the next patch (or worse, expansion) because they would have no reason for dungeons once they get their gear, especially since without what the community commonly dubs "interesting stats" (read: traits on gear) it woul be easy to cherry pick the best dungeons for farming for BiS pieces (Crit/Spell Speed for BLM, Crit/Acc for Healers, Crit/Det for everyone else) and leave everything else in the dust.
The other alternative is removing stats altogether from gear and leave them as purely glamour pieces (ironic given the topic), but that would leave problems for progression and asks where will the stats go? A Nexus-style Light grind? Aetherpool "Flesh" (now there's another crazy idea, a literal Warrior of Light), where we have to open random chests for a random stat boost? Allocating all the stats to the weapons? Upgrading the Soulstone?
They do this eitherway, there are lots of people who only drop in for a month after a new patch is released (or one-two weeks before and zwo-three weeks after release) they go through everaything new, marathon whatever they can marathoin and log off until the next patch.
I really don't think the number of people who do this would increase, actually i think it would decrease simply for the increased diversity we in daily roullettes (not only 1 out of 2 dungeons each time but one out often or more dungeons) and maybe the increased difficulty of the dungeons... of course I have no statistic to prove that an increase in all time supsribers would happen but I do indeed think it would be an improvement for both SE, us and the overall subscription base.
For your other concern the items becomming redundant... yeah that is a real speed bump on my idea^^, the only way reduce redundancy would be by introducing new and more diverse item attributes that will either be situational (use set x for fight y and set u for fight o) or heavily change the fighting stile of clases in a way that is usefull. As far as I know Yoshi doesn't want any of these and wants to keep the stats and items as simple as possible but the way it is right now we could really just erase any stats and just go for item level or use your item equaly glamour and upgrades come from doing Nexus style grind/Atherpool flesh/whatever/...
Yoshi has mentioned enough times how they're lacking in developers for the battle side of things. If I recall, it was cited as one of the reasons why they're unable to set up 3 versions of 8 man raids (despite wanting to do so). With that said, more attention towards battle content would be nice to have.
I'm not claiming to know how much SE are making before anyone jumps down my throat - but surely they should look into improving this? Again, I don't know, but our subscriptions are on the average side of pricing and the cash shop is pretty expensive (considering the amount of people who use the cash shop).
This is essentially what Blade & Soul does. The only gear with stats are your weapon, ring and earring. You could wear any costume that you wish in that case. Many costumes are available for cash payments (it is an F2P game, after all). Not only that, but there doesn't appear to be a set 'progression' for getting gear with stats -- you basically feed useless items to the "update gods" and your weapon advances in levels.
There are other stats you can increase with what is basically an 8-piece pizza pie as stat stick. You get these in random drops and for tomes, er, stones you earn by killing things and completing quests.
Combat style is entirely different too. Unfortunately, it's a bit busy with combos and abilities that you'll have to learn by rote memorization to be any good at the game.
Too twitchy for my tastes at the moment.
The issue is funding. I'm not sure if XIV is even profitable yet after 1.0, and that is why SE (the publisher, not yoshi Ps team) is so hesitant to give them more resources. I'm sure Yoshi P has fought for them, and one day he might get them, but that is the current situation.
I just wish the dungeon formula do change. The whole Trash > Boss > Trash > Boss > Trash > Last boss thing is even worse on Heavensward with all the invisible walls and blocks. At least on A Realm Reborn I had the option to deal with big pulls when things got boring, but since HW everyone's being forced to kill 3 to 5 enemies at a time and that's... beyond boring, to the point I doze during duties unless it's Weeping City, new Ex Primals or some Savage stuff. Also it makes no sense that you can pull a whole dungeon with super low level character without anything useful to offer but as soon as you get all the AoEs and cool mechanics the game suddenly puts invisible (or visible) walls everywhere.
Other than that I wanted the "open" World of this game to be dangerous. I can't even remember what was the last time I died on the field. Must have been over two years ago. A safe formula might work for those who have not played the game for too long, but for veterans it can get boring fast.
No way!...
More combat in this game would make me quit, I enjoy myself the way the game is now and there's only improving it, like remaking the whole thing in 4K!...
SE can add whatever they want to satisfy specific wishes as long as they don't touch cosmetics which happen to be what I love the most!... :(
I didn't say to remove it completely. I said to tone it down and add more fighting/combat stuff. Like I mentioned before it seems that minions housing hairstyles are taking priority lately instead of what a final fantasy game is all about, it's combat.
Mobs in the world are useless and weak. They need to add more rewards or make them stronger or give them something special for people to move around the world's more rather than sitting at the mist or Idyl playing dressing up.
I honestly would like more dungeons more raids and add something IN the world apart from fates and hunting.
Meh, I'd like to do my daily life inside the game, like that hideous SIMS game -which I wouldn't play-, thing is for me the housing, cosmetic and Role Playing part of the game is way more appealing than just endlessly fighting!...
You might be a hardcore player and if that's the case then there's Savage content that is by far the hardest thing in the game, that can be done over and over given you have a static raid group, not something that could interest me since they seem to be maniacs!...
Monsters around the world and FATEs are important from the start, maybe not for max level jobs but for beginners, yes SE could improve them but I wouldn't say they are useless, the game would feel dead without monsters filling up space and moving around!... :rolleyes:
For me, I can never have enough fluff. When I first got into ARR, and hit level 50, I ended up quitting because of the lack of a glamour system and the god-awful armor that being a scholar put me in. I loved the class, but despised the look. I looked like Baryshnikov trying to cosplay as Harry Potter.
I finally returned to ARR when glamour was introduced. The ability to customize the look of my character until it suits me, perfectly, is part of what I love about the game.
I do agree that some more substance would be nice as well, but I'd prefer if we don't tone the fluff down TOO much... =D
You shouldn't assume that Mature is a hardcore player, as nothing they have asked for is akin to savage difficult content. Battle content doesn't have to be hard or inaccessible, and while housing and cosmetics might interest you, they are supposed to be rewards for accomplishing something, and what people are asking for are more interesting and engaging ways to get rewards rather than being overrun by just cosmetics
Keep in mind, Dev resources are not this "Magical" thing they can interchange between different types of content. Even with cutting/changing funding it won't necessarily lead to more content. The "fluff" concept artists cannot simply be transferred to create more battle content. Neither can the 3D model designers, or even the software programmers assigned to those teams. Even if you did "cut the "fluff" budget, it wouldn't necessarily mean we'd get more battle content. It would take a long amount of time to properly train new/transferred engineers, acquire new battle content designers, and even just adjust to the new team dynamics. Plus, if I remember correctly they're even attempting to get more battle content designers, but finding people both experienced in MMORPG game design, fluent in Japanese, and willing to move to their headquarters is difficult. SE is probably not producing "less dungeons" out of laziness, they're probably making as much as they can within the time frame allotted. Players (myself included) vastly underestimate the amount of time, money, and effort that goes into pretty much any piece of game content. Game development is a very, very tricky thing to understand, and I can't claim to understand their development process. Just understand it's never as simple as "less fluff" = "more battle content". That is absolutely not how game development works.
couldn't agree more. Ive been preaching this for a while. FFXIV feels like its becoming so heavily focused on fluff. Just look at the forums on any given day, the entire front page will fluff related discussion. Emotes, minions, glamour, mounts. It feels like majority of the things that drive the game are fluff. Ive been saying this game needed meaningful open world content for years.
I was watching the FFXV uncovered like it was a big pile of burning money
You don't know that this is how it works. The XIV team is based in the SE building in Japan, in the same building that other SE games are made. Many people move about and work on different games at a time when not needed, and this is how budget can be distributed, game developers typically are not paid a set salary, but rather their contract is per game, rather than per year, and it is easy to get laid off/move around between projects. In an MMO, I assume that patches work the same, and if the budget for a particular patch is distributed to have more fluff than battle content then the people talking about %s are right. You are also correct that the fluff staff can't work on battle content, but the way it likely works is that people move between projects, and people from other projects come onto the team if needed.
Look up Ubisofts 'Limbo' room, its a sad and scary thing
Really? I used to eat some food, take out the chocobo and whack on mobs in HW Coerthas for half an hour at a time, picking up skins at the rate of about 1.5 per minute. At the end, I would go back to Foundation and sell those items for a pretty penny.
Of course my retainers couldn't do that, except for the Archer (miners and botanists can't bring back leather materials), and he would only bring me back 5 skins an hour while I was under level 60.
Pretty much how I feel. I do think that the most recent patch has done a better job than usual, with weeping city being more interesting and more than purely catch up content, and as simple as PoTD is it still has a point and judging by how many people are still doing it I can see SE expanding upon it with more variety in it's mechanics.
Biggest issue for me personally is how samey the dungeons are over all other than art style. I feel since the nerfs to the original level 50 dungeons they've just been making really simple maps with pretty backgrounds as what was mentioned earlier in the thread, with some exceptions here and there. The 2 dungeons we got recently are pretty decent. I feel like they're almost getting to the right spot, they just need to press forward a little harder and in some cases put their foot down if people complain about something being too hard when it really isn't.
Some of us are here to actually play the game(dungeons, raids, trials, etc), not to stand in Limsa or Idyllshire emoting all day and playing dress up. I don't care about glamour, minions, or "cute" things in games. The amount of fun I can get from staring at minions and glamour is the furthest thing from permanent.
I understand SE is catering to what people are asking and paying for, but as others have said, this game needs to find a middle ground when it comes to battle and fluff content. I also understand that they're having funding problems for whatever reason(read somewhere that some of the staff went to work on FFXV, idk if that's true), and like someones else said, I'm hoping 4.0 fixes it.I'm not going to get my hopes up though.
Something amazing happened in 3.3. We as a community put our foot down on this behavior. I remember the mountains of threads saying Nidhogg HM is too hard, weeping city is too hard, and we as a community fought back, threads saying that this was the best patch in a long time and the word that Bayonne got back to Yoshi P was "NA loves the slightly more interesting and challenging content" (also weeping city (savage) was mentioned and joked about xD).
3.4 is soon, lets be vocal about the content we love, rather than ask for more fluff (I want Eddas dress etc.)