Yet here you are.
Printable View
oh, we are assuming now? perfect, nothing much to say really, if you really thing we had some WoW cataclysm level of complexity in stormblood and backwards, feel free to keep believing it, i won't stop you. the reality is that from stormblood onwards, all was already quite homogenized and simple.
of course things haven't improved, never claimed otherwise, but it weren't any better or special or cool in the past, if you want to believe so, feel free of course.
It was an extra depth to the gameplay where DPS did have to worry about threat, and use things like quelling strikes to prevent stealing threat during openers, and tanks did need to tank stance properly and use emnity generation skills properly. So I would say it did add an additional complexity vs is not being there. How would it not add complexity? This is the only MMO I have played where threat management doesn't even matter at all, and it used to not be that way. The only reason we have blue dps and green dps is because the RPers didn't think it was fair that they had to learn to play to get there glamour pieces.
This post is strawmanning .
Aww friggin' shweet Lois. It's another Skiros thread!
https://pbs.twimg.com/profile_images...9/DlK5hnXu.png
Savage sure, but what EX trial besides Shinryu was more complex than what we have now? I've played since Heavensward and got all the dog mounts when their EX trials were relevant in SB and Shinyru and maybe Suzaku were the only ones that I felt were at all complex. And Suzaku was about as complex as the 3 current EX trials. As much as I adore the SB EX trials, most of them really aren't that deep. (and I know people struggle with meteors in Tsukuyomi but it's not hard to stand on a marker on the small sliver of the moon, also not hard to know to go in/out left/right) Susano, Lakshmi, Byakko and Seiryu were extremely simple.
it's not really straw manning when they point out, numerous times, that the game has not ever been designed to be a timesink that lasts the 4 months between each major patch. The content was built with the idea that players will take breaks and come back when new content is added. That isn't a bad decision to make, especially when the developers have said more than once that they want players to take breaks from the game so they don't get burnt out on it.
I like being able to shelve the game and pick up something new without FOMO breathing down my neck and making me feel compelled to funnel all my time and effort into 14.
That is exactly the strawman I'm talking about though???
You can put content into FF14 without it being a FOMO or an enforced timesink???
This Ultimate will literally last for 4 months for a lot of statics. Does anyone who doesn't raid Ultimate feel compelled to funnel all their time and effort into 14 just because Ultimate exists??
i don't think you understand what a strawman argument is. Because you are on record here in the forums for complaining about there not being enough to do between patches when there is *plenty* of content available, but with the caveat that it's not meant to sustain your attention for 4 months. People have cited examples like, raiding, PvP, Glamour, Crafting, Extreme trials, Savage raids, ultimate trials, Treasure Hunting, etc. and yet that somehow isn't enough?
Let me just quote someone:
-----------
And don't forget:
^ Toxicity in full display here. I was fully expecting the very strawmanning and toxicity that I described in OP to happen in this thread once again but it is still disappointing.
Please continue barking though.
I feel like something to also keep in mind is, for some reason, people feel a need to rush through everything and then are confused why there isn't anything left to do. Like..the game is designed for the majority (which are players that have some sort of RL responsibility that keep them unable to play for extended periods of time), so I think it's kind of silly for lifers to feel like they deserve more. Even then though, I'm a lifer in this game and still have yet to complete all of the new content (because I also have other things to occupy my time: photography for gil, barding, FC events, achievement hunting, etc).
I think you're going to get out of the game what you put into it. If you're going to run through everything in a week or two because you have the time to dedicate to that....and then complain you're bored...maybe expand your horizons in game and pick up hobbies or invest yourself further into your FC. The rate of content being released isn't going to change because there are still tons of people (new players included) that still have yet to complete the content.
The game just isn't lacking content...
You should try and play some other MMO's and you'll see that it in fact doesn't.
Both SHB and EW were massive successes and while Covid did push them back we have a very bright future ahead and the devs have been very open about what's coming.
FFXIV is however designed to not force you to login every day and I think a lot of people are used to this in gaming nowadays with games being a second job.
That doesn't mean that FFXIV is lacking content however.
You're taking this way too literally.
A lot of what's going on here on these forums isn't actually very useful it's just screeching and people having no clue about how game dev works or what the issue even is.
You failed to answer the first part of the question though. Instead of constantly being vague or getting upset at people assuming what you want, tell us what it is you would like to see? What do you think could help fill this gap in content that you see? It's all well and good to say 'this is an issue' but if you don't offer any suggestions what do you expect to have happen. Yes it is the developers job to create things, but if they are at a loss for what more to add and you can't offer suggestions then... well we are stuck where we are at.
Kupo, it is all about the art of inflection (which given that its a forum may be difficult to create lol) <3 kupo
In the very post he quoted of mine, I specifically mention the relic and why it should be released earlier. This is among the only pieces of longevity content in FFXIV yet we wait until over halfway through the expansion's life cycle to begin working on it. And the relic is only ever worthwhile on the very last patch. If it were coming out in say, 6.15 like they used to do in Heavensward, that would add content for people—provided it wasn't something silly like buy your relic for 1,000 poetics. We'll see how the whole Criterion dungeons but I'd love for them to have an entirely separate gear structure just for that content since it could allow for greater longevity.
If you go back in read the post Skiros quoted of mine, I mention everything there is to do in 6.1 and now none of it outside of PvP lasts beyond the first week or so. That doesn't speak to the quality of said content but its lack of longevity. Agiaga is a fantastic raid, even if it is a bit on the easy side. Unfortunately, you're only running it a handful of times if you want a specific glamour piece otherwise it's a weekly one and done. Endsinger is a grind for a mount or until you reach 50 totems. Otherwise, there simply isn't anything left in 6.1. Telling people they should just take breaks then means they'll taking longer breaks than actually doing content. I'm not looking for this game to occupy my every waking second. I would, however, like to have content that last longer than a couple weeks.
The success of a launch of an expansion means very little in a MMO. You want to bring up other MMO's let's look at WoW and the success in launching ShadowLands and how quickly that fell off. Lost ark Launched with 1.5 million players on NE/EU which fell off with in a couple months to about 350k. New World launched at about 1mil and fell off to about 20k in less than a year. So when you put in in perspective of launch, all of these games are successful, but they didn't retain those launch numbers.
Nothing the devs have said has been very open, we still do not even know what Island Sanctuaries are, we still do not have any explanation as to why Kaiten was removed, we have no idea what criterion dungeons are going to be, so no we do not have any information on the direction the game is going.
But yes, FFXIV has been lacking content, mostly in terms of content longevity. Most of the content in this game retains very little longevity and is either one and done, farm for a week, or weekly / daily gated. Look at the pvp revamp for example, this content has a decent amount of longevity, but due to its season rewords it's finite on being worth while after completion, outside of niche people that want to do ranked pvp. This is an example of decent content, like every other pvp rework has been as it gives some form of longevity with in the content.
Well I think the quote he used had some decent suggestions like starting the relic quest off earlier rather than half way through the expansion cycle.
I won't lie, it would be nice to see the Relic stuff added in earlier like they did with HW. I know why it was delayed in StB, as they weren't done with Eureka by the time 4.15 came around so they couldn't release it on time as that was the anticipated release date. What is confusing is that they released it late in ShB with no explanation as to why. I do agree that it would definitely help bring out some longevity earlier.
Unfortunately, as for the rest of the stuff there is a balance in there that I think is either difficult or straight up impossible to get just right. Either content has too much longevity and people complain they have to dedicate too much time to the game or it doesn't have enough and people complain that it doesn't last long enough. I don't think making anything that is considered main content such as the raids or the trials have a longer life span is the answer, I personally feel more side content with the longevity of Relics is. Hopefully Criterion Dungeons and the next Deep Dungeon fill this gap, I am tempering my expectations mind you, but here's hoping.
It sounds like people want this game to take up 2 or 3 hours of their time every day into infinity, and then punish people who do not put in that kind of time by making them lack in gear or make it impossible for them to reach endgame before the next patch or expansions. This just isn't that kind of game, it is meant to be played a few times a week, and if less than that then there are ways to get up to current content without having to dedicate weeks to getting there.
So here's why I don't understand the "content drought". I don't do savage or extreme when they are current. I haven't even farmed for the ShB mounts yet. I still have plenty of content to keep me busy every time I log in. I really don't get that things aren't lasting. There's so much....
Based on your forum join date, that makes sense. You've only just started playing nine months ago. Even at a rushed pace, you'll have significantly more to do than someone like myself who has been playing since 2015. When I first started, I didn't have any of the primal mounts for months. In fact, I didn't even finish Heavensward until ten months later. Fast forward to now and I've simply caught up on everything to the point where I mostly have only the new patches itself of content to consume. With some exceptions, of course. I still have collected all the Triple Triad cards or maxed out a Chocobo. But I don't feel I should be scrapping the barrel looking for things to engage with because the new patch itself had very little to offer.
Then you aren't paying attention to what's being said. People aren't asking for three hours of daily activity, we're asking for a given patch cycle to last longer than a week or two when you're a veteran player. Adding content with longevity doesn't mean inherently punishing players who have less time to play.
Would the relic being released in 6.15 "punish" you? PvP is actually a decent example of precisely what many of us want. While it does have a finite lifespan in terms of rewards, the content itself is pretty fun. Now imagine if multiple pieces of content released with a similar foundation. If you weren't interested in PvP, you'd have say, the relic. Or maybe Criterion dungeons have a separate gear structure unique to that piece of content which you can continuously improve. In subsequent patches it gets easier to "catch up". That alone keeps the balanced approach of not making players with less time feel rushed but gives players with the time to spare something worth sinking their teeth into.
I'll give you an example of something which has always bothered me: Augmented Crafted sets, aka the i590 gear. It's essentially a near free handout in a patch where crafters have almost nothing to do to. Now I suspect the devs' intentions were requiring the i580 pieces as a turn in would keep the circulation moving. Unfortunately, it doesn't work out well in practice. Instead, I would rather they add a new material(s) purchasable either with tomes or scrips that you need alongside the i580 pieces and crafters have to directly make the augmented i590 gear. This gives them something to do in odd numbered patches.
Small additions like these would go a long way in keeping the patch alive longer without making it some huge time sink.
I just want my hats. After that... I will complain about something else