Not sure why you're plying FF14 when it's clear you'd rather be playing FF11. Go play that game...don't turn 14 into 11.
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I agree with a lot of what you said - particularly about job identity, consumables being useful, New Game+, and chocobo porters.
I think the good way to do chocobo porters and running is to make teleporting cost aetheryte tickets, not gil.
Things I Disagree With
1. But I think the idea of letting jobs equip different weapons goes against the idea of job identity (RPR should be the only class that uses scythes! thats part of its identity).
2. 2h skills sound total ass if they effect battle in any meaningful way unless it reset on wipe and fight change (which defeats the purpose). Imagine blowing your 2h CD Rallying Cry and then wiping, or using it in P9S and just not having it for the rest of the night. It would be button bloat on your hotbar that most players would not use 99% of the time because it would be on CD.
3. There is no reason for jobs to have two roles in a game where you can be every single job on one character. The game should embrace one of the biggest strengths it has over other MMOs (multiple jobs) instead of catering to the few one-tricks. Instead we should be advocating for jobs to be distinctly different within their roles. Also, we also have a job that does both - it's called SMN/SCH and they've said they'll never do something like that again.
4. Finally, WoW is unlocking all transmog and people are losing their minds over it. Most people want free reign over their appearance and not many exclusive gears. Very few people use the exclusive gear we have now because most multiclass in the same role, so I think it would be a waste of time.
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Other ideas. Sorry to bring up WoW a lot, but it has genuinely good ideas in there.
- I do support non-combat/low impact combat racials though. I think it would be amazing for the different races to have different benefits such as one race getting more mats from gathering nodes/restoring GP faster, one race starting with 10% in quality on crafts, one race being faster while running, etc etc. If unique skills were attached to jobs they would just be job skills and not unique and people would just swap around freely to use them.
- Mounts should be able to be used in end-game hubs. They are there to show off. Let people show them off.
- Jobs within a role shouldn't all have to be limited to the same niche. Casters are all vastly different with distinct pros and cons, why can't this be applied to every other role like phys ranged and healer? Why CAN'T SGE be a healer that mostly heals through DPS? Why CAN'T MCH have absolutely 0 utility, melee chainsaw, and do high levels of damage? Wouldn't these be more interesting and encourage different role comps instead of the standard 2 melee/1 caster/1 ranged?
- They need to put pressure on healers. Full stop. They've said flat out said they don't do a lot of things like 4-man content so healers don't feel overwhelmed. Who cares? It's their job.
- The open world needs significantly more big hunt monsters - specifically ones that encourage years of participation and places for people to gather like WoW's Heavenly Onyx Dragon in Pandaria.
- Open world quests should give more EXP. Currently, doing every single quest in EW on one job gets you... 2 levels. lol.
- Beast tribes should be more intensive and the grind last longer with mounts/rewards that cost a LOT of the currency. They take 10 min to complete. It's super lame.
Same with custom deliveries. Both of these are the definition of do it once and forget it for the rest of the game's lifespan.
- Open world should be more dangerous. Not that they should be health sponges like Eureka, but more densely populated and hit harder like some areas in WoW so pulling multiple can be a death sentence.
- DoH, DoL, and PvP should interact with PvE more. Let catch-up gear be sold in PvP vendors for Crystals. Let DoH/DoL make more consumables than just Tincts and sell them on the marketboard.
It's always strange to me when people say they like this game BUT they have a long list of changes that they want the devs to make to the core gameplay to appease them.
If you like ff14 but you think they need to completely rework the job system, races, multiple jobs, how traversal in zones works, itemization, etc, what's the point?
Why not just play a game that appeals to you instead of coming into a game that doesn't have these features and then ask for them to all be added? If you want to play WoW then play WoW, don't turn ff14 into WoW. If you want to play ff11, then play ff11, don't try to turn ff14 into ff11-2.
One or two features? Fine, but whole reworks to add racial only skills, dangerous traversal in the overworld, and forced grouping for the overworld in a game that would need to be heavily reworked to accomodate these and never really had it in the past? Why? What's the point vs just playing a game built from the ground up to have those?
How dare people provide feedback or suggest they take ideas from other games. Suggesting feedback isn't turning this game into the other game. FF14 could use the transmog feature from wow or even take ideas from it's older brother ff11 there are some good content in ff11 that ff14 could have like besieged and other things. It's annoying when people provide feedback in a well constructive manner and all people like you can say is "stop turning this game into (insert game i don't like) because i don't like this game and it's certain features to ruin this perfect game". Implementing well liked features from other games isn't going to turn this game into those other games or ruin your perfect ff14 it could help improve certain aspects and people seem to forget they used wow as inspiration to make ff14 as a wow clone with a final fantasy skin.
We didn't change. FFXIV did. Not sure why devs felt the need to remove everything that made this game special and turn it into an AFK lobby/Second Life clone. I started playing this game many years ago before casual content, raids, rotations, social features, etc. were all gutted.
"Just unsub and play something else"
Are you SURE you want that?
https://files.catbox.moe/8o1w2r.png
I like FFXIV. I defend it all the time. It's my favourite MMO and I've played it nearly every day for 7 years. Elezen are my favourite MMO race ever. Ultimates are hands-down the best battle content of any MMO (except TOP). The story is great, and I will openly say I am a Venat and Hermes lover and you'll never, ever convince me otherwise. But I am not blind to things in other games that are fun and would be nice for this game to have.
Adding very small travel restrictions and open world content would not make the game less FFXIV. It would encourage people to explore the world of the game they SHOULD love. Don't you want to have reasons to spend time in beautiful zones with good memories? I personally would love to spend a lot of time in Il Mheg and Churning Mists besides just AFKing there because I've already done all the side quests and caught all the fish.
Adding job identity would not make the game less FFXIV. We would still have the same jobs, the same lore, the same battles and raids. It would simply make it more interesting and encourage people to try out different jobs which is a selling feature of FFXIV and FFXIV alone.
Adding pet battles would not make the game less FFXIV. It would make it MORE FFXIV because you could interact with not only the world of FFXIV, but minions and monsters from our favourite stories (everyone about to get beat up with Wind-Up Erich I s2g).
Adding tough mobs would not turn the game into WoW. You would still be fighting FFXIV mobs in FFXIV zones. Why would FFXIV's identity be tied to how easily open world mobs die? Besides, you would always have the option to fly over.
Adding an adventure log like Lost Ark would not make it like Lost Ark. It would make it fun to go around and collect tidbits from FFXIV enemies and spend time with your Chocobo and friends.
And not a single soul in this game will complain if you ask from transmog system copied from WoW, so basically anti-WoWers are just digging in their heels for things they personally don't care about.
You'll realize that a lot of people on the forums and in general with the XIV community are anti-innovation and anti-iteration when it comes to XIV. The reason for that is multi pronged but it gets it's roots in people comparing everything to WoW. In the past Blizzard has messed up with their updates and expansions, but it's par the course for anything in life, business and creativity, you will make mistakes. The Players of XIV are scared of that reality, they think anything that isn't in the pre-planned guide is bad, and that anything that requires no further thinking and interaction on their part is fine, they want to be coddled. No offense to those who feel genuinely scorned and cheated. But as we move forward so does this industry, new games rise and fall, updates come and go, and in their eyes so long as xiv stays the same all is well.
The only way this game will change is when something lights a fire under Yoshi P's, SE's and CBU3s collective asses. They need to be put on notice. Be it from another game and people leaving in large swaths if the game continues to remain this formulaic. The reason Why Heavensward was Critically Acclaimed, was due to it taking risks, The Reason Why Stormblood is Remembered So Fondly, is because they took risks. Innovation, Iteration, and Improved Modular Design is the life blood of MMOs, Content that creates Healthy Social Interaction is the life Blood of MMOs. XIV currently does not do any of these things well.
I've suggest iterating upon Deep Dungeons so they can make what we have relevant, people in the community say no, I suggest making Fates and Hunts scale with player power to maintain longevity through an expansion, people say no, it's fine as it is. I suggest we have the Fate systems from Eureka and Bozja and people say no, they don't want it.
If it's not been made more and more apparent, these people prefer the stagnant formula that allows them the ability to have the *lifestyle* and *personality* of an MMO player without the investment, without indulging in it. Like having a pet so you can post pics on insta and twitter but someone else actually does all the actual work of maintain and keeping said pet alive, wanting the perks without rhe work.
I'm in no way saying make this game EvE online tier lvls of Work and Investment, but having alittle bit more engagement wouldn't hurt, having to work a lil more for rewards wouldn't hurt, adding in new forms of gear and character progression wouldn't hurt. It's not like the majority would be affected, we know and they know they don't play the content and would only do it with their friends ona whim.
I wouldn't count on us moving too far out of the influence of Ancients. Since they are responsible for creating literally everything in existence on Etheirys it means that everything that happens can be tied back to them in some fashion. I absolutely expect them to be mentioned and credited for some if not all the machinations in the upcoming plot of DT.
Ive always wondered... so Ultima was here before the sundering right? Does that mean each shard has its own part of it...?
There sure some problems they just put aside for later to solve and we were told "some of the shards would suprise you" so i suppose there ARE some super allag-like shards or stuff like that. And we still have some ascian and maybe some helpers left... there should be some more helpers like Cyella and ulukalhai (?) ...uhm i cant spell their names lol
I'd argue that FFXIV didn't significantly. What changed is player perception of the game.
The game is no more or no less an AFK lobby now than it was back when I first started playing at Heavensward's release. If it feel like an AFK lobby to you, it's because you've chosen to play it as one.
You claim features have been gutted. Just what features are those and how were they gutted? And do none of the new things they've added since count?
I'll start the list with job design. I don't blame players for being unhappy with current job design and it does have an impact on any combat-oriented game play.
Now what's the rest?
Job Design was gutted when each job stopped having unique ways to achieve their burst, or get to the end of their rotation, if you take Dragon for Example It used to be a sign of skill and mastery if you could get 3 Gierskoguls in the 30 second window with proper timing on fights, you no longer can, its just given to you, and while in Stormblood and Shadowbrings you other ways to show said skill and mastery, in EW you don't.
Content Design has slowly been going down hill for years, CBU3 has a habit of extreme over correction rather then smaller changes to slowly make something more palpable to the players, such as dungeon design, raid design, and alliance raid design. We used to get 3 dungeons a patch and it's now 1, we used to have unique mob interactions we no longer do, we used to have Role based actions and some job based actions that helped make arguable hard pulls easier to deal with. With this lack of engagement, and the lack of emnity management, healers no longer having to worry about if the party will die if they're not paying attention, Dungeons have turned to content most turn their brains off in.
Raids, we used to earn uptime, we used to have to have synergy not only with the composition, but our fellow players, paying mind to someones MP or TP, communicating in content, Adjusting our rotations to account for the downtime. It's all been made almost scripted to the point where at times it feels like I'm on auto pilot in raids, I suffered from this in Tier 2 a lot this expansion. Tanking and healing a lot of the fights just blended together unless someones screwed up. So if I had a competent group, there wasn't much fun after my initial kills, just another auto pilot run of savage. The same can be said for ultimates if your groups, again, aren't screwing up.
Alliance raids. Same as Dungeons.
Content replayablilty and Rewards. These two go hand in hand because along with having interesting ways to approach content, which we do have now with the Deep dungeons and the Variant Dungeons, content replayability is at an all time low, once you seen every possible path, usually with your FC, you wont touch it again as the rewards are either too easy to get or simply not worth it,and doesnt affect players progression. Due to people not wanting to deal with randoms, and the content not incentivizing players to play with randoms, it will quickly fade and be of no use to the average player, this ofc varies region to region, and should be looked at with care from the team to ensure we all have equal and fair experiences.
See my post on page 6. People have stopped playing content. It's not just me, even though I am the worst offender (in many things, but especially FFXIV).
Hook! I'll start but this is by no means exhaustive:Quote:
You claim features have been gutted. Just what features are those and how were they gutted?
1) Rotations, as you said.
2) Dungeons under level 50
3) Forays. Much has been said and you've heard it all before. MMOs need multiplayer content. Bozja and Eureka are empty because they are no longer relevant at level 90.
4) Relics. Goes with above, and needs no further explanation.
5) DC travel has crippled FCs since you cannot use them when traveling to play content, which is required for most people. The drought has made this even worse and people have no reason to log in to the game. Social networks in the game are either club venues or simply no longer play FFXIV. An FC is meaningless. This is a pretty new development.
6) Role playing. Well, it still exists now, but only for sex. Modding and clubs have crippled the SFW roleplay scene. Balmung is no longer what it used to be.
Single-player content can never replace multiplayer content in an MMO. Timegating Island Sanctuary so that people keep subbing for the cosmetics does not make this game worthwhile. Playing the game with friends does. That's where Endwalker lacks.Quote:
And do none of the new things they've added since count?
I think it's going to be hard for Dawntrail to top Endwalker. Endwalker is a masterpiece.
I think Shadowbringers topped Endwalker, but that's just my opinion. Fact is, we don't know how Dawntrail will be received, but we shall see.
They need to let us use all of our abilities when we are level synced down for dungeons, just scale the damage down to the appropriate levels.
I don't think the initial reception is all too important anyways.
People are really good at living in the moment, hyping themselves up over nothing. It's possible that in the future many people might reflect and decide that EW isn't as great as they thought.
People jump to conclusions rather quickly. The reverse is also true as well. Some of us may possibly think better on EW in the future.
I agree with this, I hated one partof Zadnor in the moment, I still dislike it, idk what compelled them to add an alternative to doing the content inside Zadnor when it was relevant content. But when comparing it to having only a tome grind its way more palpable. I'll always tell people I enjoyed EW, but I also know that one has to be aware enough to actually know when it's the honeymoon phase and still be able to say,*hey heres a flaw that should be looked at and fixed by the devs*
Simply because I prfer how they handled content in prior expansions, I will always dislike EW in comparison, but it's not like EW is the source of all these issues in the game now. A lot of the issues that are only now becoming a problem because how the Dev team managed the game this particular expansion. If we had a similar content structure and similar balance as ShB I think a lot and I mean A LOT of people would still be on copium about XIV. It's due to EW not handling content similar to ShB that we can now talk about larger standing issues that have been present since ARR and HW. I vividly remember bringing up so many of the same flaws years ago only to be told i'm over reacting, only to now see so many people saying the same things.
Maybe it’s just me, but frankly I’d still say every ffxiv expansion has been more or less the same quality to me lol. Like 7-8/10?
I feel like the main thing that defines each expansion is the issues/mistakes it made lol, like Heavensward’s initial raid release or Stormblood’s super synergy debacle. Shadowbringers had the beginnings of simplified gameplay, Endwalker doubled down on it lol. Once you put those to the side though, I’d say one of ffxiv’s strongest points has been its absolute consistency lol (for better and worse)
DT needs to be better. Balance of jobs needs to be better. Healers need to be better. Bringing back large scale content needs to happen and the relic needs to be better. Side story content needs to be better and more engaging. Headgear for races needs to be improved along with hairstyles. FFXIV is great, but I think most people were really let down with EW in comparison to SHB. But overall EW still delivered a good gaming experience which most of us are sure DT will deliver.
Give healers more damage buttons, add Bozja 2, and expand the '2-minute meta' to 1 and 3 minute variants depending on the job, with rotations lining up at opener and 6 minute intervals, and add tokens for tome gear to Criterion, to facilitate easier gearing of alt jobs.
There, I saved Final Fantasy XIV from it's "Inevitable Downfall", and in under 50 words too, without a 30 minute rant video.
Please clap, or whatever.
The main problem with Endwalker was all the content was bland with no re-playability in it. Variant dungeons are solo content with 0 reason to keep doing it once you get the paths done for the mounts, which can be done in a couple of hours. I guess you could also choose to grind it for gil, but is that really the bar we are setting for content now? It has sellable glamour so you can opt to not even do the content and buy the items instead! yay! Criterion had 0 reason to run it until recently and even now the added rewards from player feedback are way off the mark. Why are we adding BLU weapons to content that BLU can't even do? Relic weapons simply involve you throwing tomes at it and that's a pretty damn lazy design tbh. Island sanctuary is the most boring piece of "content" I've ever seen for something that was so hyped up before release lol. Even the storyline for endwalker felt like it was rushed in some parts.
I mean... what exactly do you expect people to do when you remove the relic grind and remove all ties to the current content to make them. I didn't put in any form of effort to make these weapons... I happened to notice I was capped on tomes and bought some items and got a glowy reward. Yay! They also chose to add solo content over something like PotD/HoH or Eureka/Bozja. I can't imagine why there is such an influx of people playing other things and have dulled their expectations for the next expansion. At least we get 2 dye slots though!
Variant dungeons needed currency or special item drops or achievement rewards, probably a combination of all three, for the relic weapon. I think the only reason they didn't do that is because there were only three dungeons; but had they made like 5-6 I think that would have sustained an entire relic system.
Honestly at this point I just want the game to have long running content, so I'm not done with the content one week after patch release. That has been so bad in endwalker, it's the first time in 3.5 years I suspended my sub. I'm at a point where I'm starting to be ok with losing my medium house. I'm still going to do DT, but honestly, my interest in ffxiv has been eroding for the past month, and it's not fatigue or being "burn out with the game". It's boredom.
My biggest issue is, that the forums or generally whoever is providing and translating feedback from NA/EU discussion, is not 100% correct.
Whatever we're asking for, they do implement it, but in a way that it still is restricting, uncreative and timegated.
I've been on the forums for a long while now and it is true that people do ask for a lot of stuff. Many ideas have been visioned, but did not click with the community/playerbase.
Remembering about:
- Deep Dungeons. People already had an idea about endless floors. It has been asked and was well received by the community.
- Expert Dungeons/Roulettes. Community asked for harder daily dungeons / roulettes. What did we get? Criterion. Was it a success? Partially, if they wouldnt be so stubborn about certain difficulties and rewards.
- Relics. ARR and HW relics were super grindy. Farming the books or """"light""""" for hours, it was truely some torture, but you had something to work for. Players asked a new method to grind the relic.
- Eureka/Bozja. While the content is not bad and I enjoyed it fully. Some people despise it. And honestly, Anemos was a great map, but a huge mess at release. To think that devs wanted us to sit there and kill monsters for hours... It's so silly, when I think about it. I've sit there and played the same job rotation for 2 hours just to farm protean crystals. Pyros and Hydatos just barely managed to be better, because all the feedback (be it bunny FATE and the treasure maps, logos actions etc) was accepted.
So no matter what feedback we provide, I believe that, some of our ideas/thoughts is lost in translation.
Or they simply ignore or cannot envision them. Is the problem the game's engine? Server structure limitations? End-user protection?
Whatever Dawntrail's gonna be, it'll still suprise and disappoint us. Pretty sure about it.
There's nothing wrong with the game, go play 11 if you want bad design choices lmao
Thats why people are unhappy, if they keep doing this all that's gonna be left in the game is people who think everything is perfect like you. It'll be a massive utopia I'm sure. You'll play the same dungeons over and over again, the rotation will boil down to one button. They'll take the health bars out because mechanics will just be for dramatic effect. I'm sure the autoplay button is a few patches away.
You're the vast minority that wants antiquated garbage like tp back. The majority is very happy with the current state of the game. I'm more than happy to only play the game with other people who like it.
Want to experience the same formula ? Good, you're a sprout, you have multiple expansions to do so.
Seriously some takes here... No wonder we get the same boring routine.
The fact that they haven't announced ANYTHING new in 2 fanfests is worrying. The graphics update doesn't count, it's not gameplay.
They said a new type of "lifestyle content" was coming, though I'm sure that's not what you're interested in.
A good question is what are you hoping for if they do add something new for combat content. Is there something in particular you've experienced in another MMO that would also work in this game?
People saying the game is fine are wrong. Recent statements by a Chinese producer of XIV confirm people are logging in but they are logging in for less time overall and doing less activities. His literal job is to analyze the Chinese data and forward it to SE.
Just because a majority isn't vocal about boring combat or boring jobs doesn't mean the problem is non existent. We may not have words but the producers can look at actions.