All the "MM" in "MMORPG" means is that there is a large number of players occupying the same digital space at the same time.
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I mean there is the tedium if you don't like it, but there is also the fact that it kind of neuters newbies from liking it because it gets inaccessible. CBU3 dumbed down jobs in order to make it more accessible to people to go do Extremes+. but they don't understand that the accessibility wasn't on job complexities but on how they have designed their content.
Or they just straight up lied, and dumbed down the jobs because it was easier to design them that way.
Sure, but the description was created for games where that was a palpable part of the actual gameplay. Outside of the latest EM content and FATEs early in each expansion, that's rarely the case here. You could reach a majority of the game's new-player-facing gameplay in any single-player game that offers drop-in multiplayer through which to replace the core supporting NPCs in content (say, Divinity 2, BG3).
If your friend does not like the walking around doing quests and reading dialogue, this game is not for them. Think of this game like a really long movie with fight intermissions in between. This game is a core Final Fantasy game before it is an MMO.
I'm not talking about optimisation. I'm talking about the basics. I don't think the game should allow people to hit level 100 as a WHM with only glare and cure 1 on their hotbars.
In what sense do you find Dawntrail dungeons harder than previous expansions? I think most of the complaints on Dt release were coming from newer players who started during Endwalker and hadn't played a dungeon without being ilvl synced before. Some of the bosses one or two overlapping mechanics but that's fairly normal. Overall I think the dungeons are the easiest they've ever been. There are no interrupts any more. No debuffs that need to be cleansed. There are a ridiculous number of forced single pulls, no big pulls bigger than 2 packs, and tanks have been massively overbuffed again.
I think the dungeons have been at their "hardest" ever. Fast paced DDR everywhere, gotcha mechanics, crapton of visuals cues to keep track of else you get your vuln stack (or potentially die), until they decided it's not working or they don't want to do it anymore somehow with The Underkeep which feels back to the usual formula.
If anything that's why the battle system has been dumbed down so much that it doesn't get in the way, and the tank literally cannot die.
Yeah what Valence says. It's just too fast with too much visual mess. I find it really difficult to pick off boss tells and remembering cast names is also challenging (possibly because once I've cleared a MSQ dungeon I don't touch it again). I did switch from MCH to WAR to get through the MSQ dungeons with NPCs, but I still found it difficult and frankly unpleasant.
To loop back to the issue of rotations, struggling players like me are told to not worry about doing damage, first avoid the mechanics. Very sensible, but also a massive indictment of fight design. And the less skilled you are, the more the fight reduces to DDR. Why learn what your kit does when you don't have time to use it?
The other huge issue I have is button bloat. If I wanted to use all my kit, I can't because I simply can't create that many comfortable keybinds.
I figure in terms of skill, in PvP I am top 20%, in PvE bottom 20%. A huge chunk of that is that in PvP I don't need to look at either my hotbars or keyboard. And I enjoy PvP.
I don't think the two have virtually anything to do with each other. Nor are the latest dungeons particularly "harder" than before; the "be here by X time" objectives are merely more visible. Casual content now has fewer and/or more lenient DPS checks, less need for coordination, and generally less cognitive load even before factoring in job kits.
Tanks can't die because the devs decided that people are more likely to play tanks, reducing queue quota bottlenecks, if they can be demi-gods, and healers are 20 shades of excess healing and a skill and a half of anything else because they decided that'd draw the most overall appeal to healers, not because we needed to save cognitive load for the present fights that, on average, take no more or take even less thinking ("monkey see, monkey do" included). When AST was running Sleeve Draw, Spread, and Royal Road and optimizing outcomes under varied conditions and per different compositions, we still had Mist Dragon offering far more difficulty than most Dawntrail dungeons.
I think the new player experience is great for someone that is looking to play a Final Fantasy game, because honestly that's what it is. It's your usual Final Fantasy game but with other players populating your world and helping you on some adventures!
Endgame is not as much of a focus as in other MMOs such as WoW, instead the primary goal of FFXIV is the play and experience the stories offered through MSQ, SideQuests, Raid, A-Raid, DDs, etc as a story-driven game! :)
While the difference between somebody who engages with high-end content and someone who does not is like night and day, I do have to say I do appreciate, in a way, the simplistic nature of the normal content.
In my opinion, it all comes down to the person. One who seeks to improve will always actively search for information and will never need a game/somebody to babysit them. The same applies in day-to-day life.
At the end of the day is not the game that should push you to improve; you have to have the desire to push forward. That's why some people are so resistant to advice, because they don't care about playing the game optimally, and that's fine. It's completly OK to suck at the game and focus on the social aspect.
I've been thinking... they mentioned offering a new starting point for new players after Endwalker's MSQ.
But would that would even see the light of day when they are actively spending their resources updating the old dungeon experience?
In other mmos you can play the msq together?
Get real people, the story drives the game but if it was purely a story game, it would have been dead long ago. The game survives by making you stay subscribed for 4 month periods between 6 hours of story. I don't know how people can't understand this.
And yes, as a new player looking for an MMO, they almost certainly wont make it to the endgame unless they bet on a story skip unless they also like 500 long visual novels. If the story was as story driven as you people claim, a monthly sub would not be justified.
you can experience the story just fine, even if you cut out all the filler crap, there are lot of quests that add no substance to the story and are only there to waste your time, that is so obvious, like all the nonsense of running through the entire dungeon again with your slow mount in Endwalker.
I did always find it kind of weird that the hunt logs/bills are basically the only thing that makes you interact with the random overworld enemies for the most part as an average quest typically just makes you go to a designated location that will automatically spawn the things you need to kill for the quest.
ARR is the only part of the game I can recall that fairly regularly made you have to fight said enemies in normal quests.
That is debatable.
If someone wants to play a Final Fantasy story game I can think of quite a few I would recommend instead.
More focused experiences with fully voiced main stories and not as much pointless filler, while also offering deeper mechanics and combat.
If someone really wants a modern Final Fantasy game I'd tell them to play Expedition 33 instead... and then maybe the VII remake.
The 7R series has the issue of being a full series of games that are actually weird meta sequels to 7, which is such a humongous game that I'm not convinced they'll actually get through all of it. Sticking within the IP, I'd recommend the pixel remasters(or even the 3D remakes of 3 and 4) and the PS1 games first and foremost.
Which two? I'm not sure to see what parameters you're referring to?
Difficulty is subjective. I find DT dungeons a lot more difficult than they've been in any expansion. The "be here by X time" mechanics are tenfold in comparison to what they used to be, and their pace has been cranked up significantly so that the bosses shotgun them at you without any respite, which is the most notable in luigi's mansion and tender valley, but they're merely the extreme end of the spectrum.
There has never been any DPS checks in dungeons, let's be real for a minute. Coordination? What coordination? What was there to coordinate?
I do agree that job kits have made way to encounters, that was my whole point. Tanks cannot die, healers are superficial, there is no mana or resource management left on any job, healing tools are through the roof, no more positioning problems, etc, because that's where the bulk of the engagement used to be, and this is also why trash packs that haven't changed unlike the bosses have become just... a bland afterthought. I can see that some people would find it harder because DDR talks to them more, which is fair. My point has always been that I do think however that the old model is superior not because of my own tastes, but also because it allowed to support struggling players a lot better whereas today you can't do much to help someone that is going to keep standing in the bad and die instantly again and again.
We'll see how it goes with the next dungeon in august. In my opinion it will be a big tell whether or not they rescinded on their dungeon difficulty changes they brought with DT.
WoW's writing isn't stellar but I will say that it does at least know how to maintain a sense of intrigue and stakes in a way that XIV utterly dropped the ball on with EW by opting to terminate as many story threads as possible without actually presenting anything new in their place.
It kind of fundamentally took me out of XIV's setting once I came to the realization that nothing truly major or world-shaking is ever going to happen when we got through a literal apocalypse without any meaningful casualties or visible destruction in places we'd grown familiar with.
OP has a good point yeah.
Instanced battles being solo always felt bad when we were doing MSQ at launch with my friends. I understand some have to be solo, like the famous one in EW, but having multiplayer ones would feel fresher.
Same for Duty Support too, being able to tag in with another player and 2 NPCs would feel great too.
Job kit depth and combat content design.
It is subjective, yes, but for the life of me, I can't think of a boss with above-average difficult outside of the first boss of "Luigi's Mansion", and even that can be easily cheesed.Quote:
Difficulty is subjective. I find DT dungeons a lot more difficult than they've been in any expansion. The "be here by X time" mechanics are tenfold in comparison to what they used to be, and their pace has been cranked up significantly so that the bosses shotgun them at you without any respite, which is the most notable in luigi's mansion and tender valley, but they're merely the extreme end of the spectrum.
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There has never been any DPS checks in dungeons, let's be real for a minute.
...Have these been purged from memory as well as implementation?
- Reduce boss health by x% from start of mechanic, or mechanic continues applying another vuln stack every few seconds, eventually one-shotting, or to end pursuit phase which would otherwise kill someone.
- Kill adds or they explode, wiping the party.
- Kill add in time to create safety zone/launch pad, or wipe.
- Break barrier in time to stun mob and thereby survive heavy damage.
- Kill thing before it seeks down and kills a random target.
- Kill thing before it apply enough stacks, which explode upon reaching 3 for half your life's worth of damage... as an AoE.
- Can stunlock thing and burst it down to prevent tank receiving 40% more damage taken.
- Mob triples its damage after a cast X seconds into the fight and has untelegraphed cleaves that hit tanks for about 30% of their HP before said buff.
- Or, hell, even just actually threatening full pulls +/- environmental mechanics.
Cumulatively, from original, pre-power-creep XIV across to Shadowbringers? CC. Add gathers. Triggering ICDed environmentals. TTK management around DoTs and TP. Baiting out AoEs and other specials to reduce tank damage intake.Quote:
Coordination? What coordination? What was there to coordinate?
I said the opposite. I don't think job kits were unique in being simplified, I don't think encounters now are more complex than seen earlier, and I certainly don't think the simplifications were done just to support the shifts (simplifications towards DDR alone) in general combat design.Quote:
I do agree that job kits have made way to encounters
The simplifications to job design and content design are simply iterations of the same desire to smooth things down, not end and means to one another. DDR-fixation didn't cost us job kits. DDR-fixation cost us the bulk of what all we used to have in content design beyond DDR, while present smoothed-down job kits cost us what idiosyncrasies --the fun, the meh, and the fugly-- we had available in prior kit iterations. They didn't need each other to have narrowed down as they did. Interdependence between them only so far as caster mobility and the frequency & duration of discrete 'Move!' mechanics, which have been used as much as they have only because... we've apparently forgot how to design in anything else that could be of interest.
If the story was more playable with fun instances and you could bring friends in I'd understand, but like... even if Dawntrail's writing was stellar the problems persist. I loved Shadowbringers story, but I didn't redo the story nonstop for the two years of that expansion.
That's why I split it into FF games in general and modern FF games.
Some people can't get into really old graphics.
To be fair, both equally dropped the ball when it comes to their own lore. XIV in EW with "everything was always ancients" and WoW with...the entirety of Shadowlands.
But now that you mentioned it, the escalation of stakes became a complete mess in XIV. Up until the end of Stormblood the threat was comparatively small scale, maybe a nation in danger, at most a continent.
Then comes Shadowbringers and we suddenly need to save an entire world, even if that world is basically reduced to a few regions.
And in Endwalker we jump from that to saving the entire universe and all of existence.
New player experience is really good, as is the free-trial player experience pretty good, to be honest... But this is only by virtue of the fact that it masks the biggest issue plaguing this game which is patch and content schedule/pipeline.
Even then to be honest, it's going in the direction of... Not too great, seeing as they've demonstrated a willingness to devalue older content, and this is where FFXIV is not really a good MMO by any stretch of the imagination... Now obviously some people like that, e.g., being able to take extensive breaks and coming returning like you've essentially missed nothing whatsoever.
Generally speaking the game just lacks that immersive feel, and the substance behind the content absolutely sucks because player inconvenience cannot happen in any capacity.
It's a really common problem in storytelling. The next chapter has to be bigger and better than the last and eventually everything scales to the absurd. There is a similar problem with character traits that become more and more exaggerated over time until they dominate a character's personality and leave them as nothing more than a caricature of an actual person.
Everyone will have their own opinion but I think part of this comes from the story being so firmly on rails to the point where you can't even visit fluff areas like housing until you get to the point where the story says you can. The same repeated formula where you just so happen to unlock the same number of physical locations in sequential order. While ARR was not my favorite expansion, the ability to explore the entire world from the beginning gave it a sense of exploration and immersion that no later expansion could hope to match.
It's a few things really..
Like this is a big one, since it makes the outline of the story extremely predictable, e.g., when hitting new zones, when hitting a trial, etc.,... Now granted, this has been a thing since HW... But it's also where a second point ties into it...
With how streamlined the levelling process is, there's just absolutely no reason to explore the world outside of doing the story, and obviously that can be done anyway, but it's like... When it's that streamlined, where you actually need to make an effort to not out-level the story, then just gets meaningless and hollow.
On their own they are all small things, but when you keep doing more, and taking more away then it just all compounds. It's one of those things where too much Quality of Life just rips the soul out of the game.