And SAM. I hit 1.99 with food already. any faster will be nuts x.x
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The issue with DRK isn't inputs of combos per se, it's the amount of Dark Arts weaving you have to do. Basically, the CD on DA would have to go down to 1 second or less to be as fluid, and I figure that the game can't actually support the <2.00 GCD speeds that well.
Anything obtained is outdated in like 1 month, all your gear just outdated, in ffxi you could have good items last you years because of the special effects they have you, they were not just boring stat sticks like the gear in this game.
Time vs reward, this game take a lot of time to get something done and when you do the reward is usually lackluster
dungeons /raids : Formulaic, it's a word I am not usto seeing/using but for this game I use it quite a lot, FORM - U - LAIC, canno't go off the rails because everything is programmed "on the rails" /boring.
No benefits to working as a group - In ffxiv you have no choice, you must be in a group to progress, then you have people kicking people for the class they play, 3 strike rules or just plain harrassing people, there is no option to do things on your own which is another huge downfall of this game.
no proper auction house - games in the earls 2000's had auction houses, how can a game 15 years newer not have a good basic AH? blows me away.
lackluster gathering crafting / no way to make money unless you gather or craft - In FF XI you could be a dark knight ( a damage class ) and be farming bees for beehive chips which many different crafters needed for stuff, these little chips would sell for good money and were super simple to collect, just kill some mobs, in FFxiv anything worthwhile is botted into oblivion or undercut into oblivion, nothing you do as a player matters anymore.
I could keep going trust me.
Gear lasts 6-7 months minimum. It is not outdated in 1 month...
I mean, Anemos came out about 2 months before 4.3 and this one is about a month and a half before 4.4. I take it 4.45/6 won't come out until 6-8 weeks before 4.5.
And if we're putting a weight on relic stuff, its always been "weaker" than most stuff until the end of the expac cycle when it matches ilvl cap with raid weapons and it used to have customizable stats. So far we don't know anything about Logos. But if "worth" is the tag, it hasn't been "worth it" for most.
Honestly what I'd like to see is more flexible content. makes it easier to include everyone that wants to participate. always sucks when the number of people that want to do something isn't 4 or 8 because there's nothing you can do together.
a lot of that stems from the general lockouts and stuff. it takes you like half a patch cycle to get a job gearerd with all the lockouts in place so if you factor in that time then by the time you've got your job geared it is indeed going to be obsolete in a month or so. the next odd patch will make that gear upgradable so what you have is basically trash until its upgraded. and the next even patch will just destroy everything with a new tier of crafted gear... this is why people say its trash within a month. because while the first piece you get might last longer generally within a month of gearing a job up. something better is available... hence never ending treadmill that never actually feels like players are getting anywhere..
This is why I consider BiS pretty much a joke in this game as the constant stream of new gear levels with wildly different stats make it an effort in futility to build a decent gear set that will last you more than a patch cycle.
Devs release content with higher ilvl gear within a few months of each other. >>> Players complain they can't "enjoy" the gear they earned before they replace it.
Devs delay next tier of ilvl for at least one extra patch cycle. >>> Players complain that they have no incentive to play because they can't get any new gear.
Really, there is no way for them to win in this situation. I actually kinda pity the game developers sometimes.
Quests are useless for leveling, but its ok if you think they give you enough.
You gonna stop me right there? Then tell me, how you've got your gil? Only from questing and the mighty drops? I guess its more likely that you made most money with the marketboard which comes from other players and with that from gil buyers because everyone has gil of them in his/her pockets, doesn't matter if its around 1000 corners. I wouldn't mind if there would be a system to sink the amount of gil if it is usefull and not just making everything more expensive because this will just piss players off and thats understandable.
Quests are useful for leveling, but it's okay if you don't think they give you enough.
(Aren't opinions just wonderful?)
I'm curious as to where you think gil sellers' gil actually comes from. They don't materialize it out of thin air, they just consolidate what is already moving through the economy. As far as I know, most of it comes from gathering bots who, now stay with me here, sell their wares on the MB to other players. That's right, the gil sellers's obtain gil that has been "produced" by legitimate means. So, if your supposition is correct (dubious on its own,) then it isn't a matter of "everyone has gil of them in his/her pockets" so much as "everyone has gil that has passed through gil sellers' hands in his/her pockets."
A very large amount of their gil is actually created "out of thin-air" the same all gil in this game is created. They bot dungeons in which the enemies drop gil. They go into the dungeon, manipulate their position, manipulate the position of all the enemies in that dungeon, and kill them all in seconds. Rinse and repeat.
Nothing is really wrong with this game. Only the toxic part of the community.
This forum should be open for everyone. Most of the players that could really tell something about what is lacking in game are not subbed anymore. Limiting this forum for only subbed players is like being in denial about game imperfections.
For one thing, the achievement system needs a lot of work. No, Yoshi, that never once meant add another thing to click on to see what achievements I'm missing in an area or am close to completing in general.
So many of the achievements take to heart a heavy grind, like do a thing 1,000 or 10,000 times when you're bound to be tired of that thing after about 20-50. Some achievements are less that and more accomplishing a thing that relies heavily on in-game luck (rng) or life-based luck (getting teamed up with the right or wrong people in pvp). What would be fantastic is achievements that challenge you to do content a certain way, or promote doing things with out-of-the-box thinking. You like out-of-the-box think, right, Squeenix?
Something else that, achievement hunters especially, would like is a simple tracker that treats an achievement like a quest, complete with a progress bar we can see move forward without having to bring up the long-loading achievements window for the umpteenth time. We've made a request to this effect before, and Yoshi responded by giving the aforementioned notice button and miniature achievement window that clutters our screens with more, often-different info from what we're requesting.
Heavensward also made a move with relics to have every step of EVERY weapon make its own achievement. Fine to some lesser extent since we are now, years later, able to unsync that content and get the Animas done fairly quickly (though the umbrite step is till ass). Now we come to Eureka for the Stormblood relic line. Same thing with every step of every weapon having its own achievement, but take a look at how we're getting these relics, how non-accessible the process basically is to newcomers who more or less need to solo from the start. That's already annoying, and rather poor of design. We probably won't be able to sync Eureka ever, just like Diadem, and the Pagos phase is, well... You know.
Pagos is so much not for me, thanks in large part to literal PTSD from my time on XI, that I won't be actively hunting achievements in this game anymore, but that won't stop me from hoping for a better system to be put in place for the hunters who remain - something better tracked and more dynamic or involved.
How about releasing new gears, but not increasing the ilvl ? Like new gears, same ilvl and different stats ? So people could actually choose what to farm for different playstyle/situations...
Oh wait, but they would need a compelling stats/item system...
I wonder how they could do it, it's not like any other MMO had managed to do that.
In some ways this existed in 1.23 all be it on a pretty small level. But you had little achievement challenges like "breathless" that you got for completing Aurum Vale without consuming any of the fruit to combat the poison. Was by no means essential but was just an optional extra little challenge players could do. Would have been nice to expand on that.
I think the devs have created the problem here because they've over simplified everything so much they've not for any room to be creative or inventive. Gear stats are one of the bigger examples here. The only stat that matters 8s item level because they've simplified everything else so much it's irrelevant. Main stats are always capped by I level and secondaries just don't male much of a difference. Generally speaking. Just equip the highest I level piece and your good to go.
I Don't really pity the devs for being unable to win because it's there over simplification of everything that creates many of the games problems.
A little complexity is not a bad thing.
Yes, my boyfriend told me something to this effect once, as he was a 1.0 player. He knows I like achievements, and still isn't sure what to think of my abandonment of XIV's achievements as an active hunter at this point (he hasn't exactly logged in often as of late).
Exactly my point.
And that was nice. An incentive to run dungeons again.
The conditions to get coffers was nice too. The better your party is, the more rewards you get. And it was quite difficult to reach.
Now, everything is streamlined, boringly easy and give the same experience however you choose to do it.
It's always, pull multiple groups of trash, aoe 'till deaths. Boos 1. Pull multiple groups of trash, aoe 'till deaths. Boos 2. Pull multiple groups of trash, aoe 'till deaths. Final boss.
EVERY dungeons is like that. Don't they, as developpers, get tired of making the same content ?
http://forum.square-enix.com/ffxiv/t...on-dans-ce-jeu (Hv=Hotel des ventes|tableau des ventes\Market Board)
Traduction : Ok in itself,they need to make money, but if only we could put items on mog station to sell on MB… Rich persons IRL buy IRL & poor persons buy on MB & voilaaaaaaaaaaaa.
Lol, that would be wrong indeed.
At its core: the game's 100% vertical progression model. Makes content outdated very quick which I think is sad given how long it takes to develop everything they give us.
Content Patches
-We are receiving less and less per expansion. When stormblood released, we only got 2 jobs instead of 3 and no race and the justification was so that they could focus on balance and guess what? Balance hasn't improved any more than heavenward balance.
-Patch 4.3 for example has HALF the content of 3.3 and in fact, we are going to end up with LESS relic glamors than ARR and HW because there is going to be less steps now.
Stale content
-We have the exact same content cycle over and over and theres hardly anything new or fun. Additionally, most content thats added is just grinding content and nobody does it for fun. People only do it for incentives. Content needs to be fun and/or they need to come out with FUN content.
PvP
-It needs to be remade completely. The vast majority of the playerbase doesn't play it because it sucks and the only reason anyone seems to do it is for the same reason listed above. (incentives)
Fates
-This needs to be brought back. This gave DPS something good to use to lvl up to make up for slow dungeon ques at launch of a new expansion. As of this moment, its too slow for dps to lvl compared to tanks or healers until they add some equivalent to potd/hoh on launch of a new expansion (and honestly, it makes more sense to release hoh at the start then wait 10+ months after an expansion)
DPS Parsers and modding
-We need DPS parsers in end game. End of story. It is a necessary tool for progression and not having it actually adds more toxicity to the game because we have people not participating in content or not wanting to learn and we don't have the tools necessary to see whats going on.
-Add the modding that was promised from the start. Alot of people bought the game based on the promise that it would be added.
Eureka
-Why do we have this? Wasn't it clear that Diadem was a failure and then the remade Diadem only had people for incentives and weapons? Why do you take a concept nobody cared for and then make it even worse and punish the players for making the NM trains?
Content lul
-WHY do we have a content lul that is 6-8+ months RIGHT AFTER the launch of a new expansion? There is no point in remaining subbed to the game past the first month of an expansion launch because of this.
FC Housing And Player Housing
-Why don't we seperate player and FC housing to accommodate both players and FC owners and turn all the current wards into player homes and grandfather all the current fc's into those wards? This would help solve the housing problem for FC's and possibly make a more unique housing area for FC's.
Terrible Support
-Square Enix support is terrible and GM's seem to do little to nothing based on reports in-game. The forum GM's/Mods are extremely ban happy and people are constantly complaining about terrible support from SE. SE Mogstation sometimes makes a mistake and incorrectly flags a purchase as fraudulent and then bans the player and then they have to contact support who won't help and theres no way to contest a ban from a gm in-game through any of their support portals on the website. A player on reddit who had connections lost his house over a mistake on SE's side and SE support would not help him till he used his connections and gained alot of awareness on reddit to lift his ban and keep his house.
-Server Locking
What was done to gilgamesh hurt alot of people who had friends and split people apart. That was legitimately terrible. If the problem is that there is not as many people on the smaller servers then you should MERGE the smaller servers.
Inventory expansion
-We were promised a 2nd half to the inventory expansion but we never received it. If you are to count the chocobo saddlebag as the other half then that is not acceptable. We were promised another HALF meaning more inventory AND armoury space and we got neither and saddlebag did not make up for that amount of space.
Content patches being spread out
-STOP IT. We went from getting a decent amount of content to only getting 1 or 2 pieces when they could have released it all at once. Now we are even more bored and theres no sense in subbing until the end of the patch/content cycle because of this.
Retainers, Companion APP, server space
-One of the top responses that SE always gives for not adding more inventory space or character creation additions is that it'll stress the servers. Really? REALLY? Everytime something is added to the game, it is the exact same thing. Server space is also pretty cheap from what I hear. It seems like they just don't want to do it and INSTEAD charge you and nickel and dime you for inventory space with paying for ADDITIONAL retainers and adding ANOTHER sub fee on top of the companion app. Do you know how much space these retainers have? They can add retainers but give us no additional space for free?
-Companion app is now introducing purchaseable currency and I don't know how easily that IPA can be hacked but the way apple works, u can make a purchase and then refund it and square enix wont be informed what customer refunded what. So it may be possible that we are getting market inflation and manipulation over this terrible idea. I am personally tired of this greed.
Gear/Equipment/Cross-Skills
-Just make all the gear for the same ilvl for each job have the same stats. Everyone is going to min/max anyways so just streamline it.
-Get rid of the cross class skills. Its pointless to have because EVERYONE tend to take all the same skills which are needed. The only exception is when someone is new and takes the wrong skill and then gets berated and harassed by players for a problem SE created. Just get rid of it so its not an issue anymore.
Edit:
Put the extra time in to make content fun!
-Take Verminion. They added that with little thought to the fun factor or the lvl of addictiveness it had and nobody ends up doing it. Now look at Blitzball. They are on the fence about adding it at all because verminion failed. Yoshi says that if they add it like how it was in 10, they would make it different and he is not sure how players would react to it and instead wants to play it safe by making it a boring football manager clone which won't take alot of work on their end. But heres the problem, Devs shouldn't be adding content for the sake of adding it. You need to add content that is actualy fun and I feel like they aren't doing that. They are just adding for the sake of adding but in reality we not only need content variety and change but we need FUN content and this is why blizzard is the online gaming giant that they are today. (their focus is on the fun) This includes sometimes taking risks. You can't make a great game if you are too afraid to try.
Have the Devs become complacent or Lazy?
-As mentioned before, we are getting less and less content. In fact, the relics have fallen behind in progress and if this latest patch of stretching out content is anything to look into, it seems that the devs team either cant deliver content on time anymore or aren't what they used to be. It seems like less work is being put into this game and SE is moving the devs elsewhere to work on other games.
-Devs seems to be getting less creative and passing their work onto the community. During heavensward, we had hair and armor contests to become gear in-game and not only could the playerbase not vote for the final designs that they liked to make it into the game but alot of the gear being made for stormblood (alot in my opinion) are the contest winners and now we see them starting up theses contests AGAIN to make the armors for 5.0+
Male Armor Design
-Why are males armor designs so greatly neglected in this game? We got ALOT of the same looking gear ESPECIALLY when it comes to pants and boots but female designs tend to have waaaay more variety and unique designs. Whats worse is that alot of the gear males get are the female version of gear that are too feminine for males so u see guy characters running around with skirts and stuff which is ridiculous.
I want more innovation. I want the developers to look at what their competitors are doing and go above and beyond in an attempt to refine such things with a Final Fantasy twist. It's worrying to see that Blizzard have taken note of FFXIV as a rival and have adjusted their content cycle to match its releases. That is something they did not do for many other MMO's that came before FFXIV's rebirth. I'm also led to believe that WoW's latest expansion has added a lot more customisation options in the form of 'Allied Races', has been focusing more on story content and has also upped the quality of the voice acting and music. The latter of which was always fairly good to begin with.
Yet on FFXIV's side of the fence it feels like we're just getting more of the same and what we do get is staggered in its release and doesn't really shake things up. There's very few actual surprises. Even in terms of the game's story, the stakes rarely feel very high because it's very easy to predict which characters will never be in any real danger.
Gear progression is boring as fuck. Seriously, everyone hated on Diadem, but its the only content that stepped out of the norm with gear stats. (Materia is a joke. It feels shoehorned in at this point)
Tank BiS is at the mercy of crafters. Wait a minute! SB was all about closing the gap and making other roles easier and accessible!? So lets take an already diminishing role population and have them be pressured into buying accessories for millions of Gil.
Raids are just trials.
Latency isn’t factored in when creating new job skills. There’s just so much, but like 70% of this thread hit the nail on the head.
The devs just don't seem bothered anymore, it's the little things, like the HoH story for example. Big locked mysterious tower reaching off way into the sky that was the subject of much speculation and all it got was a bare bones excuse plot.
Palace of the Dead wasn't exactly the most involved story but it feels like Shakespeare next to Heaven on High.
I mean, there are bigger problems, but it does feel to me that they aren't paying as much attention to the little details as they used to and it's part of what gives me the impression the team as a whole are maybe not as interested as they used to be.
This is what I forgot to add to my earlier posts.
Those battles they call raids are not raids. They're trials labeled as raids.
There's a reason coils are lauded and a major part of that is the traversing through a map riddled with danger before you encounter the last boss (with some good story in between the treks)
"Oh but nobody has time for that" -some random player might say.
Listen. If you enter a normal raid like kefka and you like that it takes 10mins or less to complete, then all SE has to do is scale accordingly. You could have a 5min map with a 5min boss or a 8min map with a 2min boss. Point is that these "raids" we do atm don't feel anymore different than trials.
Shape up SE, shape up!
My biggest problem right now is the missing longliving and fun content. Either its too much of a boring grind (like Pagos) or just something that takes too long. (Like the tiger mount..) And if it does not fall into any of those categories its mostly something that can be completed too fast.
Also either they create something newish and its fine like PoTD and then just create a copy of that with barely any changes like HoH or they create failures like Diadem (and Eureka imo) or LoV and either ignore it instead of making it better or just make it worse..which then gives me the feeling like they are not truly listening to us. After Anemos a lot of people had nice ideas where even I that disliked it greatly could see some potential in it and yet it just feels like they have made changes that benefit their view more..something is going wrong if you have people doing threads on reddit and asking if the devs are just punishing us with Pagos and its changes because we did not play it their way..I know that you have visions as devs but in a game that needs to be constantly played you should design it for the players and not for you.
I also get the feeling that the JP players are still more important than the rest of us. I am not saying that they never listen to us but it does still feel like we are second-rate customers. And seeing how this is a global game and where most of your players are from NA and EU then this feeling is bad.
And last but not least I got the feeling like they are either sticking with the formular too much or try to invent the wheel again..but utterly complicated. People wanted to dye their chocobo, we got it but its so complicated and even has RNG (and you need a house to even do that..) that its just too much. The same with LoV. I honestly got the feeling that most people just wanted something similiar to Pokemon but what we got was something way too complicated for a mini game. (And lets not talk about their new glamour system and storage which is still so limited and cant even be used everywhere..)
[Oh and taking away the veteran reward and only giving us one mount since then..then create the achievement point system but also barely update it..while barely played content like PVP gets nice new mounts quite often. At least one of them could have been another reward for subbing]
A few things that have struck me:
The social aspect is undervalued
- eg. Anemos unexpectedly brought people together. We co-operated in there and helped each other, people enjoyed the social aspect. Pagos has trashed this mode of play in favour of a competitive grind that makes people unwilling to help others at best, to being downright hostile at worst.
- Free Companies seem forgotten. There is very little advantage in being in an active FC. There is no content for FCs besides crafting which has limited participation and not many rewards (house skins on the retainer loot list means they can be picked up at a fraction of the cost of making them, if you are prepared to wait).
The storage in the chest is pitiful and the organisation of the ranks frequently leads to 'theft' or griefing.
- Housing is arranged in wards but there is nothing in the game to promote interaction between players or to give the wards any individual identity or neighbourhood feeling.
Content has no longevity - I see this as a problem because it cuts down on things to do in content lulls. In WoW I spent a lot of time running old dungeons and raids for mounts, minions or glam.
- An achievement system that encouraged you to go back and do challenges would help, but then you'd need to add in rewards for this. At present most of the achievement rewards are things I've already got.
- rewards from old content frequently appear on the retainer loot list or in content like PotD or HoH meaning that I've no incentive to go back to the original content.
Existing Resources are underused
- There is very little openworld content and too many things are instanced for my taste. Everything feels tucked into it's own little box. This wouldn't be as much of an issue if we weren't so cut off when instanced, no tells, not able to see who logs on in the fc etc.
- I was excited when they said there would be a gather/craft component to the raid in SB but instead of being able to revisit the instance and maybe hunt for items to craft into something, it was just make or buy this item off the Market Board and turn it in once. Considering how long the unlock was for the Lighthouse that was a huge disappointment.
I had started on a long list of things to bring to the table and after a while I just stopped because of how extensive the list was but I will give a summary.
1. Raid content lacks substance. I concur with others that the raids are just trials.
2. Gear progression isn't creative and is mostly vertical.
3. DPS checks are cheap mechanics. Especially in a game in which you don't have any way to have an in-game gauge.
4. Where is 3rd party extensions? At least allow us to make our own tools for which you have decided against placing development time in.
5. The companion app is just.. bad. We have a calendar that we can't access in game to get excited about. Right now the app has a 2.1 rating compared to WOW's 4.0. Micro-transactions are steep and chat functions limited.
6. Duty recorder was a great idea... except we haven't seen or heard anything new about it and its too limited to be useful to people to use as a tool to learn with.
7. Allowing gear to be dyed because it is augmented has always been a sore spot. It is recycling at it's finest though. Oh and recycling old gear to give as new gear so that people can finally use them for glamour on the job they want. Just allow everyone to glamour whatever especially if you are only going to release it later to do that very thing.
8. The removal of the additional dungeon has made expert roulette very monotonous.
9. HoH didn't provide enough substance to want me to do it. The mount I can live without, the story isn't really gripping, and because I am already leveled in all of my jobs its sort of moot. Oh and the weapon will last all of one month before the next patch.
10. Relic weapon progression is a substantial grind for a short gain to only be relevant for roughly a month.
11. Pagos was a step backwards. NMs spawn less, there is a hardcore grind with little incentive to hit the grind. People hardly talk because it is that much of a -dedicated- grind.
12. Where is the expansion on FCs? There should be lots more functions built in for what FCs can do.
13. Odd-numbered patches feel increasingly more empty.
There are hosts of other problems but it just feels like what we have to look forward to these days are A) Unfinished B) Recycled or C) Off the mark. That's not to say that there isn't a lot to love about the game but its becoming increasingly frustrating. Especially when you realize every next odd numbered patch you find yourself logging in less and less than the last odd numbered patch.
The housing system.
There is too many items, and you cant avoid getting them.
Crafters need items that you can only get from gardening, and you cant do it unless you have a house.
I didn't like Eureka, still working on it.. I hope they get rid of that system in the future.
What's wrong with game is Yoshi is over it and won't listen to player base.
The fact that in my humble opinion:
The developers base decisions on what they want to happen not what players might want to happen.
The developers have rested on their laurels and player goodwill since 2.0
Determined FFXIV to be a cash cow and do minimal innovation (it seems like anything they try to innovate on they screw up). It really does feel like the game is on autopilot right now.
Which in turn has caused the game to stagnate.
My two biggest gripes with the game is it's pointless repetition and lack of any difficulty in anything outside Savage and Ultimate.
I've been playing the game since Phase 3 of the 2.0 beta, and the game has been the same exact thing every patch and expansion. Even the MSQ feels like it's being rehashed somewhat, as a lot of the "twists" they throw at us can be speculated because it's either predictable, or they build it up in the most obvious way possible that it'd be better if they just straight up tell us the plot at that point. I don't mind if the MSQ goes on the same path, since it's one and done content, but they seriously can't keep the tome farms and weekly 24 mans going forever. I don't know what they can do, but they need to do something before the playerbase starts bleeding into other games.
As for the difficulty, this will be difficult because the game heavily leans to the casual playerbase, which is okay. But it seems that all the content that leans towards that spectrum of players are easy, faceroll content. They're sorta working on this with (the incredibly flawed) Eureka, but the actual bulk content that people do for end game progression is boring and just not engaging. I'm not asking for dungeons to be savage difficulty, but at least have some difficulty in them, same for normal trials and raids. I feel that slightly increasing the difficulty will also help close the gap for players that preform suboptimal in their roles, as the content at the moment doesn't discourage poor rotations to clear.
I have more issues with the game, but most people already mentioned them. I enjoy this game, or I wouldn't be playing it for 5 years. But I feel like it's really going downhill in terms of quality with this expansion.
Mostly, endless atma farming
I'd say the normal mode trials in Stormblood and beyond are solid difficulty-wise, but the playerbase is so out of shape at this point in the game it can barely handle them.
SE's reflexive action is to just make this stuff easier, but in reality the stuff before it needs to be brought up in difficulty so players are prepared to take on, say, the menagerie before they're required to do it for their storyline.
The game does a terrible job of teaching players how to play it these days.