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ARR Trusts are boring
I played with ARR Trusts a bit through the MSQ on an alt and it was the most soulless Experience I have had playing Final Fantasy and I played FFXIII
My Solution: Have other NPCs join you, maybe some from Side Quests or have a Pool of NPCs like Squadrons+ let those NPCs later also be able to join your Squadron.
I can see How the Devs want to appeal to Solo/Single Player, though (Why would you play a MMO in the first place?) Single Player RPGs should have good written NPC Party Members, while true that isn't a Possibility in FFXIV.. at least have like 30 Character Pool of designed Trust NPCs. Like imagine you did The Rising 2022 Event Quest and now you unlocked Nhagi'a Jakkya alongside those other NPCs from the Naoki Yoshida Vision as Trusts, that would be awesome!
So in general I want more variety from the ARR Trust System and maybe the ability to run those Dungeons through the MSQ with your Squadrons.
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They do have a progression because they become members of a grand company and eventually they become scions.
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really though? I mean they're just the same 3 NPC all the time ._.
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You are also the same adventurer all the time.
Yes, if you look at their "names" and outfits, they start as adventurers like you and then slowly work their way up, join a grand company and become scions.
Since the new update they should be chattier. I haven't played those dungeons again for myself, but before the patch they already made small generic comments (and were adorable doing that, like the Thaumaturge unsurely announcing a Thunder cast).
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You mean to tell me that a game that basically plays itself isn't fun?
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I do hate to moan but time and time again. The vase of the story is that this game is catered (and rightfully so) to all audiences.
I think the programmers are trying to slowly compliment this stuff and I bet it's not easy. Let's give them some time. I bet it's a massive undertaking to code etc.
As we've seen, alot of content is getting reworked for 7.0 - including viable tank busters etc.
People moaned in ARR about coils been too hard and locking story behind it. People also moan about none optimal rotatations in 4 man and 8 man PUGs on the forums. It was changed.
I'm afraid the single play is what you get which is both accessible to individuals unable to do any rotations etc and they feel they are unable to progress their story due to criticism from others. (I have multiple stories from dungeons with a friend who felt they couldnt progress without a set of IRL friends including me due to this!) They had a disability.
Sorry but this is brought on by yourselves and I hope to god they continue with this - in a game thats locked behind dungeons and trials for the story.
See the "tales of the duty finder" thread and how toxic some of the posts are.
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well really? but what's wrong with more variety though? for me those ARR Trusts do not really change at all^^;
which is why I want those NPCs from The Rising 2022 Event+ more Squadron Integration
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I think it's coding it in. I'm hoping for alot in 7.0 it's an old game with alot of scrambled code from what I've seen and read.
I do however believe different characters join at different points too - theres more code to mess around with.
I'm not against it, but it's very new atm and my opinion is just give it time. :)
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What has to be remembered though is story wise in ARR when you're sent through trials and dungeons, you're always stated to "lead a group of adventurers" into them (in fact the storyline for Castrum Meridanium and the Praetorium you were literally told that, that you're commanding an "elite adventurer unit" - meaning other players). So having a party of generic adventurer NPCs for Duty Support is in keeping with this.
The reason why this changed in ShB and into EW with Trusts/Duty Support was because you were now in a new world technically on your own, so the "enter with a party of adventurers" thing no longer held weight, and instead required a party of named story characters who specifically connected to the dungeon or trial which are already in that world (this is also why we got the Mcguffin of the Azem Crystal and it's "signature spell", and before that the Exarch's 'summon allies' spell which is functionally similar - it nicely fixes that little plot hole as to "how the hell can you get your adventurer friends across dimensions to the other end of the universe?").
As well, by that stage you've gone past a "random Grand Company soldier entreating adventurers to flush out vagrants/cultists from some ruin" as the reason for entering a dungeon, there is more crucial story reasons for dealing with most of the recent dungeons in the game, so that has even a greater need to have actual story characters involved (in fact, the story/lore almost mandates using NPCs in some situations - for instance lore wise why would you enter the likes of Ktisis Hyperboriea with a player party when the story so obviously assumes you're entering with a certain three Ancient Duty Support NPCs? Or face 'Mama' in her experimental trial battle with anyone other than the full group of Scions?).
Alas the ARR dungeons generally are more nodescript as far as NPCs connected to them go, so no wonder the Duty Support npcs added to them are generic adventurer NPCs, not too disimilar to the GC Squadron.
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I have my gripes with ARR Duty Support, one of which is a desire to swap the ineffectual THM for the LNC, but I will say it made for a significantly smoother leveling experience for a DPS (less so as a tank, miserable as a healer). I'm just disappointed that they didn't touch the 2.x patch trials. That alt will have to remain sidelined until they do.