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Originally Posted by
spuffyre
As the game has evolved, jobs have become “samey.” DPS follow near-identical patterns, tanks blur together, and healers are split only by shield versus pure heal. The unique utility that once set jobs apart has been stripped.
They are aware of that but said they don't want to address it at the same time as addressing battle content ie. like how they've reduced hitbox size, reception to M5-M8 and things like that. We don't have to like that they are waiting for it but they seemed determined to put it off until 8.0.
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Earlier expansions were exciting and adventurous; patch days carried genuine surprise. It feels like everything now must follow a rigid schedule.
Not really? People were complaining about "the schedule" and "formula" and all that back in Creator (Heavensward) and Stormblood even. Because the pattern of a new MSQ, dungeon, 4 raids, 1 extreme was clear even by that point and they'd unsubscribe between patches.
When Stormblood released I 100% expected 3 beast tribes, a deep dungeon, an extreme trial per patch, normal/savage raids every 8 months, alliance raid every odd patch... guess what I got? Exactly what I predicted. Eureka wasn't even a surprise because they had been discussing vaguely about it prior to Stormblood release the way they did with Island Sanctuary.
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Why repeat the same formulas like introducing another Deep Dungeon when HOH or POTD could simply be expanded to newer levels?
POTD was extended with newer levels. The result is it's the most daunting one to solo because it's 200 floors and takes all day just to probably wipe after 180 levels. HoH and EO already are going to take your day up soloing with just 100 floors.
Doing it with a party isn't much better. I got pretty far through POTD near to 150 and someone had to leave. They just AFK'd permanently so we couldn't use the teleporters. Maybe it would be better with the increased amount of checkpoints they have in Pilgrim's Traverse but that isn't going to be retroactive.
I also have to ask why you think it is "adventurous" to not go anywhere new ie. Il Mheg and instead "adventure" through places you've already been a lot like the Black Shroud or HoH (where we reach the literal top from what I recall)?
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Why must every patch include the same structures - two dungeons, a raid series, a trial? Why not shake the formula? Where is the variety, the adventure?
- Players know what to expect.
- In order to develop things, they have to know what they are developing over 8 months prior to it, so it can go through the entire process of brainstorming, concept arts, modeling, texturing, animation work, lore, localization, testing, etc. Needless to say, a formula keeps that process smooth and on track.
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Don’t be afraid to return to the game’s roots. Dawntrail was meant to be a “chill” expansion, yet still landed in another futuristic setting. We’ve seen Garlemald, Amaurot, the moon’s, and now cyber cities. How much more 'futuristic' can we get?
The game being futuristic and sci-fi has obviously gone way further than you'd expect from a fantasy game, but in fairness to SE, Final Fantasy has always been different, and has often incorporated technology into that fantasy - such as Shinra Inc in FF7, traveling to the moon, time travel in FF8 was it?, FF15 has the protagonist driving a car. And in a lot of cases, they manage to make it feel fantastical and magical despite that. It's just gone really far in that direction lately such that you could almost say it's trying to compete with STO and SWTOR on that front.
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What about a return to rustic, medieval fantasy? Not as instanced zones or one-off dungeons, but a proper city-state with the feel of Alexandria. Or literally anything else but 'advanced technology'?
I'd prefer that. And it's why I prefer Urqopacha > Kozama'uka > Yak T'el > Shaaloani, where they go back to basics and have hunters fighting turali vidraal or dealing with dangerous beasts in Shaaloani. Everything after that, I can appreciate it, but it's not my thing. Cyberpunk has always put me off.
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Grand Companies remain untouched for years, with three placeholder ranks still locked away. Why?
I've tried to understand why and after thinking about it enough, the answer is pretty obvious. Their team structure is such that they are 100% working on the "next patch" because that is where the money is and what will make people resubscribe.
But after 12 years of that, the neglect has become obvious and exhausting, with about 5 QoL per major patch and a Graphics Update being about all the improvements to past systems.