New Expansion should be coming out next year. Maybe we might get a glimpse at the E3 this year of new Exp. So where do you think the New Expansion gonna take us next? Do you think we will get New Jobs? Lets see what everyone comes up with?
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New Expansion should be coming out next year. Maybe we might get a glimpse at the E3 this year of new Exp. So where do you think the New Expansion gonna take us next? Do you think we will get New Jobs? Lets see what everyone comes up with?
Judging from where the story line appears to be taking us I'm giving an educated guess that it's taking us to the Garlean Empire next up. Also, I think Geomancer is going to be the next Healer class introduced going off the Astrologian 60-70 Questline.
Not just new jobs... new support role ft: DNC, GEO, BLU, and BRD becomes support...
I'm guessing we're going to Ilsabard.
Asahi does mention internal political problems during the 4.2 quests. If he wasn't lying I'm betting this escalates and a civil war breaks out. Either one side will recruit our aid to win or we'll swoop in and claim the capital while everyone's fighting each other.
I want to go to Meracydia.
I'd honestly like some special class only side quests to give a bit more of a back story to classes, like sure we have the job quests right now, but I'd like to see a bit more about how each class can help with stuff more suited to them, and special cutscenes for each one you beat.
Like a cutscene where we're protecting a small group of people as a Drk from a small mob of voidsent, and you see them use their abilities to take the hits they're getting into power to strike down enemies.
A scene for Warrior where they're protecting a small village by harnessing their inner beast to break a boulder that was going to squash a village while they happened to be near by training.
And so on and so forth, job quests that aren't just limited to what you only get from getting your skills.
Hmm, I wouldn't be so sure on that second part
4.2 spoilers:
I would take anything Asahi said during the 4.2 MSQ with a grain of salt, considering how the patch ended, it was probably just a fabrication to make his story seem more legitimate and have Hien agree to his terms.
What about this option?
Asahi could have been using internal garlean politics to his advantage so he would not HAVE to lie.
Like a friend once said: Let us fly to the moon for the next expansion since the ascians are already there. Also that could help to introduce the Hummingway as the next playable race (because we need more tiny races^^)
I wanna go to um.. a place where a lot of Lalafells are.
I doubt they show anything at E3.
Why? We have an upcoming fanfest and iirc they havn't announced HW or SB at E3 so far?
Expansion announcements are a FanFest thing. The first one will be in November at the Rio in Las Vegas.
It usually goes something like
First FanFest: Expansion announced; theme and setting revealed; a hint is dropped for one of the new jobs but it is not named outright
Second FanFest: The teased job is identified, another job is teased. Information on beast tribes and primals.
Third FanFest: Other job revealed; zone and dungeon previews, more beast tribe and primal info.
Not sure about Ilsabard.
My guess :
- Leaders of Bukyo will be manipulated by Ascians.
- So we will visit the rest of Koshu with Shishu, Daitenzen and the city Bukyo.
- We will deal with Garlemald Empire and form an alliance with leaders of Radz-at-Han.
- So we will have in Othard : The Nhaama, Nacxia, Greylic's Bend and Corvos Narrow to end in Thavnair with the city Radz-at-Han.
For the jobs, we will get 3 : one for each role (Dancer as Healer, Blue Mage as Tank, New job never seen before as DPS).
Pretty sure we’ll end up trudging to isabard with the way story is going. Involving ourselves with garlean politics, alphinaud becomes a god damn hero because politics is all he does, we get 2 new classes a healer and a tank, GEO and the new original garlean class they’re developing (look to Nero in the omega solo instances dudes got some skills never seen before with its own animations), some more of the original cast will be killed off/perma sidelined because 5.0 is the end of the 1.0 saga and can’t have a good ending without some more people getting killed off. let’s be honest with this one we know for a fact that one of the original cast is a ticking time bomb and death is inevitable unless they dues ex machina the shit outta that plot point.. we get some epic final battles that tie up most of the story in a nice little bow with some points left ambiguous to allow for further expansions and I can lay my little head down and sleep for a while knowing I survived it all.
I'm really eager for 4.3 to drop, because I think how the Garleans end up being dealt with there will likely give us a better idea of the direction the expansion will go in
I feel like we're either going to deal with the remaining Garlean presence in Othard first or take a more direct approach and try to nip things in the bud in Ilsabard/Garlemald straight away, though probably not without some manner of help from within.
Some of these are my ideas, some are things I remember from other people and posts.
Expansion Wants:
PVP:
- Expand the PvP leveling rank system by adding in different stats & traits. (Make PVP rank matter again)
- Revert PVP skill changes back to 3.5.
- Remove XP from PVP. (This should help cut down on bots.)
- Add in rank decay to the Feast. (Keeping the content from dying out once the first couple of weeks have ended.)
- Remove gimmicks like Wolf’s Heart.
- Add in new PvP rules. Like King of the hill.
- Remove the ability to choose frontlines maps & instead have it like cycle randomly to different arenas so older & newer content never gets stale or dies out.
- Restore chat to the Feast. (It hurts the development of new players when they can’t be coached by veterans.)
- Frontlines needs to be more dynamic with options on the field.
Exploration/Open World:
- Exploring vast zones with danger. (That actually look good)
- Way less FATEs and completely different way of leveling in zones. (Make those Fates more special/Huge EXP gain) (Basically big FATE events)
- Branching path dungeons with different objectives and rewards.
- Readjustments/complete overhall of the Hunt system.
- Add no flying in future expansions. But also have the zone designed so ease of traveling around like with the ARR zones. (This will make zones larger because lack of movement speed/allowing creators to make more detailed areas without creating huge zones where graphics has to display a bunch of stuff away from the player.) (Basically more smaller zones, But still make the region quite large.)
- Add Open world dungeons/caverns.
- Make sure dungeons from the outside in the world map value to size to the ideal size of the dungeon. Also make sure the dungeon is designed the same way as it looks from the outside.
- Open World Primals. (All Primals added into the game. Change the weather of the region/zone when they are spawned. It would be like the Odin FATE that people still do today!)
- Hamlet style content where DoL & DoH can be used in combat/content. (Good replacement for Red scrips)
- Don't add anymore beastmen dallies. We already have too many of the same content. Add something completely new.
Dungeons/Raids:
- Remove raids and instead add in 8 person dungeons that are on par with raids. (Hard dungeons, not always about hard bosses.)
- Only release new Dungeons. (No longer create Hard mode dungeons.)
- Bring back a way to change your Job/Class within a dungeon like with 1.0 dungeons. (Can change to whatever role is missing when someone is vote kicked or disconnects.)
- Remove the current raid system and just focus on primal fights because even the raids themselves are just boss fights.
- Add all rewards at the end of a dungeon. So players don't get the item and leave in a middle of a dungeon.
- Add in a triangle arena and a multi floor arena like what we had in Rivenroad.
- Epic storyline/theme with endgame.
- No more Normal mode versions of Endgame. (It devalues doing the harder content and challenging ourselves to beat it.)
Itemization:
- New stats, Double attack, Shield Bash+1, Ballad+1 etc.
- Change tomestone cap to be by job or by role but leave the cap for each at 450 so casual players aren’t left behind.
- Stop focusing so much on catch up mechanics and ease of progression. (Give people some reason besides “difficulty” to do things when they are current and harder.)
- Mix old materials & new materials into new recipes, allowing older items to still be useful and making it easier for newer players to make gil on a patch.
- Expand the item reward system from our achievement score. (This may cause more players to do different content in the game to obtain these rewards.)
- Add in different Materia & don't lower stat values on gear just because they can attach materia.
- Make secondary stats more than just bigger numbers. (300 Skill Speed at 50 is about the same GCD of 1500 Skill Speed at 70.)
- Add in other rewards players will go after instead of minions & mounts. Its getting old. ( I like minions and mounts too, but I have so many I never use anymore.)
- Stop copying the same rewards and giving them a new skin/color swaps. (ADS balls, Zu mounts, White Fat Chocobo.)
Group content:
- Easier way to set up 24 person groups. Even for FATEs and other content.
- Start adding actual 24 person Free Company content into the game. (Make being in a Free Company useful instead of just being another chat group.)
- Add in the Free Company alliance system in development since 2.x so smaller Free Companies can join together for Free Company content.
Jobs:
- Add a support role into the game. (The trinity is very restrictive in certain ways.)
- Change all 4 person content to 5 person content. (1 tank,1 healer, 2 DPS and 1 support or DPS) (DPS spots fill up faster then tank or healers. Also will allow you guys to create more interesting fights then with just the bare min 4 person setup.)
- Healer and tank DPS. As a healer, I spend more time DPSing than I do healing. Focus the job on status management and healing and DPS as a minor use of our GCDs instead of major. (See WHM in XI.) I’m a white mage not a black mage darn it!
Relics:
- Make relics require a lot of gil or player help to finish again. Allow all players to farm currency and able to sell it to players grinding out for relic.
- Make Relics best in slot for every patch till next expansion where they need to do a hard quest to upgrade it again.
- Add no shortcuts to relic, but you can increase the currency that drops.
- Have Grand Company Seals give armor & used for relic quest line. Also be able to trade these items.
- I like the idea of Eureka but it’s just another FATE Zerg at 20. Change it to be a pop system where you farm monsters to get pops for NMs that are claimed by your party or alliance only that give you further items like the Zeni NM system from XI. (Stops the Zerg and makes each person work for their rewards.)
Crafting/Gathering:
- Make crafting and gathering more useful.
- Change the DoL stat caps/gathering caps. Give us a better benefit for going beyond the requirement for these gathering points.
- Add more random elements into crafting & fixing the HQ % to where it makes more sense.
- Make Fishing more useful as a DoL. Give more fish a purpose. Don't just keep adding in useless fish.
Housing:
- Make Housing useful, not just as a vanity item.
- Allow cross breeding in apartments.
- Add in the Alpine housing zone.
- End the housing demolition timer or change it to 6 months since housing is in a better place now.
- Mannequins. (No explanation needed.)
MSQ:
- Add no more basic solo quests. Start creating the quests that needs a Companion/Up to 2-3 players.
- Start making the main story fights a bit harder so players learn how to play the game correctly. (Add in a extra mechanic or one attack do the same thing as it does in the extreme version so they are more ready for the extreme version of the fight.)
- Add in endgame content related to the main story. (Not a side story quest not really related to the main story.)
Companions:
- Magitek Companion/Attachment, usefulness in 5.0.
- Path Companion.
- Being able to use retainers on the open world.
- Improve the Companion system where we can Gambit their actions and give them way more skills.
Cash Shop:
- Less cash shop stuff like the Red & White magitek mounts and the Red Zu.
- Stop pricing the items as 1.5x and 2x our subscription price especially for single character items. (Add some balance and add stuff in there that we actually want to buy at a reasonable asking price.)
- Make it a premium quality item with things such as bows and things like on 1.0 gear for Miqo’te and Au Ra to give the illusion that it isn’t clipping their tail. (Items should be fitted to the model and no clipping allowed for any race.)
- No more emotes or anything attached to merchandise unless the bonus item is also made available directly from the Cash Shop. (The emote or whatever is only a bonus item, right?)
Longevity:
- Add in new content but only release it when you know its actually complex/dynamic enough where players can enjoy it over and over and do many different things and not have stuff be broken at release. (Make content more dynamic and less static.)
- Improve old content where they have a purpose/are more enjoyable.
- Remove the need to build cities every patch, your wasting development having to replace/rebuild every patch. (We hardly visit Ishgard anymore.)
- Slow down the combat a little bit when your adding in more actions into the game. (Balance the GCD a bit more)
- Have Airships/Submarines take you to special endgame areas, with a purpose.
- Bring back Battle & Grand Company Leves and make them more important/more rewarding then what they are. (Players didn’t have a need to use them. Only on DoH & DoL leves.)
- Slow down our ilvl progression a little, don’t stop it, but we outgear things a little too quickly.)
- Make our actions matter and something we can see in the world. (Examples would be Conquest, Besieged, Campaign and Colonization from XI.)
Markets:
- Add ways to get gil out of the hands of players. Hence adding shops that sell items for a recipe that no other way to obtain.
- Don't nerf vanity items just because more people want them. There is a market there and if you nerf it noone cares about showing off the $$$ vanity item.
- Allow players to use multiple kinds of meds without sharing the same global timer. (Able to use HP potions & Dex Potions together) (Able to use High Ethers & Int Potions together)
- Make the market board a blind auction house and charge a 5% fee for both listing the item for sale and also when it sells. (To reduce undercutting of prices.)
I dont think the empire will be heavily involved. I think there will be a fall and the empire will be in a rebuild and restructure phase while we are busy with something else in 5.0
Then in 6.0 the empire strikes back
We need another rework on the scale of 1.0 to 2.0. While certainly risky and assuredly expensive, the player base has shown to be one of the more loyal than many others before (Legacy players). For sometime now, we have kept hearing of limitations with code preventing things such as additions to the character creation tool, additions to housing (number, furnishing amount, rendering, ect...), combat systems (more roles), and overall speed at witch content is made and delivered.
FFXIV is a flagship title and one of two mmorpg's still on the subscription model, the fact that it has not only a a cash shop bringing in ever more money shows it is a very lucrative game. Why can not more resources be allocated to it? This includes more personnel for the dev team so as not over work the already talented people who time and again have to cite server, program, Ps4, time, ect... limitations.
I would really like to see a variety in the way mobs react to the player. In 4.0 we had two modes really. Only elementals were passive and all others were aggressive. That is really boring to me. Have some monsters that are aggressive, some that are passive but link with their kin if attacked, some that are aggressive and linking, and some that are passive and do not link. Other things that could add variety are how monsters aggro or link. Some could aggro by sight, or sound. Some could aggro on casting magic spells. Others like undead could aggro farther away based on your relative HP. All of these small changes could make the world more interesting to be in.
The other thing I want is horizontal gear progression. Have our item level increase as we level to the new cap but when we hit the end of the grind have no increase or maybe a very small increase. If there is an item level increase after the major expansion patch then give us a way to upgrade our gear to reach that new item level. Having more gear that could be an actual choice would give players a way to customize their play style a bit more. I think this change would make the gear treadmill feel like less of a chore. A side part to the horizontal progression would be the introduction of set bonuses. These would be great to have on job specific or even role specific gear. Another way to add customization based on play style.
I'm sure there will be someone to say "There will always be a best and everyone will just use that". True there will be some combination that is BiS and that some people will gravitate towards that regardless if that's how they actually want to play. I feel that if the difference between the best and worst is small enough then it will not be as big of an issue.
How about implementing more flight-related content? Like Flying mount battles in the air for both PvP and PvE to make the content more difficult / more fun. I notice a lot of people mention how flying ruins exploration, but if it's more dangerous in the air than it is on the ground, this could grant us the option of skillfully avoiding dangerous flying enemies on the level of Eureka, or auto-running thru lower-level mobs on the ground.