over the years they add lots of things to the game to then never update it or just forget.
what system like this you like them to expend on in 7.x?
i like to see they make use of under water content . make it close to GW2 even
:confused:
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over the years they add lots of things to the game to then never update it or just forget.
what system like this you like them to expend on in 7.x?
i like to see they make use of under water content . make it close to GW2 even
:confused:
This game has always had an issue of forsaking and abandoning older systems, yeah. It would be nice to see them rework those into either something that can flourish or just in general to extend it.
I'm actually most scared about Ocean Fishing in this regard as I love it. Yet I also know they won't really bother to update it.
I'd like to see more done with achievement certificates. We get the occasional new reward available very rarely but I'm sitting on so many with nothing to spend them on...
Chocobo Companion.
Hasn't really been touched since ARR. They still have accuracy traits despite accuracy being removed in Stormblood.
I agree.
This could even open the possibility for us to have blitzball at Gold Saucer (and, by extension, 3d "combat" moments).
I think the majority of the actual problem we see in this game is born from the limited and already (very) old engine they use. It keeps the devs away from a lot of suggested or intended systems and limit them on what they've created forcing them to abandon nice systems...
I know they will never make a new engine for the game, but if we dream enough, we are capable of seeing a really better game with all those systems working at full force.
a lot of issues simply boil down to - cost. is it worth it to revisit these old systems versus working on new ones.
I'll freely admit that this is whataboutism, but if you think that FFXIV has a lot of forgotten content, you should check out Warframe or WoW. Also, underwater content? In Guild Wars 2? That's been neglected for years now. FFXIV isn't perfect by any stretch, but grass being greener on someone else's lawn is a thing for a reason.
Vet rewards come to mind, 2 expansions they promised more and they never came… so that’s one.
Underwater content would be nice
Though its been asked before, a hall of the intermediate would be nice to add too..
Things only get forgotten if people don't care about them. We are getting a new deep dungeon because people asked for more.
Improving old content is not profitable most of the time because it's new content that makes people login.
*flips over Lords of Vermillion table*
I
STILL
REMEMBER!
I just wanted a cheap dota clone in my MMO...
ye this one is a really strange thing to me. even more so when you see how much yoshi want to make this a solo game now days. why not make more companions
but a new one cost more as it need to be made from 0 over a older one that need to be expended or just add a new reword to it
don't get me wrong i just give an example of a good under water combat nothing more. as for what other games forget or not is of no relevance
I'd like to see them expand the original zones in ARR and add FFXI-inspired, maze-like cave systems to them, that start with low level mobs, but the deeper you go you'll eventually need to team up. I'd love it even more if these areas had no map, or the maps were difficult to get. Surely this would infuse new life into these old zones? It would also make it so that new players get to see advanced players passing by, which is always exciting and intriguing as a new adventurer.
I'd also love to see more risk involved for gatherers, or at least for those gatherers who'd like some adventure, where you would have to sneak around and becareful to get to a special node. Also, in general, I'd love it if the nodes simply moved around much more, and in more hard to reach places, so you get to see more of the beautiful zones.
Unless they make some serious changes to fishing though Ocean Fishing will probably be fine. For some reason unlike other older content prior to EW where experience for jobs past level 80 is absolutely destroyed Ocean Fishing actually still gives really good experience(it felt like it still scaled from 80-90, where as even Diadem which wasn't bad for 80-90 Botany or Mining felt like it didn't scale past 80).
They work off of Sprints, it's Agile Development. So they have more than ample time to assess costs. If they ever wanted to revisit these older systems, they frankly could allocate costs for a long-term thing. Alternatively, you sure going back to older systems and adding to them is costlier than making up a whole new one? Because half the code would already be there, no? Rather than doing one from scratch?
I kinda like GW2's underwater combat, even if it's barebones as all hell. Though I don't think underwater combat in 14 would work as well as people think it would. There's some semblance of verticality in GW2, you'd have to make it up in 14.
Still, though the grass may be greener, it's not necessarily the last nail on thoughts like these. Quite a lot could be perfected and expanded upon. So even if it's normal for MMOs to give up on systems and stuff, it's not that much of a detriment if it ends up giving way to something good.
Though would all that OP and co. suggested go through? Obviously not. But odds are something could :|
Grass is always greener, sure, but as long as you have a lawn you can still do stuff with it.
Chocobo racing could use total overhaul and go mario-kart way (or Choco GP whatever).
GC ranks and Squadrons are pretty dead. Airships are pretty dead. Diadem could be expanded in some ways.
Deep Dungeons could use some minor tweaks (like increase rewards from clear speed to make them more in line with dungeons in exp with good groups).
Even the more active systems could use expanding.
I might be still scarred from my WoW times, because I think XIV does a good job in keeping older content relevant at some extent without touching it. WoW literally makes (or used to, dunno how it is now) their old expansion features 100% irrelevant and sometimes even deleting them altogether.
Bring back Guildhests!!!
Scaling of old content needs a massive overhaul imo.
I think they did a good job with this when they reworked some of the ARR MSQ raids.
Potencies today are like double what they were back in ARR in some cases even more than double.
And things don't hit hard enough you can literally just ignore mechanics and stand in AoE.
Old content should scale way better and still put up a fight when synced.
Achievements in general and achievement scrips
Veteran rewards
Guildhests & the roulette
Everything tied to GC (ranks, gear, squadron and maybe some new stuff)
FC ranks
ARR/ HW Beast Tribes (they fell so far behind other methods of getting exp they rarely get used)
Old duties like MSQ Thordan to give new players the proper experience when going through the story
That's my wishlist of old content that could use another look. Not even to overhaul but to at least build on it. Expand it. Adjust it to it can keep up with alternatives.
For overhaul, LoV would be high on my list. I just want a mini Pokémon game in FF and more reason to care for minions, thanks.
I'll toss this into the dream pile of things I wish for, along with a complete rebuild of the 2.0 code base to fix all the things that just can't be fixed with it as it is.
It really would be a few years.
There's an expansion out in, lets say 2 years. Probably too late to change that course. Next one is 4 years out and the next one after that is 6 years out. Those are also being worked on already.
Make them 5 years out and 8 years out and in 8 years that one will be able to come out with all the fixes we dreamed of. Course That's putting everybody who can code into coding, some folks won't have anything to do, so we might see graphics improvements and some other minor side story stuff. Given that the 10 year plan does come with major graphics upgrades, this might even be the time to do it. Part of the team on graphics, the rest upgrading the engines to handle them. Course while this is happening things will be dark, quiet, and very little seeming to go on. The game might appear dead. It'll be a crewel and dark time with almost nothing on the outside.
I think it might be worth it, but they'd need to be able to use the engine somewhere else too.
I'll just say this:
What's the point of the Fellowship Menu again?
To find likeminded people. It's frequently used by new players. Fellowships have been made to find people who speak the same language, want to form statics, do minimum item level content, join hunt linkshells or to advertise RP events. They usually advertise a discord server or CWLS and it's easy to invite members to a CWLS without having to be in a party or switch worlds. Some of them use the message board feature, such as static recruitment fellowships. I've seen a lot of Fellowships reach 1,000 members within a few months or less.
They could be better, but it's not true that they are unused. I've joined a lot of cross-world linkshells and discord servers through them.
In actuality, not always. Technical debt in agile development environments is disastrous, and can result in systems being much easier to code in brand new then trying to rework, mess around or expand on already existing ones. Take inventory for example. From the small amount of technical information they've given, due to the fact the inventory is loaded with your character 100% of the time wherever you go, adding even one inventory slot to it is an extreme precision art that takes months to years of meticulous planning and stress testing. Whereas they can so easily implement Chocobo saddlebags because of the fact that they are entirely decoupled from the inventory code and are their own independent system that isn't perpetually loaded 100% of the time. Entirely new systems are much easier to code if the technical debt of a current existing system makes development of expansion on said system drawn out & harder. Housing is another good example, where the technical debt on the ward system in the short term still has far flung reaches into the future in regards to its scalability.
Beyond that, let's be realistic. There's a reason the entire mobile market uses the 'hey look at this shiny new thing' gameplay design; it works.
The simple reality is, the average customer is going to generate infinitely more interest in shiny, new content, rather than updates to pre-existing content they might have already ran into the ground, or had zero interest in. take the Gold Saucer, where Chocobo Racing & lords of verminion, even in their primes, were niche categories. Expanding those old games would be a colossal waste of time for the devs when it comes to profits, when they could develop a brand new GATE that will likely see intensely far more use and be far more popular...along with being able to hype the playerbase by showing off brand new screenshots of it.
It's the same reason WoW (and to a lesser extent, other MMOs) introduce grand new systems during expacs which are then forgotten/replaced/ignored in the future. "HEY GUYS, LOOK AT THIS NEW SYSTEM, WHERE YOU WILL HAVE A WEAPON THAT GROWS IN POWER WITH YOU THROUGH THE EXPAC" sounds infinitely more marketable and cooler to the crowd that loves the shiny new content trick than 'Oh yeah, we made some updates to this 5 year old content, enjoy.'
It's a sad reality, but most systems in FF14 are too niche, too old, or been outright replaced for them to be profitable to touch again. The old stuff that does get touched (Duty support for old dungeons, ARR quest trimming, old zone reduxes, etc) are mostly because they are in-line with a greater goal that will enhance profitability of the game (enhance the solo experience to draw in players not as interested in the MMO side)
based on my own time in game dev, this is extremely likely the thought process behind the dev's views on certain old systems:
Squadrons: who cares? trusts are going to be taking over every MSQ dungeon soon.
Veteran Rewards: we already trimmed these because we saw how impossible the later rewards were for people joining the game to get in a reasonable amount of time, we ain't falling into that trap again.
Achievement certificates: anything we add here provides literally 0.1s of playtime for well over half our playerbase who has been playing long enough to get enough achievement certificates to buy anything we could possibly release, so they're a waste to add anything but throw away orchestrion scrolls when we could add the rewards anywhere else and create more playtime in the form of grinds.
verminion/Chocob racing: these were already niche content to begin with, why bother when we could expand the list of content in the GS instead using that same dev time and market all the shiny new things?
Exactly why it will never happen.
Taking a few years to re-do the entire codebase for the game, which would require massive rewrites to countless systems that were added across the game since 2.0, would be such a costly business decision that would be impossible to be approved of by the board of directors. Why bother spending those years working on remaking 14 which is currently printing money on its own due to record high profits expansion over expansion, when you could spend that entire time making a new MMO instead? That's the logical fallacy of re-doing the codebase. if they ever arrive at such a situation, they're just going to go make FF17 instead and use the time more productively. 14's technical debt is here to stay.
We did need it. New players are not aware of all of these discord servers and have trouble forming social connections such as CWLS. Fellowships are a way to guide them into these and they do. They are not really meant for the veteran players who visit these forums as much as they are for new players.
Finish up the ranking system of Squadrons or give it a re-work for current day FFXIV.
Return the removed PVP maps back into FFXIV that was taken away over the years.
The Chocobo Companion System, update to its combat abilities & remove the requirement of Thavnairian Onions since people been gil abusing others on the market board.
Decrease mechanic timers for all monsters across all current wilderness areas from ARR to EW including regular FATEs, as they are now they're way too easy. There is no point for these monsters to have mechanics if you can just simply dodge it so easily because of the long winding time for each creature to use it. The only time you'll ever be hit if you're literally role-playing turn-based combat by allowing yourself to stay within the cone, AOE or etc. I don't recall other MMOs having such a inbalance issue.
Increase Tribe Points from ARR to Shadowbringers, due to the amount of tribes now I think players would want to catch up as much as they can to do current content.
Other things (not really related I just want to throw in here):
I uh...I still want the ghost hotel from FF7 be put into the Gold Saucer, I want a creepy hangout spot. >.>