This might sound off topic, but it goes along with party restrictions and/or not being able to party with some things added.
In this game, you cannot join a party member in an instance or cut scenes. I understand wanting to make it challenging, but you can always scale difficulty to group size. After playing other games that lets you at least view/watch what a party member does in instances and help them fight it makes FF14 very bleh in terms of party friendliness. The more I play the more it seems to be that the game favors difficulty over friendliness which isn't bad or anything. It's just there's not much of a "togetherness" feeling I guess I'm trying to say. I just feel like the game would be better with more party friendly abilities like viewing party member cutscenes (and not allowing your party members to run ahead and engage a boss fight when you're watching a cutscene thus leaving you locked out of the boss fight >.>), helping people in story/class instances, ect...
Last edited by Shirana; 01-13-2014 at 02:37 AM. Reason: Just my opinions o; Every game is different, so I won't complain if the game stays as it is. It's just a suggesstion~
People are actually asking for abilities to skip all cut scenes, this won't help "togetherness", it will just make people rage more and be less forgiving to the person viewing CS.I just feel like the game would be better with more party friendly abilities like viewing party member cutscenes (and not allowing your party members to run ahead and engage a boss fight when you're watching a cutscene thus leaving you locked out of the boss fight >.>), helping people in story/class instances, ect...
On Duty like Meridianum where there are lots of CS, after the first CS when party knows the person will be viewing CS, a good chance that it will make the party want to vote kick him.
Ah well I never meant in my suggestion that you HAD to watch them o;
for clarification, I mean that if one person is viewing the cutscene then everyone has to wait for that person. But not that you can't just skip it. There should be a key, like esc key for example, to bring up the option for example. It's just polite not to leave someone behind just because it's their first time viewing a cutscene and that person wants to see it.
I can understand what you mean though lol if I've seen it a bunch of times I'd want to be able to skip it all too.
Last edited by Shirana; 01-13-2014 at 03:11 AM.
So many whiteknights defending the dev team's pure excuses/laziness
I don't get it why do you guys seem to want to hide what the actual percents are for stuff like crit, block etc, is it because you don't want us to know that the worthless food buffs actually are worthless since they really don't do anything noticable besides the vitality.
But I feel like something like that would only work against trash mobs that have generic base level stats. Against bosses, with different stats as far as their strengths, and resistances it would be far less useful to just give you a specific percentage against X level enemies.
I really don't understand why this is such a pressing issue but I'm not a min/max type player considering this game doesn't even require it for any reason, so seeing clear increases means nothing to me considering even if you have the absolute bis gear, you're still gonna be able to get the job done just the same as the person with slightly modified gear. Is it because WoW shows it?
Last edited by waka_swag; 01-13-2014 at 07:08 AM.
Thank you for relaying these concerns to the team. Fixing cutscene and chocobo issues will go a long way in relieving day-to-day frustration. Concerning the response to the stats UI, however, I really hope you guys realize the absurdity of the statement (as seen from community reaction to it). What we are requesting isn't some huge overhaul - the coding could be done in afternoon. And there are dozens of benefits to doing it. Hopefully you can convey to the team that we want this change because we want the game to be better, and hiding stats and mechanic info only serves to hurt the experience.
That's the thing, though. WoW balances their mobs in level relative to the player character rather than having special scaling or anything like that. The only unique label boss mobs have is a skull where their level would normally be, and that is calculated as the boss being 3 levels above you, so most of your stat goals are calculated against that, which narrows the field down quite a bit.But I feel like something like that would only work against trash mobs that have generic base level stats. Against bosses, with different stats as far as their strengths, and resistances it would be far less useful to just give you a specific percentage against X level enemies.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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