[Disclaimer: This thread was created for the full intents and purposes of providing constructive criticism toward Square-Enix and their product. Please present your responses in a civilized manner.]
[Post has been updated to provide suggestions.]
Negativity has gradually been on the rise during the time Final Fantasy XIV: A Realm Reborn has been released. Many players who were once active have canceled their subscriptions and deserted the game. A fraction of those who have stopped playing stick around the website and forums. Hoping to be there should the game improve to the point they'd be happy to return.
Final Fantasy XIV: A Realm Reborn is an objectively good and solid game that is accessible to a multitude of gamers. However, the game has several flaws that have been pointed out time and again by the player base. Said flaws threaten the longevity of this game and may lead to its shut-down far sooner than it perhaps deserves.
To prevent such a thing from happening, I believe it'd be best to construct a sort-of 'database' listing the concerns past and present players have about the game in its current state. Having them organized in a single place will give Square-Enix easy access to what their consumers are looking for and will allow them to take suggestions into consideration for the purpose of bettering their product.
By doing so, it stands to reason that many may renew their subscriptions, new players will be more interested in trying the game for the first time, and newfound excitement can be discovered by current players.
So, without further ado, and for the sake of helping to create a better game for us all, I shall list my own concerns:
- Combat is too repetitive. The core of this game is the combat. Sadly, nearly every battle—from world mobs to dungeon bosses—share the same basic mechanics. Dodge the AoE the enemy is performing and continue to repeat your rotation nonstop until the target is downed. When it comes to bosses and trials, the only way this is extended upon is due to the implementation of simple to memorize patterns, intrusive gimmicks, and One-hit KO prevention. The simplicity of combat not only sucks away the enjoyment from the game, but the immersion as well. It's clear to the player that they're not fighting against living opponent, but a program. Something needs to be changed in this regard.
- Classes have no viable purpose. Once a player's character reaches Level 30, their class becomes nigh nonexistent. The sheer amount of benefits a Job receives from their respective Soul Crystals completely overshadows any benefit Classes could have. Player's have no reason to experiment with the Cross Class abilities to create something unique and fitting to how they play. This prevents the players from having any identity outside of their Job.
- Gear is far too linear. Once a player receives the highest Item Level gear, there's no legitimate reason for them to seek any other sets of gear other than out of their completionist tendencies. Crafted gear has no purpose as stronger gear is easily obtainable from other content. This makes it so materia also serves very little purpose since said obtainable gear don't possess slots for them to be allotted into. Gear also lacks in variety. They don't offer unique random stat/skill/spell bonuses. Any time a player earns a piece of gear their after, there's no reason to hunt it down again. As it will be the exact same thing. For further clarification, say a treasure coffer is opened after defeating a boss and there are a pair of White Mage boots inside. Said boots will be the same pair of boots each time rather than having bonuses like Increased % healing or restoring MP each time a spell does a critical hit.
These are the main concerns I have at the moment. I would have gone over about Crafting and Gathering, but I feel that those who have more experience will be more well spoken in those areas than I could be. The same goes in regards to PvP.
Possible solutions I have for the above:
- Combat: As much as it's been debated against throughout the forums, I feel that straying away from patterns and constructing battles around more random elements would add some much needed flavor to the combat. Of course, balancing would have to be done so individual moves from bosses wouldn't be as devastating, but the AI would be given 'life' in return. Were battles more chaotic and less predictable, players would feel as though they were up against real threats. Real beasts. No longer a timed puzzle. Also, speaking of flavor, reintroduce the element wheel. Nearly as debated as chaotic bouts, but far more fitting. The element wheel has been an age old staple of the Final Fantasy franchise and lack of one just seems to go against the very nature of the franchise itself. Adding an elemental wheel could mean elemental bonuses on gear. Which would add a fun bit of diversity that gear needs. Battles would be more tense, exciting, and dynamic because—along with more randomness and less memorization—players are battling not only a beast, but a theme.
- Classes: The inclusion of more cross class abilities (and abilities in general) could aid in providing the amount of customization players are looking for. Give more options for the players to choose from. Perhaps allow a Conjurer to Mantra in order to boost their own healing capabilities without having to rely on a Monk. Further, provide stat boosts to the classes overall. Not significant enough to undermine Jobs, but enough so that they're a more viable choice for end-game content. Customization provides a ton of staying power in and of itself. Currently, it's something that the game lacks, so allowing some wherever possible will help encourage players to stick around.
- Gear: In order to increase the amount of viable gear at least a small amount, include rare materials that can be found during end-game content to be used in the crafting of high-level gear. Gear that can surpass the highest level gear you can obtain from just running dungeons. That would give the Disciples of Hand classes more relevance. For Disciples of Land, allow players to switch into those classes during dungeon runs. Implement gathering nodes in dungeons like Amdapor Keep and Pharos Sirius that give them a chance to obtain the rare materials they need. The same treatment can be done for low-level content as well so players have more of a reason to participate in that content.
Now feel free to list and elaborate on the concerns you have about the game in its current state as well as any solutions you may have in mind. Also, please do your best to keep any and all criticism and conversation constructive and civilized. As frustrated as some of you may feel toward the game and/or Square-Enix, I do not intend for this to become a hotspot for rage and shame, and will not condone such.
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A response/rebuttal to those who may feel that adding more random aspects to combat would lead to games of luck:
This is all in my opinion, but I am curious how many others share my sentiments when it comes to Coincounter.