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  1. #1
    Player
    Vensaval's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    251
    Character
    Vhen'li Sahval
    World
    Famfrit
    Main Class
    Paladin Lv 100

    List your concerns.

    [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.

    ____________________________________________________________________________

    A response/rebuttal to those who may feel that adding more random aspects to combat would lead to games of luck:

    Quote Originally Posted by Vensaval View Post
    One of the most well designed bosses in the entire game—in my opinion—is Coincounter. The second boss of Aurum Vale.

    All of its moves are sporadic and can be difficult to avoid due to the lack of range indicators on its skills. Players have to keep focused on its body language. The only memorization that takes place is with learning the name of their skills, what each attack looks like, and what each attack does. This goes far beyond 'just avoiding the red', so to speak. Especially since Coincounter does a continuous wipe of its enmity table. From a tactical standpoint, it even fares better than most other bosses in the game. Tanks cannot afford to stay still, else they will easily be downed. However, they also cannot afford to get their allies caught in the way of danger. The Healer and Ranged DPS have to stay on their toes and practice their timing since Coincounter will often target them from afar. Melee DPS not only have to avoid its attacks, but keep as synchronized with their Tank best as possible so both of them can avoid substantial damage. All of this combined with Coincounters sporadic movements equates to match that is more about skill and awareness than prediction and avoidance.
    This is all in my opinion, but I am curious how many others share my sentiments when it comes to Coincounter.
    (28)
    Last edited by Vensaval; 02-22-2014 at 05:28 PM. Reason: Provided possible solutions to answer my concerns.

  2. #2
    Player
    ToraoKoga's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    198
    Character
    Cormoran Wilhelm
    World
    Leviathan
    Main Class
    Lancer Lv 70
    I would to see some more cross class abilities. Also comboing with them too.
    (12)
    1.You have the outspoken 'we're loving it' mob who are probably ignoring issues.
    2.In addition, there's the optimistic 'I'm having fun and waiting for more' group, who are willing to overlook some things and hope others are fixed soon.
    3.Then there's the 'I really want this to work, but it isn't' group, who see some faint promise in the game, but don't have a lot of faith that the developers will fix the large problems anytime soon.
    4.Lastly, there's the 'I dislike it, therefore no one can like it' group.
    -TV Tropes

  3. #3
    Player
    Blissa's Avatar
    Join Date
    Sep 2013
    Posts
    195
    Character
    Blissa Whitewolf
    World
    Leviathan
    Main Class
    White Mage Lv 80
    I would like Se to be more aggressive towards botters!
    (7)

  4. #4
    Player
    Xandim's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    139
    Character
    Iskandar Emmerich
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Vensaval View Post
    Combat is too repetitive.
    Dont get me wrong, but when you guys say that, what exactly you guys have in mind to change it? Like, make it more dynamic. I ask this cause im not a creative person =P

    I would like to have more options. Like in 1.0 you could go with MND/Cure potency to have bigger heals or VIT/Enhancing Magic for a better SS/Protect/Regen. At least I think it was cool back then.

    As to crafting and gathering, they aren't that bad, but they aren't that great either. I mean, right now farming philo is ridiculously easy and quick, so there is not much of a point to waste too much time / money on crafted gear if when you reach lv50 you can have a full set waiting for you (after a few hours farming at least). If they added more Materias and ilv80~90 recipes (that could rival dungeon gear if quad/penda melded), that could revitalize crafting/gathering (I know i'd love for materias like cure enhance, lower a skill cd, etc to exist)
    (1)
    Last edited by Xandim; 02-19-2014 at 02:35 PM.

  5. #5
    Player
    Vensaval's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    251
    Character
    Vhen'li Sahval
    World
    Famfrit
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Xandim View Post
    Dont get me wrong, but when you guys say that, what exactly you guys have in mind to change it? Like, make it more dynamic. I ask this cause im not a creative person =P
    Unfortunately, I don't have many specific recommendations when it comes to combat. A big reason it feels repetitive is the lack of options. If a change were to happen where we're not only repeating our rotations over and over, it'd make combat more dynamic. Really, I think it's in too much of a crossroads between tactical and action. If they were to lean towards one or the other, I feel it'd be more enjoyable.

    However, doing so would likely divide the playerbase further. I wish I had a real solution to suggest.
    (1)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,278
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    The thing is, even in 1.0 and FFXI combat was exactly the same - in fact it was worse back then because combat was so much slower than it is in ARR, it was dragged out by long delays between being able to use weapon skills (as TP had to be built up, and ability timers were much longer), meaning you basically just sat there on auto attack for ages in order to use one weapon skill.

    But I get what you're saying - AoE dodging is fine and all, but as enemies spam it so often, it gets ridiculous. And as bosses have such a predictable attack pattern, any challenge to it is destroyed once the pattern is discovered. A random element to it might go a long way to shaking things up a bit.
    (5)

  7. #7
    Player
    Phaydra's Avatar
    Join Date
    Aug 2013
    Posts
    58
    Character
    Avani Silver
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    I am concerned there aren't enough cookies.

    My solution: Bake more cookies
    (12)

  8. #8
    Player
    Reiryuu's Avatar
    Join Date
    Sep 2013
    Posts
    874
    Character
    Imbri Undinare
    World
    Kujata
    Main Class
    Paladin Lv 90
    Lack of a true support class and enfeebling abilities. As a WHM and RDM in FFXI I enjoyed buffing party members and enfeebling mobs with my MP between cures. I don't appreciate my only other option for my MP going to damage. Especially on something like Holy which is a massive MP hog.

    We need more classes so that we can have more interesting and more variety of cross class abilities. And enfeebling class (see above) please? So I can actually USE some INTERESTING cross class abilities on my whm? I mean what besides swiftcast is useful? Physic? Seriously? Virus got nerfed to the point where it's a pain to manage, and even then it's far better on smn/sch. e4e is... okay I guess... but that's like 2 abilities out of... what? 5? 6?

    Skillchains! Give us some rewards and incentives to actually work as a team, because good god the community sure seems to need it.

    DPS race test phases (Titan's Heart, for example) are set way too high if you want to take 2 whole DPS out of the equation for 2 hybrid classes which you want to implement sometime in the who-knows-when future.

    Constant moving in fights (Titan a prime example once again) makes it difficult for mages to do their jobs. Healers need to stand still to cast heals, and black mages need to stand still to cast their big booms. SMNs too though they have a few insta-cast dots and at least SCH gets lustrate as an instant cast so they have a big heal on demand if they have the aether stacks up.
    (6)
    Last edited by Reiryuu; 02-20-2014 at 01:32 AM.

  9. #9
    Player
    Karnyboy's Avatar
    Join Date
    Nov 2013
    Posts
    433
    Character
    Sigmund Felsword
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    I don't like how severe of a gear wheel we're on. If the vanity system is a key ingredient of future content and they want to maintain players, then SE dictates jumps in gear stats, why not keep the raises in stats minimal but progressive so you get both longevity from gear and time to take the game in.
    All world encounters should be 100% random on attack patterns.
    (fates included)

    There should be an option at 50 to turn all quest xp into a percentage of Gil instead.
    (8)

  10. #10
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Story Presentation - Everything about it is absolutely terrible. Main Scenario "quests" are not supposed to be tasks, where you repeat the same repetitive thing 500 times.

    I can't look forward to any of the future story content because at the end of the day I know i'll be a fetch manager earning someones trust. I've saved the world countless times. What has that ignorant npc done?
    (18)
    Last edited by Zezlar; 02-20-2014 at 02:04 AM.

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