Agreed. I want questing to not only be a viable means of SP gain, but to be meaningful. Please don't make them all shallow repeatable filler. I want real nitty-gritty story-driven questing.There's no reason to believe that because someone can level other classes that they will be forced to repeat the same quests.
More/Different quests might unlock as you progress different classes.
I agree, that i would like there to be more story to it. Perhaps if classes unlocked specific quests that it could be 1 big chain quest to ultimately unlock Artifact Armor.
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This is my main concern. If questing is done just to get SP, then such quests will probably take the form of fetch quests or equivalent.
Put yourself in a developers shoes.
It is the easy, cheapest way to create quests. SE is kind of renowned for taking the cheap route. After all, they do fiscal surveys first before they even decide to improve network code. Yoshi said so in the recent interview.
Anyway. So far I haven't even liked many of the main quests nor class quests, let alone the sidequests! And I fear if the whole game is centered on side quests (or worse), then I'd rather just grind!
At the very least if it's like Fields/Grounds of Valor, it's still grinding with the added bonus.This is my main concern. If questing is done just to get SP, then such quests will probably take the form of fetch quests or equivalent.
Put yourself in a developers shoes.
It is the easy, cheapest way to create quests. SE is kind of renowned for taking the cheap route. After all, they do fiscal surveys first before they even decide to improve network code. Yoshi said so in the recent interview.
Anyway. So far I haven't even liked many of the main quests nor class quests, let alone the sidequests! And I fear if the whole game is centered on side quests (or worse), then I'd rather just grind!
Fetch/Grind quests aren't even bad if it's a part of a chain-quest that has an overall theme or story to hype for the next, etc.
They could add some grindy quests & every so many quests add some cool Cut-scene moments that keep building it up to a final concluding quest.
Building tension/anticipation like this would do wonders if they could hype many quests in this fashion.
This. The beauty of that approach is that it helps build up characters related to the quests and even creates staples and VERY memorable characters that aren't exactly vital main story NPCs but remembered nevertheless.
* 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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