Page 2 of 7 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 70
  1. #11
    Player
    Lisotte's Avatar
    Join Date
    Jun 2013
    Posts
    339
    Character
    Lisotte Poena
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Norleas View Post
    There should be a team working on things like armor and a seperate team on content. I don't think it affects content/gameplay production when cosmetics are made (or at least, that's how it should be.)
    It's a fairly small team compared to most big MMO's.

    It is disappointing that there is so little substance in FFXIV's current content. 5 current raid fights, a faceroll 24 man, couple faceroll dungeons, and deep dungeon. Oh and Aquapolis. Most people I know still playing play out of loyalty to playing the newer FF MMO but miss that feeling in FFXI or other MMO's where you always had a pile of gear you were working towards. FFXIV initially felt like a gear game, back in the Coil days, but these days it's pretty much all cosmetics, housing, etc.
    (1)

  2. #12
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    Quote Originally Posted by Vivi_Bushido View Post
    Glamour fluff use to not be a major part of the game. That's just a new fad. There was once a time when glamours didn't exist at all.
    And in that time I knew people who would purposely wear slightly lower level gear because it looked better than the higher
    (7)

  3. #13
    Player
    Tam_Hawkins's Avatar
    Join Date
    Nov 2013
    Posts
    347
    Character
    Tam Hawkins
    World
    Shiva
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Norleas View Post
    There should be a team working on things like armor and a seperate team on content. I don't think it affects content/gameplay production when cosmetics are made (or at least, that's how it should be.)
    I hear this quit often, but one person beeing in charge of doing cosmetics and will never contribute to other departments (while probably true) doesn't even matter for the topic.

    They have a budget lets say 100 gil, from this they dedicate 20 gil for cosmetic, 30 gil for new dungeons and other combat related contend, 20 gil for story, 10 gil for marketing (probably much more), and so on.

    Now lets say they see that for the next patch they will need 22 gil for cosmetics but they still only get 100 gil over all, that would mean they need to take out money from one of the other departments.

    If they would get 120 gil this time they could get 22 for cosmetics and use lets say 35 for battle related contend and for example hire another programmer.

    What I want to say is: I often see this argument on the forum that someone would like more x instead of y in the game. Normally pretty soon someone answers:"yeah but someone working on y will not work on x so them working on y does not effect x in any way." - But that is simply not true, when things are created someone has to be paid for these things and ff14 like any other game gets x amoung of funds (in this case our 100 gil example) and then someone like yoshi decides what percentece of these funds is given to which department-that also decides how much the department can grow, can it crow at all or does it even have to shrink?
    So in short, yes content created in x possibly lowers the content created in y and vice versa and someone who is good at graphics working in the cosmetics department not working as a programmer in the combat/Pve/"or however it is called"-department doesn't mean that more cosmetics will not possinly lower the amount of Combat content as this is all a matter of budget.

    *Edit: just fixed some spelling mistake and made a punctuation.
    (2)
    Last edited by Tam_Hawkins; 08-14-2016 at 12:37 AM.

  4. #14
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    I enjoy glamours. I like to find good combinations for my different jobs.

    But, I really agree that there are just tons of mobs roaming around, with no other purpose than to be killed for FATEs. It's really pretty terrible.

    Dungeons are "meh" at level 60, but to be leveling up a new job and going through them again is actually pretty fun and challenging while still learning.

    But I wish more crafting materials required harder methods to obtain them.
    For example, basically all crafting materials can be purchased with tomestones, gathering, or obtained from easy mobs. And if not, purchased.

    We need more crafting materials which can only be obtained through tough dungeons, which are market prohibited, BUT have a high (or 100%) drop rate.
    This means you need to do some hard content to get items for crafting, BUT, you are guaranteed a reward for doing so.
    No doing things 20 times (or more) without a single drop nonsense.

    I wish crafting took less time and more effort.
    (3)

  5. #15
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,615
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by FinaSel View Post

    But, I really agree that there are just tons of mobs roaming around, with no other purpose than to be killed for FATEs. It's really pretty terrible..
    I saw at least two posts here with complaints about the 'tons of mobs ... with no other purpose'. They are not a wasted resource, they are a current source of income and materials for players.

    The reason you can purchase HQ crafting materials via the Market Board is because someone took the time to go out and kill bunches of those 'no other purpose' mobs. It doesn't matter if they're from ARR or HW, without all of those mobs running around, there would be fewer of the HQ materials that crafters rely on. That's their intended purpose outside of kill quests.

    And they have to be there for the next group of leveling players as well.
    (3)

  6. #16
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    killing certain amounts of monsters for crafting materials would only make certain area's better unless you made it possible everywhere but then the items would be super mass collected (like it wouldn't anyways) but it would only be a short temp thing unless you made everything need this item all the time and lots of it like shards.

    more dungeons = longer waits for patches as i personally like the 2 dungeons per patch plus a raid/void ark and a primal i find the ratio not bad myself

    it would be cool to get a coliseum and it updated every now and then with rewards for beating it (repeatable also) it having monsters you fight and such maybe make it like a open world thing in a certain area that works like EB but its just every fight if noone chooses to sign up for a fight it will put npc's in place and just wait it out until someone wants too.
    (0)

  7. #17
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    I feel like after patch 2.1, dungeon and boss mechanics became more dumbed down/ made easier, maybe it's due to the complaints at the time?

    The the later level 2.0 dungeons seems, to me, a bit more involved in that players have to watchout for the environmental hazards and I quite like DD optional rooms. They weren't really spank and tank like most of the later dungeons ended up being. WP had the roaming Tonberry forcing you to remain vigil and position mobs carefully, AK had the demon wall, PS required good healing and proper use of stuns/silences, Copperbell Haukke Manor HM was easier but much harder when they were 1st released compared to the 2.2+ dungeons.

    Additionally, I feel as if there's been an homogenization of the combat jobs. i can't quite put my finger on it, but they feel very similar to each other in 3.0 compared to how they were in 2.0
    (1)
    Last edited by myahele; 08-14-2016 at 01:50 AM.

  8. #18
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    Quote Originally Posted by DPZ2 View Post
    I saw at least two posts here with complaints about the 'tons of mobs ... with no other purpose'. They are not a wasted resource, they are a current source of income and materials for players.
    I am talking about the vast majority of mobs which drop nothing.
    (2)

  9. #19
    Player
    Remus's Avatar
    Join Date
    Aug 2013
    Location
    Garlemald
    Posts
    1,392
    Character
    Robas Kebas
    World
    Odin
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lambdafish View Post
    The OP isn't referencing raiding specifically, or even difficult content. They are asking for more content in general rather than a long list of glamour and minions and a couple of gimmicky pieces of content (all while actual raids and dungeons become stale and less innovative). In the trailers I have noticed that more and more of it is dedicated to new glamour, new hairstyles, new emotes, and that could eventually become an issue.
    I have noticed this as well. The simple fact is it seems most people in this game just wanna play dress-up than do meaningful content which has substance. Makes me kinda sad too be honest because this game could be so much more but they just keep dedicating so much to these feature. Have you seen the promotional site? It just mainly full of fluff content. They don't even acknowledge that raids are even in the game only dungeons and primals.
    (1)

  10. #20
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by myahele View Post
    Additionally, I feel as if there's been an homogenization of the combat jobs. i can't quite put my finger on it, but they feel very similar to each other in 3.0 compared to how they were in 2.0
    I can - where previously only Monk and Ninja had their "buff upkeep" (Huton/GL), most DPS jobs now have their own "Greased Lightning" - Blood of the Dragon, Enochian and Aether Trails/DWT to a degree. BRD and MCH literally get the exact same spell at 52 to homogenize gameplay (And I'm inclined to argue that Iron Jaws functions as buff upkeep mechanism for BRD as well). Interestingly, Monk gameplay scarcely changed over the expansion as a result - you got a nuke and tools to deal with downtime. PLD's rotational diversity got expanded to be on par with DRK and WAR (with 3 combo finishers each).
    (3)

Page 2 of 7 FirstFirst 1 2 3 4 ... LastLast