I find it funny it's even called 'fluff' in the first place when a pretty large portion of the playerbase primarily play to role play and glamour. This 'fluff' is the reason they're paying a sub.
This exactly. The dev team of FFXIV is huge, more than we could imagine. Different areas of the game are divided up and their responsibilities are given to different members of the dev teams, hell there's most likely sub teams for those teams.
Point is the team that works on the battle isn't the same people who create the glamour stuff. Just as Freyyy had mentioned. I'm sure that the teams are all very busy each day working on creating content for us simultaneously.
However that said, I don't blame some people for feeling fluff content overtakes the battle content. It's easier said than done but there definitely should be an equal balance between both.
Well I said in the same post that you quoted that the developper's team is actually really small. There literally is one guy dedicated to each part of the game. They need to hire more.This exactly. The dev team of FFXIV is huge, more than we could imagine. Different areas of the game are divided up and their responsibilities are given to different members of the dev teams, hell there's most likely sub teams for those teams.
Point is the team that works on the battle isn't the same people who create the glamour stuff. Just as Freyyy had mentioned. I'm sure that the teams are all very busy each day working on creating content for us simultaneously.
However that said, I don't blame some people for feeling fluff content overtakes the battle content. It's easier said than done but there definitely should be an equal balance between both.
I think that is one of the main problems the game has (at least looking at me and my friends it is), not that they have lots of fluff or that the fluff last forever of course. No, but that battlecontent and item upgrades are outdated so fast, think about it every patch cycel we get 2-3 (now 2) more dungeons and the old dungeons are suddenly outdated: because of new item levels the monsters and even bosses are week (most of the time already at their release), the rewards become inferioir compared to the new dungeon (less tomes then the two new dungeons, itemlevel of the equipment is lower - worse even for most people that equipment was at most glamour to beginn with...)Funny how people refer to "fluff" content as inferior to "battle" content even though anything "fluff" is more lasting if not permanent while "battle" stuff gets replaced every/-other patch. E.g. minions, mounts, outfits are there to stay forever while that x-ilvl item will be replaced and only for your retainers to wear after the next patch. And can only be of value as "fluff" item to glamour over.
Now think about this: ALL dungeons since Heavensward (and lvl60) would be equall in rewards (tomes/equip - equall but not the same so still with different glamours), the same difficulty, we would not outequip every single dungeon the moment it is released...
Content could last so much longer and feel so much more divers, but nooo we need to have this weird throw away mentallity.
And then people will leave until the next patch (or worse, expansion) because they would have no reason for dungeons once they get their gear, especially since without what the community commonly dubs "interesting stats" (read: traits on gear) it woul be easy to cherry pick the best dungeons for farming for BiS pieces (Crit/Spell Speed for BLM, Crit/Acc for Healers, Crit/Det for everyone else) and leave everything else in the dust.Now think about this: ALL dungeons since Heavensward (and lvl60) would be equall in rewards (tomes/equip - equall but not the same so still with different glamours), the same difficulty, we would not outequip every single dungeon the moment it is released...
Content could last so much longer and feel so much more divers, but nooo we need to have this weird throw away mentallity.
The other alternative is removing stats altogether from gear and leave them as purely glamour pieces (ironic given the topic), but that would leave problems for progression and asks where will the stats go? A Nexus-style Light grind? Aetherpool "Flesh" (now there's another crazy idea, a literal Warrior of Light), where we have to open random chests for a random stat boost? Allocating all the stats to the weapons? Upgrading the Soulstone?
They do this eitherway, there are lots of people who only drop in for a month after a new patch is released (or one-two weeks before and zwo-three weeks after release) they go through everaything new, marathon whatever they can marathoin and log off until the next patch.And then people will leave until the next patch (or worse, expansion) because they would have no reason for dungeons once they get their gear, especially since without what the community commonly dubs "interesting stats" (read: traits on gear) it woul be easy to cherry pick the best dungeons for farming for BiS pieces (Crit/Spell Speed for BLM, Crit/Acc for Healers, Crit/Det for everyone else) and leave everything else in the dust.
The other alternative is removing stats altogether from gear and leave them as purely glamour pieces (ironic given the topic), but that would leave problems for progression and asks where will the stats go? A Nexus-style Light grind? Aetherpool "Flesh" (now there's another crazy idea, a literal Warrior of Light), where we have to open random chests for a random stat boost? Allocating all the stats to the weapons? Upgrading the Soulstone?
I really don't think the number of people who do this would increase, actually i think it would decrease simply for the increased diversity we in daily roullettes (not only 1 out of 2 dungeons each time but one out often or more dungeons) and maybe the increased difficulty of the dungeons... of course I have no statistic to prove that an increase in all time supsribers would happen but I do indeed think it would be an improvement for both SE, us and the overall subscription base.
For your other concern the items becomming redundant... yeah that is a real speed bump on my idea^^, the only way reduce redundancy would be by introducing new and more diverse item attributes that will either be situational (use set x for fight y and set u for fight o) or heavily change the fighting stile of clases in a way that is usefull. As far as I know Yoshi doesn't want any of these and wants to keep the stats and items as simple as possible but the way it is right now we could really just erase any stats and just go for item level or use your item equaly glamour and upgrades come from doing Nexus style grind/Atherpool flesh/whatever/...
Yoshi has mentioned enough times how they're lacking in developers for the battle side of things. If I recall, it was cited as one of the reasons why they're unable to set up 3 versions of 8 man raids (despite wanting to do so). With that said, more attention towards battle content would be nice to have.
I'm not claiming to know how much SE are making before anyone jumps down my throat - but surely they should look into improving this? Again, I don't know, but our subscriptions are on the average side of pricing and the cash shop is pretty expensive (considering the amount of people who use the cash shop).
This is essentially what Blade & Soul does. The only gear with stats are your weapon, ring and earring. You could wear any costume that you wish in that case. Many costumes are available for cash payments (it is an F2P game, after all). Not only that, but there doesn't appear to be a set 'progression' for getting gear with stats -- you basically feed useless items to the "update gods" and your weapon advances in levels.
There are other stats you can increase with what is basically an 8-piece pizza pie as stat stick. You get these in random drops and for tomes, er, stones you earn by killing things and completing quests.
Combat style is entirely different too. Unfortunately, it's a bit busy with combos and abilities that you'll have to learn by rote memorization to be any good at the game.
Too twitchy for my tastes at the moment.
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