What else would you want.I have a feeling that 4.0 might not go out of this horrible endgame formula and weekly restrictions this game has to offer so far.
I really wish on the inside that Yoshida fixes the problem he is so aware of or else 4.0 will be fun for 1-2 months before we are back at our horrible
"grind tomes, get 2 new dungeons, maybe a new primal and a raid, rinse and repeat"


Can you at least let people enjoy this for a little while before trying to deflate it? Yo, it's Christmas. People deserve to be excited about stuff they enjoy.



When HW was released, they decided to give us the raid content after 2-3 weeks (I cant remember the exact number). And after normal mode Alexander was out, they implented savage + PVP ( I believe). They sure want to make you enjoying the MSQ, exploring, traveling whole new maps, gathering, crafting, sightseeing, leveling, trying out new jobs, new skills. So don't be upset if we end up with just 2 primals like last time with Ravanna and Bismarck extreme (and hunts were pretty much trendy too).
for starters make dungeons structure like potd. then make one new dungeon story easy an done harder.
make the 24 man "raid" more interesting. like there is there is 3 paths to the end . each party takes one. at the end all kill the same last boss.



The problem here is always this: you don't want more of the same... So what DO you want exactly? This game is always going to be vertical gear progression.

This is what I'm curious about, when you take in the scope of the game there's not much you can really fit in there. The weekly restrictions are what will keep you coming back. You have content that gives you good item level gear, then savage that lets you upgrade it to something even better. You could do RNG and loot rolls..if that's fun for you.
Horizontal progress and a mixture of gear that specializes in certain traits and actions would widen everything but that's not going to happen either. Best bet is to play until you're not having fun anymore then take a break. Come back and everything looks beautiful again.
You can enjoy and play the game whichever way you like. No one puts a gun to your head and forces you to do serious raiding.




My biggest concern is a bulk of their development goes towards the gimmick of content underwater. If Blitzball ends up being announced, I won't see that as a good sign things are changing. Although, I am still cautiously optimistic, they haven't exactly showcased much variety from the standard. That may be alright, provided there is a decent challenge and enough content as a whole. Six bosses for the raid tier? Now that would be a step in the right direction.Idk, the current content reveals we've seen thus far have all pointed very heavily towards "more of the same (except some of it is underwater!)". New raid, new 24-man raid, new jobs to level grind, new beast tribe to bore us to death with dailies...
I'm hoping to be pleasantly surprised, but right now pretty much all the content we've been shown is content we've seen before. It's not unreasonable to assume that their purpose in the gearing hierarchy would be the same too.


After seeing this:
Player: "Please add more Egi skills/controls" YoshiP: "It would result in a greater gap in skill between players, so it'd be difficult" https://www.reddit.com/r/ffxiv/comme..._in_comments/? (source)
My hype for 4.0 is mild at best for now.




I'll lay out some ideas I would fancy seeing:
- Dungeons structured similar to PotD: mob spawns are not entirely predictable, there is the occasional priority target DPS need to single target down and if the tank pulls the room, it isn't going to end well. Additionally, I'd add mobs being able to break the aggro table and target another person, thereby forcing the tank to quickly reestablish threat. Proper balances would need to be in place so things didn't get too hectic, but it adds a degree of dynamism.
- Two extreme primals-- one being at Thordan's level.
- The Raid being extended to six fights.
- Difficulty as a whole being upscaled, particularly in normal mode raids. While still remaining easy enough, it should pose some challenge.
- I would also strongly consider weakening healing potency depending on how much mob damage is improved. Being able to DPS as a healer is fun, however content should challenge their healing capabilities not have them spend most of their time spamming Stone III or Gravity.
- Scrap the current glamour system and allow us to improve old gear to equivalent ilvls-- thereby providing a grindy mechanic people may actually want to do since they're improving gear they like.
- Following along the above, consider a system where we improve our gear similar to how we do our Anima, except by use of tomestones. Instead of them being capped, the amount we can improve our gear is. This allows people to upgrade secondary jobs a bit faster. (Giving Kaurie credit here)
These are just some ideas off the top of my head. Not all are fleshed out enough and still need some fine tuning, but there they are.
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