




Doesn't mean it wasn't a problem. Otherwise, wouldn't the game have peaked higher than 5-600k subs?
I couldn't even get to the point where I could unlock subjobs, and not for a lack for trying. The people in the LSs I was in were never up for helping in, so after 3 weeks of that, I quit.
Last edited by Valkyrie_Lenneth; 12-31-2017 at 04:18 AM.
Regardless of our own personal experiences making it past level 20, it really has nothing to do with the original comment that you responded to. XI did not suffer from content droughts like XIV does, which is the point that was made previously.Doesn't mean it wasn't a problem. Otherwise, wouldn't the game have peaked higher than 5-600k subs?
I couldn't even get to the point where I could unlock subjobs, and not for a lack for trying. The people in the LSs I was in were never up for helping in, so after 3 weeks of that, I quit.
For better or worse, XIV is designed to be incredibly casual and it lacks decent long-term content/goals.



It actually didn't. Sorry but that is a sad excuse used by so many who didn't want to put in any effort. I made a ls for new players when I joined and couldn't find people to play with, grew the ls fairly large and quickly as others were in the same boat, leveled up, figured things out, made our way through content, farmed NMs for gear and spells and misc drops and made some crazy awesome friends. Ended up being a successful endgame ls once we all leveled and played with the same group of ppl for 7+ years making relics, mythics and doing all sorts of content.
It was a game that you had to put at least a little bit of effort into and not rely solely on established players.
Rule #1 of success in mmos: You get what you put in, never rely on vets or expect hand outs, gumption is everything.



Can anyone really claim there's a content drought? I think it's less a lack of content and more a lack of content that you're personally interested in.


XI was not a casual mmo, it was a mmo where you got what you put into it. If you only played a few hours a week or 5-8hrs on the weekend you progressed at a snails pace. But you had the option to play for 50+hrs a week and never get bored as well there was literally that much to do in that game that progressed you endgame wise.
The content issue in mmos is caused by the casual focus. Devs simply cannot create enough content to keep the non-casuals occupied in a game focusing on the casual playerbase. Example FFXIV would be great for all players in its current design... if the devs released literally 15xs the content every patch (Not financially feasible, and honestly the 15xs mark is not that much of an exaggeration of what it would take).
It all comes down to design.
In XI and older mmos, builds were situational, gear was specific for certain things, leveling was slower... no BIS piece for everything. The lvl caps were not constantly risen. There for Endgame content built on itself. in FFXI for example Rise of Ziltart was equally as valid endgame wise as Chain of Promathia, which was equally as valid as Treasures, ect... Each of these also added lower level zones for leveling as well, the expansions expanded the whole game... the never replaced the content before it. This only broke down with the release of abysea.
FFXIV would had absurd amounts of content if everything from release of ARR was still equally as valid endgame wise. Meaning Coil 1-5 gear was still equally good in certain situations as stuff from Neo Exdeath. If stuff from Garuda was still as good as the weapon you get from killing ultimate savage bahamut. Of course the game is not designed this way at all nor will it ever be.
FFXIV is a themepark modeled after WoW... these problem will always exist. The flip side is casuals get more enjoyment out of this design.
In the end FFXIV is not meant to be a main mmo played longterm for 20 to 40+ hrs a week. It is sorta a side mmo you play with other games.
Generally the worst parties in the dune were the ones lead by noobs who though they were hotshots because they had some level 40ish jobs but didn't know what the hell they were doing. They typically went to fight goblins or pugils too early because they were in a hurry.
No, there is a content issues in MMO because companies who run such games nowadays only see these game as a way to sell microtransactions to bored and rich players and do not devote game designer time needed to their games. When you only develop content with poor replayability or try to promote PVP in a game where the gameplay isn't though for this purpose, it is 100 % certain there will be a content issue. And that's not an issue of being "casual" or "hardcore", you can perfectly design casual content with high replayability.The content issue in mmos is caused by the casual focus. Devs simply cannot create enough content to keep the non-casuals occupied in a game focusing on the casual playerbase. Example FFXIV would be great for all players in its current design... if the devs released literally 15xs the content every patch (Not financially feasible, and honestly the 15xs mark is not that much of an exaggeration of what it would take).
Last edited by Stanelis; 12-31-2017 at 05:17 AM.
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