I did a negligent number of ARR and HW sidequests, but with SB I wanted to do all the Kugane and Azim Steppe quests, so I decided I might as well do ALL the SB sidequests... The problem is that the quality of them varies so dramatically. Any of the sidequests that gives you more lore about the people or locations ends up being pretty memorable and nifty; but it's almost impossible to guess which those are going to be, compared to the uninspired "Kill X monster and come back to me" quests. Even in the long chains of quests that have an overarching story, half the time the quests add value and the other half the time they're just bland fluff.
I would like the same number of sidequests, but more attention to making sure that each sidequest reveals something valuable about the people or location. Even if it's just something small like "Oh, in Ala Mihgo we have this tradition based on so-and-so item you gathered!" I think it would be better than "I'm hungry, go get me food."
I just wish there was a way to turn them off (hide them). I do very little in the way of sidequests on my main and numerous alts. I just don't have time to deal with them and have adjusted to their being there. At least the important sidequests now have a special icon which at least lets you know one should look at them.
We *need* the Delivery Moogle Quests back!!!
Great way to shed some light on the npcs we find during our adventures. I'm aware it must be hard on the lore team but I think it's not something heavy on the programing side.
Sidequests don't bother me. I even like them when - in fact, I ESPECIALLY like them when - they spawn a bunch of new quests, as it means new lore to lap up!
What I dislike are REPEATABLE sidequests. Ones whose icons never go away. Every time I go to Revenant's Toll, there's a half dozen quest markers there, taunting me. I'll catch one out of the corner of my eye, swivel the camera and - nope. Not a new quest. Just the same old Relic quest.
I think they should implement something so that if you have all the relics done, those quests disappear and are no longer available. It's not like you need to items from those quests ever again if you have all relics done anyway.What I dislike are REPEATABLE sidequests. Ones whose icons never go away. Every time I go to Revenant's Toll, there's a half dozen quest markers there, taunting me. I'll catch one out of the corner of my eye, swivel the camera and - nope. Not a new quest. Just the same old Relic quest.
This is Final Fantasy we're talking about. Less story is not gonna happen.Side quests are atrocious. Good thing I don’t bother reading the corny dialog otherwise I would still be leveling my main. At least if I was killing things i would enjoy them more. But no, most of the time you go from point A to point B to point C and click on npcs. More gameplay less story ffs. If I wanted a good story I would read Tolkien or manga or some shit.
Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.
Would like to add that ffxiv could use a version of the loremaster achievements for completing every sidequest in a zone. It would not only make sidequesting semi enjoyable (see genz's suggestion), but also add a reason, a goal for people to go after. Maybe it we would even see more people in open world zones instead of just chilling in town flagged for duty finder.
Lore sidequests are good.
Repeatable sidequest are bad.
Fetch sidequests without lore are ugly.
I don't mind most of them. A lot of them seem clearly meant to simply make sure you've fought every mob type in the area (perhaps to make sure you're familiar with their mechanics for dungeons?), and those aren't so bad. There's usually also FATEs in the area for most of the mobs, which doubles up purpose.
The ones that really let you get a feel for the area, or characters (if they're interesting) aren't so bad.
But occasionally, yeah, it gets really bad. Just hit the chain in Idyllshire with the roe/lala duo. It was long. It was dumb. It was very nearly painful. Talk to duo, go out to objective, return to duo, go back out to the next objective, go back to the duo, back out once again for the next objective. I think it may have been the first sidequest chain I genuinely wanted to give up on.
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