4 players Savage raiding
4 players Savage raiding



Please SE, make one whole expansion cycle all about lateral progression. Give us gear that matters. Add interesting stat bonuses. give us something at the start of the expansion that is still relelvant by the end of the expansion, either gear or playable content, I dont care what just something that isnt irrelevant by the next patch.
We need gear lust, milestones, and incentive that will give players something to work towards providing a sense of accomplishment in the end. I remember when BCoB and Alex were tough and something worth doing, now its all a cakewalk. When was the last time anyone ran Wanderers Palace? There is so much great content that is now unused.
More involved and/or difficult content:
I'm very much tired of all non-instanced content (and much of the instanced content) being utterly trivial. If I can actively watch Netflix while doing 75% of the content in the game, there's something wrong. I don't mind that there's a subset of content like this, because sometimes, I do just want something mindless to do after a long day. But it's way, way too much of XIV's content. It's insane that I can cross an entire map, safely and efficiently, whilst paying virtually no attention to what I'm doing, as an example. I'd like to see this changed, either via added difficulty or just by requiring additional and more frequent input from the player.
Strategic combat, as opposed to twitchier combat.
For the love of Hydaelyn, could we see something that brings a mental component to combat? Maybe terrain that actually factors in to combat, such as height advantages and real line of sight considerations? Real crowd control mechanics? Please? Because I'm very much tired of twitch-intensive rotational combat.
Deeper itemization.
Items cannot be so vertical. I don't really care what form a new system takes, so long gear I obtain this month isn't trivial to acquire and above-average at best in six months.
A new director.
Yoshi-P did a great thing in creating ARR from FFXIV 1.x, but he's long since demonstrated an inability, or unwillingness, to take chances and continue growing the title. I'd like to see someone with fresh ideas at the helm, who will take the title in new directions while keeping true to the core aspects of the game that drew people to it in the first place.
Last edited by Vhailor; 06-01-2018 at 01:59 AM.





I'm pretty sure Eureka is about as close to tough open world content as you are going to get, because otherwise, it would just be hunts, people zerging it down, complaining they got no credit, and inciting all that drama all over again.
The Hunts dynamic arose because the content was steeply rewards-based, said rewards fed into a currency system which emphasizes spamming over victory, and rewards were also based on a participation ranking.
Difficult open-world content doesn't need to look like that. To me, it could include regular, non-NM monsters that will kick my ass if I'm not quite careful. It could include areas in which I can't fly, or which pose dangers to me while I am flying. It could include meaningful environmental hazards, such as lightning bolts striking out with warning indicators that kill you if you're in their path when they hit, or hailstorms that eliminate innate HP regen thereby making monsters more threatening, or snow that steadily increases a 'Chilled' status that kills you after X amount of time (a la FF7's invisible system near the end of Disk 1 when you were wandering the snow fields). There are also ways to simply introduce additional requirements for player input. Maybe there's a map with weather effects that can confuse Mounts, requiring you to redirect them manually, thereby preventing people from mindlessly tossing on autorun and watching a movie.
Regardless, I want something that makes overworld content feel like an overworld again, rather than something whose only raison d'être at level cap is to provide scenery whilst players go about doing mindless daily quests or gathering crafting materials.



I think it's time they tackled character creation (expansion on what we can edit and how we can edit those things, plus butt sliders) and then clipping.
We've had uptil now many excuses or reasons clipping and character creation couldnt be worked on, from not enough resources (PS3) to too many clothes to edit or adjust and frankly I think it's kinda bs at this point.
New clothes/ hairstyles will continue to be added, no surprise to anyone but why do we need to feel so limited by our choices to avoid problems with visual clipping.
Not only does that undermine some hairstyles ENTIRELY, but it also causes issues for certain clothings AND it also limits what SE is willing to propose for New Hairstyles.
Perhaps adjust how the physics engine handles hair on objects in general?
Butt sliders, again, this is just expanding on the character creation.
"Oh but we'll break alot of clothes".. than fix them even if its over time. With the help of the community, you can tackle this beast in less than half the life of the expansion (5.0-5.5)
If they don't do these changes now, I fear that it will never happen.

Harder content and also please don't add another Diadem into 5.x
Name search function for Minions, Mounts and Triple Triad cards.
Ability to set a gear set of the corresponding crafter to crafting log recipe pane so you can switch crafting job from the log. (i.e If you are looking at a woodworking recipe, you can set a gear set somewhere on the page that you can use to change to that job)
Ability to drag a specific teleport onto your bar so when you use it it teleports to only that location without going through the menu. (Bookmark, etc.)
Mostly QoL they can add to a normal patch but yeah.
Last edited by Vaer; 06-01-2018 at 02:20 AM.
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