Even then, I really fail to see what the main plot is shaping up to be. An ARR build-up served to introduce the wider world to you, often overwhelming you with different plot points and storylines that would often interject eachother. You went from the City States and their drama, the Void, the Ascians, Goblins, Rogue Factions, Beast Tribes, why we can't access other city states, what's the deal with dragons, what Ala Mhigo is, mentioning the Bozja Incident like it was just a thing that happened, barely acknowledging the existance of other continents, everything Allag related, even Eureka at one point...
Then HSW elaborated further on the Ascian bit while focusing heavily on Ishgard.
Stormblood showed us Ala Mhigo, Doma and gave a bit of focus to Garlemald.
Shadowbringers focused on the other shards, most notably the First and a bit of the Thirteenth, and the side quests were mostly focusing on the revolting conquered provinces.
6.0 resolved almost everything and opened Sharlayan and Thavnair, as well as Emet dropping hints of further content that we knew existed since ARR such as Meracydia.
Most everything else got resolved in sidequests.
Currently the MSQ is focusing on elaborating on the Void. Little else is being opened up as relevant to the main plot in the side quests. Island Sanctuary is an isolated thing. Myths of the Realm is self-contained. Eureka Orthros doesn't seem to have any connecting ties to the MSQ. Variant Dungeons are also self-contained...
We're not getting ARR levels of build up, even though that's what we're supposedly meant to be doing. We're in a similar phase, but the focus is totally different. Rather than focusing on showing us several different things, they're hard-focusing on one story. On one hand, that's great, because the overwhelming and "all over the place" nature of ARR didn't garner it any favours and it can help keep the devs focused and not make stories that lead nowhere. But on the other hand it's kind of making it awkward for future content. Because we're not setting anything major up other than the Void and possibly Meracydia. That really is no different than the average X.4 and X.5 storylines, which serve to introduce the next expansion and hint toward it. From that, it feels like we're just playing a long X.4-5 bit rather than anything being established and introduced at an ARR scale.
oooor its just people being impatient with the story when its pacing is already going by pretty fast with the events of whatever its building up. I will reserve full judgment of it until 7.0 comes out officially but so far its been interesting despite coming off the high stakes with Endwalker. When I say ARR levels of build up, I dont necessarily mean being all over the pace, I mean the slow build up to whatever thats coming, more specifically the patch stories that lead to the bloody banquet, which nobody expected to go down so hard in both stakes and tone compared to what was presented with base ARR. I have a feeling we're going to get a 2nd bloody banquet of sorts in terms of setup but I could totally be wrong.
Main plot to what? Post 6.0 is intended to be a short story, complete in itself. YoshiP has told us that the main story arcs going forward will be varying in length depending on the story they want to tell but non will be as long as the Hydaelyn/Zodiark arc was.
The prologue to the new main story in 7.0 won't occur until 6.55, when YoshiP has told us there will be some major unexpected event occurring that sets us up for 7.0.
At best we have hints from the 6.0 cutscene in UT about things we will see at some point in the future.
The ruins beneath the waters of the Bounty - done
The treasure islands beyond the frozen waters of Blindfrost in northern Othard - pending
The golden cities of the New World - pending
The sacred sites of the forgotten people of the south seas isles (lalafell lore!) - pending
Meracydia - pending
True identities of the Twelve - in progress
Other civilizations on the reflections: one is in progress but it's heavily implied we'll get to see others as well
The current post 6.0 story is about 2 different things: the search for and rescue of Azdaja and Y'shtola's quest to find a way to travel freely within the reflections. My guess is that 6.5 is going to wrap up the first (which might very well lead us to Meracydia) and 6.55 is going to be completion of the second - with unexpected results (and the ability to see the remaining reflections).
What people really want is harder 24 man raids. These new raids get blown through so quickly. Gear progression is a joke why does it take me a third of the year to finally fully gear my class then a new patch comes and wipes it out. Gear progression needs more horizontal progression the weekly tome cap is ridiculous savage gear is abysmal to fully obtain if your lucky to get good rolls. Rewards from the new content have been very lackluster. Island Sanctuary is a complete waste of resources and never should of been implemented with it's mind numbingly gather. If I want to gather I will go gather outside of the IS. The devs predict what they think the majority will like when actually its the opposite. The people who are defending them only see the small picture while people who are pointing out what is wrong see the big picture of it all. At the current rate it's going there is NO WAY FFXIV will last 10 years that in itself was a lie Yoshida told himself. If you want this game to last 10 years you really need to put out content that will last for a long time not a week and then get boring
That's potentially part of it on the story-side of things at least (though I disagree that post ew has been ARR levels of build up; I'll elaborate on that later). But when I talked about lackluster content I was thinking of how the new alliance raid just burns down before the bosses can even do anything. Or how variant dungeons were like baby difficulty on the normal mode and then savage/savage+ on the ramped up difficulties with no in between even though we were told it would be ex tier, and then the rewards for completing said savage mode were super lackluster. Or how island sanctuary turned out to be a node clicking timegated experience with some glams held hostage at the end to encourage people to bother with it, and even the devs themselves warned that it would be lackluster and told us not to get our hopes up for it. Or the massive gaps of time (4 months) between each content burst, leading to a story that's obviously not meant to have the same weight as the one that just finished or the one that's going to start in 7.0, a dungeon that's literally "pull 2, stop, pull 2, boss" on loop, and maybe a trial. Or the relic "grind" that's been the same "gib tomes" step repeated twice now. And it's the same amount too, because of course it is. No thought behind it, no special request, literally just hand him tomes, twice in a row, for a reskinned token. Hell, the deep dungeon is the first thing in a hot minute where it looks like players can really sink their teeth into it. Personally, I'm not seeing the hype behind randomized floors of occasionally dangerous trash mobs, but I won't discount it for personal reasons. The only things I've felt were quality in the postgame have been Aglaia, Barbariccia EX, and Hildibrand. The variant dungeon was actually quite enjoyable, but simply lacked staying power. This could have been remedied by tying it directly to the relic somehow (like how they made certain bozja fates give specific coins, etc) but eh. I don't do savage, but literally everyone I know who did this tier bitched and moaned about it every tuesday and now most of them don't play anymore while the ones who do have stopped caring about their weeklies in that regard. I don't want to talk about something I know nothing about, so I'll just let that speak for itself.
In any case, that's what I initially meant. The actual gameplay content we've received has just been lazily done or it's extremely shallow on the end that I've experienced. It's obvious and just common knowledge that their best devs are clearly busy with something else (ff16), so I hope the thing they're busy with (ff16) is worth it since they're putting post-EW's quality on the backburner to get it done.
(going to talk about the story a little bit, so possible spoilers if anyone reading this is new)
Also one last thing -- the post EW story being extremely dull is actually not the nothingburger people think it is. Each chapter of a story should inspire faith in the writers' ability to tell a compelling narrative. Failure to do this might make people stop reading future installments. Now don't get me wrong, when the devs implied that the next chapter might have smaller stakes than what we saw with endwalker, I was excited. When the writers showed the scions going their separate ways and implied that the next chapter wouldn't be about them, I was thrilled. But what did we get? The void expansion. With another potentially world ending threat. And the scions return once more to, uhh, deal with it or something. You claimed that people might be less wowed by the story because it's back to ARR levels of buildup. I wish we had ARR levels of build up. But this isn't build up at all. We're right back in the trenches again, with another world ending conflict only this time it's revolving around characters we barely know and don't quite give a damn about. If this were building to something good, I'd give credit where it's due, but the whole thing feels like a final fantasy 4 filler arc that'll resolve by 7.0. The way the scions were like "guess this is it, goodbye" and then returned immediately in 6.1 or whatever had big "straight to vhs sequel" vibes. You have no idea how much I would have loved an actual reset followed by buildup into what was supposed to be 7.0. If I'm wrong and they route this into 7.0, I will happily admit that I was wrong. But right now I'm not seeing it. I wish the writers would just create an organic and likeable character and not one that's just shoved down my throat like Zero was. I wish they had the courage to truly leave the scions behind for longer than a single patch. I wish characters could die and actually stay dead like they did in heavensward. Genuinely wish the writing team had the balls to make the audience feel something. Would love to be proven wrong in 6.4, genuinely.
Comments like this generally confuse me. You're surprised by a dungeon that is "literally"...well...the same exact design that has been used in every dungeon for several expansions now? I haven't seen the new bosses in Euphrosyne burned down at all yet. They're still going through their entire movesets, most of which have unique mechanics not previously seen in AR's. Yes, we'll eventually outgear it so badly that some parts will get skipped, but again, that happens every patch. Oh yes, and of course, let's just largely disregard the key facet of the latest patch (new Deep Dungeon).
The rest of your commentary is nothing but pure opinion trying to masquerade as if it's facts. Personally, I found the Variant dungeons very enjoyable, and I haven't even gotten around to Criterion yet (or IS for that matter). There's very little I would call lazily done or "shallow" in the new content. Only exception would possibly be using just tomestones for the next relic step, but again - personally I don't mind since I also play several other games, with Destiny 2 being my main right now since a new xpac just came out, so a simpler step where I can do basically anything I enjoy and still progress the relic is fine with me for this time around.
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