Both, one of the selling points we had was content and good and plenty full content every 3 months.Are we talking total player count, or concurrent player count? Because the concurrent player count never grows under a current expansion. It's always at it's peak on expansion launch, with the occasional smaller bump for each major patch.
The Steam charts I've been using for the previous calcs don't actually list total player count so far as I can tell. What are you using for that data?
We now get less for over a longer period of time.
You can't keep selling old content as a positive if the current expansion is void of so much.
I think the company is dying and XVI will make it or break it. Then again none of the numbered titles after XI were anything special so I have no reason to think XVI will be any different. Look at all the remakes and remasters they’ve made in the last three years. Hell, look at the IPs they sold. And now they’re doubling down on NFTs. At least I can enjoy the time I have left in XIV before the servers are shut down and sold for scrap. I won’t be buying XVI though.
Company ethos is dead, but the 2022 financial results which is public to everyone to access shows SE turned a profit that year.I think the company is dying and XVI will make it or break it. Then again none of the numbered titles after XI were anything special so I have no reason to think XVI will be any different. Look at all the remakes and remasters they’ve made in the last three years. Hell, look at the IPs they sold. And now they’re doubling down on NFTs. At least I can enjoy the time I have left in XIV before the servers are shut down and sold for scrap. I won’t be buying XVI though.
The question is, where is the budget that is felt thinly since the expansion launch.
It's obvious where that went, and it's not in FFXIV, at least not in the content, their entire budget went towards FF16, and to some extent towards the mog station, which is why the new glams/mounts are coming out more and more regularly in FFXIV in the mog shop
I mean, if it's both, again I would point out that no expansion has ever retained or grew concurrent player count over an expansion. The release is always the peak.
For total player count, I wouldn't know, I haven't seen the numbers.
I know exactly what I want, and it's to not repeat the same rotations regardless of class, in the same exact dungeons, in the same exact order, with 0 randomness or failure. The only variable in any of these dungeons is how quickly they're finished, nothing else matters. Everything is scripted and simple, just how a bot would prefer it. So who are we really making these dungeons for? lol
If anyone finds that fun to repeat, they likely have a very boring and scripted life. Because these dungeons are 100% pre-designed to just be a waste of time and nothing more.
I know exactly what I want, and it's to not repeat the same rotations regardless of class, in the same exact dungeons, in the same exact order, with 0 randomness or failure. The only variable in any of these dungeons is how quickly they're finished, nothing else matters. Everything is scripted and simple, just how a bot would prefer it. So who are we really making these dungeons for? lol
If anyone finds that fun to repeat, they likely have a very boring and scripted life. Because these dungeons are 100% pre-designed to just be a waste of time and nothing more.
I had no idea mnk and DRG had the same rotation. Or smn and blm. Or any combination of them at all. The only jobs that remotely have the same damage rotation is healers, and that's it's own issue.
I mean, when your only flavor genre is vanilla, I guess different subtle vanilla flavors tend to stand out.
Our brains have been slowly boiled by Shadowbringers.
Everything has been simplified into a strictly timed Core Rotation > Buff > Dump. Cooldowns, patterns, flow are all the same, and we've deleted all complex environment and utility management to match.
It doesn't matter that some jobs are 1233 and others are 1232 in core. All of my Job hotbars are setup in a similar order, with similar timing, similar buff positions, exact same scenarios, with similar range. If I disabled all spell/ability effects, and they all dressed the same. I'd probably say they're basically the same exact job. xivcombo shows and amplifies this further.
If I bring up other games, you're just going to say "Yeah well that's not FFXIV", there's no winning those arguments. The best I can do is argue within FFXIV.
I just find it sad, that with a game that provides so many 'Jobs', and allows us to hot swap between them, we don't even try and find different scenarios for them - SE for some reason wants them all to act the same, and be allowed to exist in all scenarios with equal footing. So that means boiling them all down into the same pigeonholed systems.
We play XIV within a very strict system, and there can be no outliers of gameplay. It's why BLU can't survive as a normal job, because it's incapable of adhering to the strict set of rules they've designed.
BLU to XIV DPS is how different other games make me feel about their Class gameplay variety.
And if anyone comes at me saying it's the only way to balance the classes - Then you're full of ****, because we somehow can't even balance our own classes while their gameplay is literally the exact same.
Last edited by R041; 04-25-2023 at 04:02 AM.
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