Quote Originally Posted by R041 View Post
I'm gonna double reply, because why not..

I wanted to also bring up, just because you're told something - Doesn't mean you should believe everything and hang on every word as if it's a mega-truth. You need more context. Just like SilverObi mentioned - There's more context to that, is it that NMs are the only way to get gear? No? Then what's the issue? Also how old is this information anyway? lol

I could tell someone "The problem with XIV is the MSQ is slow and 300 hours of visual novel" - But there's more nuance to that, isn't there? There's context, because boiling something down into a phrase and an assumption just doesn't do anything justice.

I could also say "Problem with XIV is the dungeons are all hallways" - But again, little more nuance to that right? So stop repeating your assumptions as if they're fact. If you didn't have a good experience with early XI, you don't have to be in this thread giving facts based on your own assumptions for mid-late XI.

Honestly, this is just general life advice at this point.
100% this, just because things have some issues or disadvantages doesn't mean they can't be worked out, or even if they can't, that the product can't be successful because of them. Most examples provided here are from games that actually succeeded, despite their flaws.

This min maxing of game design is why they suck now a days.

Why was Elden ring a success? Quests weren't straight forward and didnt have neon waymarks where you were supposed to go all the time. You could even unknowingly kill someone that would mess up the entire quest and you were SoL. It was GG on that run through for sure. That was TERRIBLE game design by min-max standards but people were into it big time. It's almost as if players don't want to be coddled when a game advertises a dangerous and hostile environment.


Hand holding players sucks, its almost like we've entered the age of helicopter parenting by the devs inside video games. Like what's up with that?