I don't think zones would be the issue, the systems in each area would take more development time though. That said, I have no idea if IS takes as much development time/resources as Eureka/Bozja, it's hard to know. I've seen seemingly small features take 5 times the code as a 'bigger' feature. It's hard to tell.





Personally just dislike the consumable abilities concept for exploration zones, or at least for the long run. I'll use them to win, cause I wont lose simply because I don't want to use something lol.. but I don't enjoy it as a concept, single or multiplayer. Definitely disliked FF8 and 15's magic system for similar reasons.
Would be nice if there was a learning mechanic or something akin to that. FF7/9 equipment/use, learn. Perhaps one slot that consumes nothing and then you can further equip extra but they will be used up. /shrug. Funny how similar the powering up of abilities is vs WoW's borrowed power systems, except FFXIV's is sequestered into one space- does that make it better or worse...?
Also the pre-nerf grind I find annoying, as it's usually not as engaging (imo) as other content. Though they do have interesting elements in there, like the dungeons- just talking the general progression grind is clearly there to be a grind.
The other element I dislike about the exploratory content is they have some challenge with being old. I mean if you're alone in Eureka you'll be really powerful, but you might be with bots or people do something else. Then the dungeons having further difficulty. Without removing the interesting components at release would be nice if there was some system to ensure full sliding scale (without having to rely on discord). Blue Mage could be fun and help with that. Also thought of if there ever was an improved Squadron (or Chocobo) system that you could bring them.
I also wonder how much of this stuff couldn't just be brought into regular zones as remix and expansion of open world content.
Just adding few old world critical engagements and duels would spice up the zones, even if they were for more middling levels. They could just build them up bit by bit and occasionally introduce a large scale dungeon/raid to the zones.
Then again it could be a big resource drain if they don't make them grindable for multiple things and future proof them.
I think you guys are misremembering Eureka and Bozja. There wasn't a lot to do in them when they were first dropped. The stuff you all mention was added over time.
And this is how you know this troll is a kid who's never worked in the real world.
Last edited by Ransu; 06-02-2023 at 12:00 PM.




I can think of a dozen fields where coding isnt needed.Practically any non-idiot field requires coding for current young professionals unless you work in a gender studies field or some crap, I literally have never met someone who doesn't know some coding IRL
Pretty much, yeah.And this is how you know this troll is a kid who's never worked in the real world.
I said "non-idiot" field.
I'm sorry but if you don't code you're not working in a hard field.
But I suppose a grandma like you wouldn't know how common coding is these days. It's a basic assumed skill for a lot of careers now lmao.
Yeah sorry I only talk to L5s or above, so ur right, I don't know how it works in the McDonalds ur at
Last edited by GaiusDrakon; 06-02-2023 at 01:38 PM.


Who is honestly thinking "Yes Criterion dungeons and Island Sanctuary are totally the same amount of content as Bozja/Eureka!"
Whatever you're smoking you need to put down and check yourself into rehab.
Island sanctuary is "content" that you ignore on a weekly basis until your island is max rank and looks the same as every other island in the game.
Criterion dungeons are cleared 12 times over maybe 2 hours, and then you never do them again. Or you just don't do them in general and pay for the rewards which people can sell on the marketboard.
Bozja/Eureka is not something you can complete in 2 hours, or set up to ignore for a week. You had to put effort into doing them and earning their rewards, something the community seems to be frustrated about lately. Actually playing the game that you pay a sub fee for. Are they frustrating, grindy content? Absolutely, but they were a grind that you *chose* to do, and you chose how much of a grind you wanted it to be for yourself. True appreciation is often derived from the amount of effort and hard work put into acquiring something, making it feel like an accomplishment. When things are achieved without any effort, it's impossible to feel a sense of pride or ownership to accompany such rewards.
That choice to grind doesn't exist in Endwalker. You just complete the content and you're left with a hoard of "meh" looking welfare relics after passively earning tomestones. You get all the mounts/glamours/portraits from Island after passively checking on it every week. I want something worth grinding for, and that something has not been provided to us thus far in Endwalker.





Saw it a few times "island the same as others" (in different threads), but like.. what isn't? That new gear you earned, that too. New raid gear and everyone is looking pretty similar for a while lol. The fight you did over and over and over? Do it again, and it's like.. the same thing.. again! XD. I mean, I have already made feedback on how I want to see more depth to things like gathering in the Island as I don't really like how it goes from shallow gathering to watch your mammets do all the work, so I'm not against feedback but I just don't really get how it is phrased almost like a triumph against the content, sort of coup d'etat.. I just don't really follow that.
Especially given people have different landmarks and different housing decorations (now), with further content and differences to be added soon (and hopefully next expansion too).
Personally don't really have an agreement to the idea that hard or grindy content generating exclusive sense of pride, joy, fun or whatever either. I never really found Witcher 3 or Ghost of Tsushima hard- even when I played Witcher 3 with Ghost Mod (hard mod)- yet they are some of my top games of all time (Ghost of Tsushima was on normal). I once did a few of the GoW on the hardest difficulty, and the second time I did it when I finished I just sighed in relief that it was over and not that I felt that great about it. Played the walking simulator, Death Stranding, on the easiest setting (hold ma hand mom) and thought it was fantastic. I've played the Souls games, and honestly how Elden Ring allowed you to become an overpowered over tooled bag of tricks was more fun than going in unprepared or in past games where you had less options for that (like those undead multi-armed devils.. just cast some holy around them and make them cry, or Azur Comet blasting a boss into next week).
All that said just to show values of enjoyment can be absolutely moons different than others. Also why I usually talk about the moving mountain type concept, where it can start out grindy / hard (neither of which I really care for, especially in a multiplayer game as that means strict schedule or a lot of wasted time, bolded for personal emphasis) as some people really like that, and it makes sense that those people are at the edge of content so new content would normally lean their way, but then at some point in time I'd really appreciate that content to be achievable in an essentially 'normal' format (which is why I describe it as a rolling / moving mountain, curve essentially moving through the game).
Last edited by Shougun; 06-02-2023 at 05:21 PM.
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