Just let folks sell the cosmetics on mog station but have them only available via the marketboard and at set gil price, heck could limit to a few times a week per account, the MB/economy cant get any worst than it already is, yeah?
Just let folks sell the cosmetics on mog station but have them only available via the marketboard and at set gil price, heck could limit to a few times a week per account, the MB/economy cant get any worst than it already is, yeah?
Stop with the hoarding. You don’t need everything.
Not a bad idea to just straight up allow us to buy Mogstation items with straight up gil, even if it’s at an exorbitant exchange rate.
Like, 1 mil gil for 10$ or whatever in crysta, and it’d be an instant gil sink. Heck I would probably play a lot more than I do now just to grind money out more seriously. As is now there really isn’t anything I wanna do in game beyond a 5 min check in.
The PVP FOMO is really where it's at.
Honestly, if you need to coerce your players into a game mode on the threat of missing out on cool items forever the game mode probably isn't any good.
I have to agree that seasonal quests can be a bit of a bummer, both from the perspective of a player and the perspective of a developer. Even if you did catch the event when it happened, once that window has passed it's a thing in the game that was crafted and will never be experienced again. That's kind of a bummer, both in terms of FOMO for the rewards, but also in terms of content disappearing from the game. I'll never be able to chase a giant egg through Gridania again!
It would be cool if they could make some way that this content didn't disappear for good, whether that means events coming back when there are no other events occurring or some manner of New Game+, etc.
I insist.
For a game that prides itself on "being break friendly" there is tons players can miss and new players won't ever get, specially contradictory too with the idea of the game being a more solo oriented self sufficient experience.
All achievements and rewards should be aviable. And constantly returning.
Let people play for and get what they want.
Yeah, it's not just cosmetics. It's why I quit FFXIV for months at a time, and fully quit WoW.
End game ilvl pushing in both titles is timegate FOMO based.
Weekly Loot Lockouts + Weekly Currency Caps + No makeups for said lockouts and caps = It is now not worth it.
At least the levelling dungeon experience is superior in FFXIV, which I'm just looping for currency to trade for items for gil, since that seems like the only tenable meaningful forward progress in FFXIV.
If you try to "steer" me off what I want to do when I want to do it, I either quit or entirely avoid whatever timegate garbage you're trying to system me into. I avoided m+ and raid based lockouts in WoW, I can continue to ignore current tier raids in FFXIV. Timegate is not progression, dealing with people over timegate especially so.
Needing to DC travel off Dynamis just to prog timegate pandaemonium progression made it an even easier choice to ignore acting like timegate loot content exists.
Last edited by SquishyPlushie; 08-23-2023 at 09:07 AM.
I genuinely don't get this one as a problem. There's no FOMO in FFXIV on ilvl because as soon as the next raid gets released, new crafted gear that's a higher ilvl than the previous Savage gear is released. No one has to worry about being far behind except those trying to do Ultimate when it's first released and those players are rarely going to be coming out of nowhere to do it.
If players would stopped travelling off Dynamis to get parties for content (unless part of a multi-DC static), they would find a larger end game population than was on the data center when it opened 10 months ago. I don't have a problem getting PFs to fill in a reasonable amount of time when I list one on Dynamis because there are players that would rather be doing content on Dynamis.
You're going to have a hard time staying happy in a MMMORPG if all you think about is how fast you can get the best gear and you find hard time gates more annoying than the RNG loot systems other games like ARPGs use. They might shower you with gear so you feel like you're making progress but if you track when you play, you'll realize that endgame gearing is going just as slow if not slower with the RNG systems than with the time gating.
Oh PLEASE, as if any PvE player actually lifts a finger for more than a single clear if there wasn't incentive adequate for their required input. The reason why Alliance Raid Roulette iLv cheese exists (since it all gives the same reward) and why we absolutely sh** on Criterion rewards being pure dogwater are just some fitting examples.
Crystalline Conflict is good enough that Casual Mode can be practically played daily at any given time except the dead of the night. Just turns out if you raise the stakes by adding a rank, restricting queues based on those ranks and games no longer being as easily steamrollable that people want something for their time investment that they can't get outside of Ranked - to give reason to play Ranked over Casual.
But no, clearly the game is just bad.
All that text, and not a single rebuttal of what I actually said.Oh PLEASE, as if any PvE player actually lifts a finger for more than a single clear if there wasn't incentive adequate for their required input. The reason why Alliance Raid Roulette iLv cheese exists (since it all gives the same reward) and why we absolutely sh** on Criterion rewards being pure dogwater are just some fitting examples.
Crystalline Conflict is good enough that Casual Mode can be practically played daily at any given time except the dead of the night. Just turns out if you raise the stakes by adding a rank, restricting queues based on those ranks and games no longer being as easily steamrollable that people want something for their time investment that they can't get outside of Ranked - to give reason to play Ranked over Casual.
But no, clearly the game is just bad.
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