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  1. #21
    Player
    Zanarkand-Ronso's Avatar
    Join Date
    Mar 2019
    Posts
    4,168
    Character
    Johanna Yevon
    World
    Adamantoise
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Renathras View Post
    I feel like people consistently don't understand that the game is what it is today because of people asking for it. And not "casuals" asking it be "dumbed down".
    Maybe Im being Slow, but isnt that kind of what I said?
    Or...kind of the same thing?

    Quote Originally Posted by Zanarkand-Ronso View Post
    , because people complained about difficulty, and so the Devs responded by making things Easier.
    Ok so maybe I didnt use that Exact Wording, but I feel like it kind of Equals the same Argument.
    Im not even disagreeing with it. As I said ""we all need to come together, and demand/ask for Harder content, and not just Ultimites, but rather harder content in general""

    But Ive given my thoughts on an idea of HOW they could do that, but as seen in alot of posts here my General Idea has some Holes that would probly meet pushback.
    (1)

  2. #22
    Player
    Zanarkand-Ronso's Avatar
    Join Date
    Mar 2019
    Posts
    4,168
    Character
    Johanna Yevon
    World
    Adamantoise
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Anyway, this post isn't about dungeons, tutorials or big pulls. It's about guildhests.
    Well, specifically its about how we should get some new Mechanics that would possibly be more Objective Based like they were in the Guildhests, they seemed like they were made to teach us / Train us for Mechanics later in the game. But Ive been here since Heavensward, and noticed alot of what they trained us for does NOT happen in this game.
    I still love it, but we definitely need more variety...which it does seem like they are slowly TRYING to do.

    ((EDIT))
    Maybe Im being a big Dumb-Dumb and you meant YOUR post wasn't about Dungeons
    (1)

  3. #23
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,195
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Honestly Guildhests and Grand Companies are good examples of how the game just leaves behind anything that doesn't drive the narrative, creating a pretty static and empty world once that narrative is done being told. Guildhests could have been continued to create interesting new combat scenarios and could have awarded relic materials or materia or whatever the latest greatest currency they come up with is. Grand companies could also have been a way for us to embark on large scale field combat kind of the same way Bozja did.
    (1)

  4. #24
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,449
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    The Grand Companies were never given much purpose in the first place. You join, you get one quest that varies by location but is functionally identical, and then....you can freely ignore it forever without consequence.
    (2)

  5. #25
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Zanarkand-Ronso View Post
    Ok so maybe I didnt use that Exact Wording, but I feel like it kind of Equals the same Argument.
    Im not even disagreeing with it. As I said ""we all need to come together, and demand/ask for Harder content, and not just Ultimites, but rather harder content in general""

    But Ive given my thoughts on an idea of HOW they could do that, but as seen in alot of posts here my General Idea has some Holes that would probly meet pushback.
    So let your ideas meet pushback. That doesn't mean you won't also have supporters for your ideas. They may even think of ways your ideas could be improved. That's why many companies have brainstorming sessions. One person's "meh" idea can spark an improved idea in someone else.

    But definitely don't expect "all" players to come together to demand more harder content. Some are happy with the way things are. It's those who want that harder content to come together.
    (3)

  6. #26
    Player
    MsQi's Avatar
    Join Date
    Mar 2018
    Location
    Gridania
    Posts
    2,210
    Character
    X'lota Qi
    World
    Lamia
    Main Class
    Bard Lv 100
    Sad the most interesting group combat is in Guildhests. (well some older raids too, but those will probably be "updated" someday as well)
    (1)
    "A good RPG needs a healthy dose of imbalance."
    https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A

  7. #27
    Player
    Ishe-P's Avatar
    Join Date
    Apr 2022
    Posts
    126
    Character
    Ishe Platinum
    World
    Diabolos
    Main Class
    Dancer Lv 100
    The boss design changed after heavensward I think to a more modern telegraphs-and-debuffs workflow that we see in fights now, possibly as a result of player feedback and an attempt to streamline how mechanics are communicated. We'll probably not see unique mechanics like early ARR again unless they figure out how they can get their AI systems to handle them. These design choices persist in ARR content like guildhests and level 50 dungeons today, as well as maybe the Bahamut coils and to a lesser extent Crystal Tower raids (the latter going so fast usually that no one really gets to do them under most conditions).

    I think the changes overall are positive and flexible, but could feel restrictive from a development standpoint sometime in the future. How many times and in how many ways can you tell someone to move from point A to point B to accommodate a happening at point C? Quite a lot it turns out, but with time it would not be a surprise at all to me if the playerbase thought this content strategy has gotten stale. I think that will happen eventually, but that would be because the MMORPG model has also changed and is true of other games as well. Maybe in this respect FF14 could be a pioneer.
    (0)

  8. #28
    Player
    Renalt's Avatar
    Join Date
    Apr 2022
    Location
    Uldah
    Posts
    3,886
    Character
    Renalt El'doran
    World
    Balmung
    Main Class
    Bard Lv 90
    Quote Originally Posted by TheMightyMollusk View Post
    The Grand Companies were never given much purpose in the first place. You join, you get one quest that varies by location but is functionally identical, and then....you can freely ignore it forever without consequence.
    My squadron will forever be working out in their chocobo suits.
    (0)
    When you deal with human beings, never count on logic or consistency.

    Fluid like water. Smooth like silk. Pepperoni like pizza.

  9. #29
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,898
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Amnmaat View Post
    Unfortunately, most of the guildhest mechanics are relegated to open world content like fates and maybe hunts. Dungeons kinda had/have a few like Aurum vale; where you need to kill the morbol eggs or you get overwhelmed, but you know how people feel/felt about that dungeon. A Realm Reborn is the height of XIV's content design in my opinion; the jobs just needed Stormblood-level mechanics.
    I never understood the hate for Aurum Vale. Since mob EXP existed at decent levels back then, you could farm the first room with friends to level-grind, and the dungeon as a whole gave greater %EXP for its level than Darkhold or Cutter's Cry did for theirs.

    So casters didn't want to stand in front of vents and you had to ranged pull some pats first to be safe if you had an especially bad tank and/or healer... boo hoo? Coincounter could have up to 10 mechanics cancelled by PLDs or WAR + melee DPS and the attacks were pretty damn intuitive regardless after you'd seen each once.

    (Coincounter's before-and-after makes me wish we'd just subtly demark the edges of most AoEs instead of going full red terrain on/for everything.)

    And yeah, wholly agreed on ARR having, by and large, the most interesting dungeon designs. Pre-nerfs AK and PS, Amdapor Keep HM, Halatali HM... good times.

    ___________________


    As for Guildhests... honestly, some of them made the content type feel like it had promise. I would have liked to see them creatively continued.
    (0)

  10. #30
    Player
    Renalt's Avatar
    Join Date
    Apr 2022
    Location
    Uldah
    Posts
    3,886
    Character
    Renalt El'doran
    World
    Balmung
    Main Class
    Bard Lv 90
    Yeah I agree that i liked when I had to watch the body language of Coincounter to see what was up. Yeah if it's yoyr 1st time you may get nailed with an attack but only one of them was punishing. I mean if you see a 10 ton attack that's an AoE and get hit with that and it hurt but you survived...it's safe to say when you see it again but it says 100 ton...that you should not be there.
    (0)
    When you deal with human beings, never count on logic or consistency.

    Fluid like water. Smooth like silk. Pepperoni like pizza.

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