There are several reasons.
If they don't release content that keeps people coming back then they are going to leave. That's just the way it is. When they went to the 4 month instead of 3 months cycles it's just more time people have to wait for content that is dead after 2 weeks with no reason to run them after that.
As they are unable to pump content out fast enough then the game needs things like the moogle event or old style relics early into an expansion so people have reasons to queue for old content. I know some people like the tomes for relics but it dilutes where they go to get them and then instanced content just doesn't pop leaving even more people frustrated that there is nothing to do. Not everyone has the time to wait for long queues just to have some fun. It's why personally I love the Mentor roulette, as you just click it and you get something random to do that other people are actually queued for.
Other reasons are lack of job development, at this point the jobs all play pretty much the same since Shadowbringers and that is now touching 4-5 years old at this point. You can't honestly expect people to hang around for 5 years with no major shakeups.
Weekly restrictions, this is an archaeic system that needs done away with. It's just a case of get your 450 tomes and then anything you do after this point is wasted so why bother. Some weeks you have more time to play than other weeks but once people get their lockouts that's them done. For Savage I can understand you wanna slow progression down but after the first 2 months of release the tomes should be uncapped, everyone who wants to race has finished and even most of the casual groups are starting to finish up. The weekly restriction at this point just puts people off wanting to gear alt jobs again, why play when you can't actually do what you want to do in the game.
For the amount of money the game has made, players really aren't seeing a return in the game, we are getting arguably less content now that we did back in the day, a lot of new gear and weapons are recycled / recoloured models. Dungeons are as boring as ever, and you know it's bad when even Yoshi P states that he falls asleep in dungeons. The outside regions are completely wasted with a severe lack of community involvement. The type of fates we get in Bozja are the type of fates we need in the actual world. The only time you see players outside of patch week are the players in the main cities. How can it be an mmo when you don't see another player in the wild. That's just a poor waste of resources, making all these great zones and never using them after launch.
I love this game but I can see why people are leaving, not everyone is as invested as us and if you can't keep them hooked then they are gonna go to the next big thing.
Can confirm. Alexander Gordias was pretty meh and the Savage mode itself was very rough (to the point that even if you played perfectly, you still wouldn't meet DPS checks because of gear). Then when 3.1 came out after a month delay, people just... it wasn't good. Lords of Verminion was a waste, Diadem was boring (and could even make Gordias Savage gear irrelevant if you got lucky), Void Ark was VERY boring (and then they did it again with Myth raids in EW by making them just as easy, if not easier) and the MSQ was "meh." Thordan EX was the only good thing in 3.1.
Basically, 3.1 was the first time I cancelled my subscription. Probs didn't help Fallout 4 came out around that time, too.
Amusingly this is the only event instance I ate a penalty over. I was paired with someone so absolutely incompetent that they left me in the maze (and didn't do the tether properly). Didn't know what to do despite me giving them instructions. It was an instance of instances...
As for the topic at hand I'm just bored but I'm doing daily leveling, might hit up more orthos when the servers stop crapping themselves, or another eureka weapon. Old content to keep busy I guess since they don't release these equivalents until basically halfway into the expansion now.
This was supposed to be the start of a new story arc. All I'm seeing so far is prior expansion story rehashed with a second dye channel.
Wuk Lamat is Lyse and the Rite of Succession is an extended version of the Azim Steppe MSQ.
Sphene is Meteion and the obsession with preserving memories of the dead was leading to destruction of all life in the Universe just as Meteion wanted.
YoshiP told us that the developers were encouraged to experiment with new ideas instead of playing things safe but I think only the encounter design team got the message and they've pushed things harder than casual players are comfortable with.
I was looking forward to new adventures and story. I was expecting the past history of the FFXIV universe to be just that - in the past - instead of my WoL being forced into becoming an Azem clone, which is where the current story seems to be ultimately leading. Azem should have been put to bed in Endwalker along with the rest of the Ancient saga.
I'm feeling no excitement about what's yet to come, a problem that I didn't have in past expansions. I'm still waiting on the live letters for 7.1 but at this point I think I'll probably be canceling my subscription next month once I clean out my houses of valuable/hard to replace furnishings. No point in paying for something I'm just not enjoying anymore and I don't think any of the new content in 7.1 is going to interest me. I'll wait until the game does something that generates excitement in me again.
Sometime I wonder if the fall-out of the post content in HW resulted in the rather casual approach to difficulty we have these days.
It wasn't just the raid content, but literal everything in HW was heavily gated or grindy. The gathering system was gated (hidden node for normal mat), the favor system, and I never understood the original 3.0 crafting system.
My (very big FC) at the time disbanded over raiding drama, which was not a rare occurrence in Gordias. I personally quit the game for almost a year, and when I come back the used to be busy neighboorhood in our ward had literally became a ghost town because most people quit the game.
I remember in one of the interview Koji Fox talked about him and the old guard who worked on the original 2.0 revival always carry a certain trepidation that they can't screw up again because they know they wouldn't get a 3rd chance. So when they tried to make the game Korean hardcore style, the player base reaction to 3.1 probably set off a lot of panic attack, probably gave a few of them PTSD 'till this day with the thought they almost killed the game again. So that could be the reason that ever seen they stick to a very casual/conservative approach in the design.
That's what flight amounts to, isn't it – quick traversal past objects you had to go the long way around on foot?
Even if you don't consider them equivalent, flight would quickly make such paths obsolete, to the point that it probably wouldn't be worth the time to program them.
I'm not sure how Genshin works specifically, but for RPGs in general, "a path that can only be traversed with a special method" is only really useful as a way of locking parts of zones off until you progress further and acquire that method.
Mounts can't be a progression-blocking method here because every player has already acquired them. If you wanted to make it significant then it needs to introduce some new way of traversal entirely – in the past we had the addition of flight (reach things above ground) and swimming (reach things below the water), but what other dimensions of movement can be added after that? The only thing I can think of spontaneously is some kind of dimensional shifting to go around impassable objects, but that might be a bit much to pile on top of the game's already convoluted cosmology. And still you could only "give" it once and then any further uses of it are just routine.
Did he actually say that or?
Square Enix is sending out surveys to people, most likely picked randomly or people who answered previous surveys. Those are normally focused on a single topic. Something that always sticks out for me in those surveys is that they are worded and set up in a way that it is not easy to give them good feedback in those. Either the questions are asked in a way that you can not really give a negative answer or the questions are so hyper specific of a single sub-element of content or systems, that you sometimes have to answer "Yes, that system or mechanic is great..." without being able to add "...but that system or mechanic is connected to something that is boring/not fun/unintuitive.
Creating a survey is hard, I know that as I worked with survey data for years, but Squenix might want to send out a number or more broadly formulated surveys asking for the mood and motivation of the current playerbase. There is a time for narrow focus questions but there also comes a time when you have to ask more broadly how people are experiencing your game.
This is where I'm at. I've been looking for a game that lets me dive into housing with very little limitations- where I can build to my hearts content. I've lost touch with my friends and aside from the crap DT MSQ, we can expect three 24 man raids, an ultimate, another extreme or two and maybe a criterion at some point; but will the rewards be worth it this time? Will they finally give us proper 4 man savage content that gives us bis ilvl gear? I can bet not. I'm still slightly holding out hope but I think this is the year of me quitting for good or not if there are no improvements I care for
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