Taking advantage of dopamine-deficient addicts doesn't seem like a good way to make FF14 actually a non-shit game.Attach a good ilevel to more gear and you will see the activity of the content that drops it significantly increase. Do not underestimate the power of bigger number = more fun. It sounds stupid and corny as hell, but this is how mmo players have acted for decades, just look at parsing culture as one example.
Regardless, yes, there should be a better RPG system in the endgame as well, but it needs to interact with gameplay, not just give you higher numbers.
Basic rpg game design = taking advantage of dopamine-deficient addicts apparently?
But yes, higher numbers is just one part of a bigger whole. It is just one of many aspects they could improve.
"Bigger number = more fun" is literally taking advantage of dopamine-deficient addicts lmao
Sadly making people play through slop just because 92838 becomes 102097 is quintessentially MMO, and it's why MMO players only have themselves to blame since they just keep falling for slop after slop because their deficient brains need something to stimulate them.
You don't need to be an addict to enjoy the dopamine from playing a game. Dopamine is released by anything that gives you pleasure. Whether you are dopamine deficient is totally irrelevant because a person who isn't can enjoy a game through these dopamine receptors just the same."Bigger number = more fun" is literally taking advantage of dopamine-deficient addicts lmao
Sadly making people play through slop just because 92838 becomes 102097 is quintessentially MMO, and it's why MMO players only have themselves to blame since they just keep falling for slop after slop because their deficient brains need something to stimulate them.
It's not even about dopamine. It's as simple as you are rewarded for your effort. You should be rewarded for it if you put in enough time and commitment.
I am sure it's extremely satisfactory to be stuck in the same role at your job where you get no pay raise, and nobody appreciates your effort no matter how well you do your job, right? Probably the next time you ask for a pay raise your boss should tell yo: "Naaah, you don't need that dopamine effect. You are good as you are".




Numbers going up is one thing, but if gear had more to it than just numbers, perhaps it could elevate the design at least a little. Gear is a powerful tool to keep people involved into content. Then the rest of the work is to actually make said content fun and engaging again instead of the current slop that we've been eating since SB/ShB.
I'm gonna say it again but at least at the casual level (not to upset the balance at raiding level) at least, we need dungeon loot to be relevant, we need semi rng stats and more spicy things than just yet another DET/DH/CRT+50 that feels like nothing, so that we actually want to go back into the content to get possible improvements. We need to enter raids when they release with dungeon loot, and slowly make our way up with NM raid gear and savage clear loot + tome.I see a lot of people talking gameplay changes instead of gear changes. While I agree that the current raids might not be designed perfectly, I think people underestimate the enjoyment people get out of loot in a video game.
Between mounts, minions, titles and gear rewards, gear probably ranks 2nd in most desirable for an mmo player. Sure lots of people like getting just glamours as their "gear" reward, but many people love getting stronger even if it is just to do the same content but faster. Attach a good ilevel to more gear and you will see the activity of the content that drops it significantly increase. Do not underestimate the power of bigger number = more fun. It sounds stupid and corny as hell, but this is how mmo players have acted for decades, just look at parsing culture as one example.
Finally, we also need to find a system where tome gear is paid and unlocked differently: for example you pay 600 to access chest pieces, and then 250 for all the remaining chest pieces that you'd like, essentially keeping the initial price the exact same than it is, but making access to other jobs significantly easier after that first hurdle.


Hell over time they can give us additional 3-4 chest at some point on savage or have it appear like cloud of darkness additional bonus.
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.


IMO crafted gear is one of the main problems in this respect. It completely removes any form of gear progression from FFXIV. It invalidates all of your previous progress every time a new recipe is added and relegates pretty much anything that isn't crafted, savage or tome gear to glam. The current crafted gear that we have should be catch-up gear IMO. It absolutely shouldn't be stronger than the BiS set from the previous tier.Numbers going up is one thing, but if gear had more to it than just numbers, perhaps it could elevate the design at least a little. Gear is a powerful tool to keep people involved into content. Then the rest of the work is to actually make said content fun and engaging again instead of the current slop that we've been eating since SB/ShB.
I'm gonna say it again but at least at the casual level (not to upset the balance at raiding level) at least, we need dungeon loot to be relevant, we need semi rng stats and more spicy things than just yet another DET/DH/CRT+50 that feels like nothing, so that we actually want to go back into the content to get possible improvements. We need to enter raids when they release with dungeon loot, and slowly make our way up with NM raid gear and savage clear loot + tome.
Finally, we also need to find a system where tome gear is paid and unlocked differently: for example you pay 600 to access chest pieces, and then 250 for all the remaining chest pieces that you'd like, essentially keeping the initial price the exact same than it is, but making access to other jobs significantly easier after that first hurdle.
Reducing cost for additional pieces after you've bought your first one is the only reasonable solution I've seen to making it easier to gear alts without completely ruining savage. IDK what these people asking for BiS in 2 weeks are smoking.
Last edited by BigCheez; 02-01-2025 at 02:41 AM.



One of the biggest problems people faced with Chaotic was how under-geared casuals were for it.
Maybe the patch that adds the Chaotic should be the removal of tome/savage lockout restrictions, and make augments even easier to obtain.



Yoship addressed a question about tome cap last year, it's a business decision. Basically your monthly sub does not buy you unlimited access to progress, they stretch it so you stay subbed if you want to gear up more. It's the same with savage lockouts and the like until the .x8 patch. I'm surprised people haven't figured this out after 10 years. Sure we get mid-patch things like Chaotic to basically farm unlimited 730 left sides, which is awesome to encourage people to learn and farm that fight since it's 24 man savage-like. They done things like this in the past with right side in jewelry in HW too in the mid-way patch.
This is common with any sub or even F2P games, you can't progress too much in a given week or month. If I buy a pass membership to F2P online game, I can't get all the way to the end spending 100+ hours just because I paid $15, I can only hit all the rewards if I play daily until the end of the 3 months kind of things.
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