There's nothing wrong with the relic grind, people are only complaining because they want everything to be given to them within 15 minutes of playing and cannot fathom that maybe relic weapons aren't for them.
There's nothing wrong with the relic grind, people are only complaining because they want everything to be given to them within 15 minutes of playing and cannot fathom that maybe relic weapons aren't for them.
I think for me it's this isn't something I enjoy doing in the game. I hate FATEs. They're some of the worst pieces of content this game has. The last relic gave me the freedom to do whatever I wanted to obtain it. This one forces FATEs on me. To me, it's infinitely more inferior as a method than the last one. It could've taken like a week for each step and as long as I had the freedom to choose my activities and it wasn't tied to bullshit rng I wouldn't have cared.
Back in 2.0, I hated the atma step, but the book step didn't bother me outside of waiting on specific FATEs that part was shit.
"You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."
Appologize for the confusion, english is not my native language.
I rush to do OC this time because i took break when Eureka came out and returning to the content leave me a bad experience.
It is reasonable and understanable when new content came out most of the players base will rush to do it.
Just hope there will be some "catch up" mechanics for players who come late, some from of weekly challenge will encourage to return and run those content like what we have in Eureka now but may be reward tomestone instead of EXP and Gil.
One of the great reason i love FFXIV is the "no commitment", you can take a break as long as you like and easily catch up in most of the content. Where some MMO (especially Korean) it is like going to work, missing a day and never able to catch up with.
FFXIV is quite well thought in this, just some contents (like deep dungeon, Field Ops) may be could use more push or reward to encourage players to rerun
It's less about this and more about the simple fact when it is RNG-focused, there is no real sense of measuring progress, so ultimately the sole purpose of it just becomes about the end-result rather than the journey to get there, and for some people this is why they generally do longer-form content.. That gets completely stripped away when the sole measure is "Hey I got lucky today". Pretty consistently I've found grinds that are focused on RNG are just generally less satisfying to do that those that are progress-based.
If you honestly manage to reduce all forms of complaints into "People just want it immediately", then honestly you demonstrate a severe inability to actually look at nuance. Not all grinds are equal, even if the time taken to get there may be equivalent.
Last edited by Kaurhz; 05-31-2025 at 01:28 AM. Reason: reworded for easier reading
let's blame everything but the system that some people have crap luck like it should have a pity system no matter what or a vendor that move in the map selling atma for 5k gold or whatever I don't care I am someone that got all my shb extreme trial mount with the totems with my bad luck does this sound fair to you? like I am technically almost done OC and just half way done
I said it in another thread and I will say it in this one too. It's not about the grind for me, its about yet ANOTHER fate farm. Fates are about the most boring, uncreative and tedious thing they could create and they do it over and over and over and over and over and over and over....
I see you reply in almost all of these OC/Atma grind threads with the same statements, are you going to play other games, or are you going to keep repeating the same things on the official forums lmfao
I enjoy long term content but there are different ways to create it. The best way in my opinion is to make something that is interesting and varied that lasts a long time. Unfortunately this takes the most development resources so it's not always pursued. What is sometimes produced instead is simple content that is time gated to last a target amount of time. The latter method is very common in MMO's and I've never found it fun.
The thing is that they already solved this problem in ShB. The initial memories for Bozja weapons could drop randomly from mobs, drop at a higher rate from FATEs, and were guaranteed from CEs, and the fact that the step wasn't one-and-done gave the content a longer shelf life.I enjoy long term content but there are different ways to create it. The best way in my opinion is to make something that is interesting and varied that lasts a long time. Unfortunately this takes the most development resources so it's not always pursued. What is sometimes produced instead is simple content that is time gated to last a target amount of time. The latter method is very common in MMO's and I've never found it fun.
"The worst foe lies within the self."
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