I'll bite. You seem friendly enough so I'll try to keep the worst of the bitterness from this.
I will say that the dungeons, at least, were an improvement over how lackluster EW's dungeons were. That's fine. My big concern with encounter gameplay is how it's becoming less about player ability and more about memorization. Making the game more accessible is fine, but it can be frustrating, even for casual players, when most of the challenge comes from a "gotcha" moment. Part of the challenge in the past was managing your class's intricacies while doing the fight mechanics: with different jobs having different hurdles from some mechanics. If the fights feel samey as they do to a lot of people, part of it comes from the jobs really not having any unique gameplay of their own. To me it'd be like if a game had a great world and story, but really bland, uninteresting characters. That's how I'm finding 14's gameplay in a nutshell right now.
This kind of ties into the end of my last point. A story can have a good concept, and I think DT does, at the end of main, at least. Regulators are an interesting idea in and of themselves. The idea of Endless is an interesting philosophical debate...or at least it would be if it wasn't inherently doomed from the start.
But none of that really mattered overmuch to me because the lead character (Wuk Lamat) and the antagonist for most of Main (Zoraal Ja) WERE so poorly executed. Not making the player character the main character now and then is fine, but it runs a big risk because you're losing free engagement and banking on someone else's story to carry the weight of expectation. Wuk Lamat fails to do that.
Post is better, and I like "True Sphene", but I need to see more to be hyped again. I'm not excited, and I hate it. I miss when I *was* hyped for MSQ content.
Man I tried to trim this but two parts it is.



Reply With Quote







