Sure doesn't feel like it on my server. I guess players now are playing at a more casual pace compare to the mad rush at launch.
I know that's how I and many others I know are playing. We play two times a week for two hours to raid and then sporadically otherwise. Before that, I'd log three or four hours a night and many hours on the weekend. But that's how it is when you have plenty of content to work on/through.
Perhaps it is time to evaluate if it is you who are mistaken about how a game is rated, this perhaps is case in point of how your opinions are not fact.It's ok some people just love things so much they end up hurting a series or franchise's quality but certainly not their profits, which is why Lightning Returns is the worst selling game in the trilogy and the whole XIII series is the worst rated but overall it's sold more than IX and other games in the series, can't argue with dedicated fans willing to buy into mediocre products which is why quality doesn't matter anymore, thus ARR was born and will keep up chugging on one leg.
If FF13 is the best selling FF, it means there are plenty of customers who liked FF13, but instead, you're suggesting that those customers are masochistic and purchases a game they actually hate but doesn't want to admit it.
seriously?
Let’s look at this a little more in depth.
I think we all know why it happens, but we don’t know why it was designed this way. Currently there is no way to level your chocobo outside of open world content. In addition, leveling your character through dungeons is most efficient. You can que with egi out, why not a chocobo? There’s really no need to further elaborate. You should be able to que for a dungeon with your chocobo summoned.
Again, I think we all know the intention behind the design, but also see the flaws in the design. You do realize that a mega potion, ether, and vitality potion for instance all share the same cool down right? Furthermore, their item description also states different times for said cool down, however if you use a mega potion for instance, they are all cooled down at the same intervals.
This is one example of cross cool downs that seem to be flawed in design.
Never said it was, not sure how you derived at this assumption. Implementing a 2vs2 or a dueling option would’ve been relevant. The one arena they provided is fun I’ll admit, but releasing one lackluster arena overall was a bad idea. Open world pvp for certain fates would’ve been easy to implement as well.
Overmelding non-meldable gear would come at a great cost. Also, over-melding only allows for two melds. In addition, the second overmeld practically has nil chances of success. Adding two strength materia to a piece of gear would hardly make anyone overpowered. You would probably go through 10-20 materias before achieving success to begin with. This would give relevance to materias outside of craftable gear and pvp gear as well.
Want your xyz chest piece to be close to BiS instead of the other xyz chest piece? Done…but at a huge cost…more than likely. RNG would not be on your side, not that I’m a huge fan of RNG, but this is a simple idea that could help add some horizontal progression that many want while dealing with a mechanic that won’t be going away anytime soon. In other words, easy to implement. I mean, we can’t even trade in our dl gear for seals ya know? This gives us something to do with it without making it overpowered.
These are things I would consider major flaws ie correctable design mistakes / gross design over looks / etc. I’m not saying they’re “game breaking”.
1. Indeed it'll have been better if the system automatically unsummons your chocobo if a queue pops
2. I do not use potions enough to accurately identify if the current system has its restrictions in place due to a game mechanic or was it simply bad programming.
3. The implication is to make FFXIV PvP oriented, FFXIV does not actively encourage PvP as it is deemed highly competitive and might turn away newer players to the genre, it is obvious that the lack of focus on PvP is intentional rather than an oversight or "difficulty" in implementing but I am confident that as the community and game matures, it will move towards content with greater PvP elements
4. Over-melding at great financial costs would make the BiS attainable either by those with large gil reserves or players with disposable income to purchase gil from RMT, RMT aside, over-melding with a simple 5 additional primary stat point per piece can make the difference between a player needing to actively use CDs and handle the mechanics or simply face-rolling the content and if content is based around the iLvl difficulty of a fully over-melded gear-set, it'll be immensely difficult for those without over-melded gears and you'll get "Over-melded players only" parties; conversely, if end content is designed around non-overmelded gear, it'd be easily completed by players with overmelded gear and you'll see them in this forum complaining how end game was "too easy"
I don't think that many of them are design mistakes (other than the chocobo and perhaps potion CD) but merely the game direction, it might not be what everyone likes but it also doesn't mean it is a flaw.
No, I'm suggesting modern gamers and fans are perfectly fine with linear corridors, press X to win and a badly written character shoved into every game until you like her, thus we have stuff like no elemental weaknesses because they're too complicated and an echo buff to win story fights because only endgame matters, and those fans will keep consuming these games because they love a franchise so much, nevermind the franchise used to be a whole lot better in the past with better stories, gameplay, world designs just to mention a few things. Ultimately it doesn't really matter anyway because both the people that worked on those games and the fans that enjoyed them before they went downhill have moved on to greener pastures, or just bought Bravely Default.
Yes, RMT aside. The problems with RMTs should not dictate development. Anything designed in game needs to exclude RMTs as an extrinsic variable. RMTs just need dealt with, period.
4-1: They would still need cooldowns, this is inarguable to the point. Even if i90 gear had 4 available melds, they would need to use cds.
4-2: Saying “facerolling content” is an overstatement.
4-3: Those party restrictions already exist.
4-a-1: These are indeed flaws. Even if some of these things are intended, they are still flaws. Just because something isn't a glitch doesn't mean it's not a flaw. Without further discussion, they are subjective, but almost any flaw is subjective (the cannon of beauty exemplifies this).
Again, this is a simple fix I seen mentioned before, that accepts RNG as a way of life, doesn’t create anything overpowered, stimulates the economy, and creates the horizontal progression a lot of players want.
Regardless, my agenda is fulfilled…there IS plenty to talk about yet.![]()
Last edited by Imapooonu; 02-13-2014 at 06:37 AM.
I am not even trying Titan HM or Coils and yet have so many things to do in this game that have to plan how to use my play time.
Also, I can't help noticing that many (most?) of the complaints about this game seem to come from the kind of players who devour all content (or better, the subset of content they care about) in a few days by playing 24x7 and then ask for more... and yet they accuse the game of catering only to the "modern instant satisfaction" player. Heck, they ARE the modern instant satisfaction player, and being able to do Titan Extreme does not change that. I am not saying that they can't play the game much better than me (from a pure skill point of view), but rather that their kind of gameplay destroys any hope of having the lasting fun they are asking for. There is no way any game company can release content at the speed they consume it. :P
Meanwhile, the really old-fashioned player is slowly building characters by doing dungeons, dailies, leveling gathering, leveling crafting... and looking a lot around in doing this.
Last edited by Goodberry; 02-13-2014 at 08:34 AM.
the thing here is at this point, those of us who was taking their time (the "causal playerbase")and doing everything slowly (in my cases super slowly) has hit the "there is nothing to do" wall and wondering why im still logging on.most of my FC has quit and went back to their previous MMOs and those who havent is sadly waiting for the other MMOs to come out. im close to it as i just need to get a few more classes their relics and then i will be asking "now what?"
Hi guys I thought it would be a good idea to post a link to my thread in here to try and get more support its an idea i had for open world content called "Dungeons Opened Up To Explore" be amazing if i could get more support so far a lot of people like my idea here's the link
http://forum.square-enix.com/ffxiv/t...Up-To-Explore.
Thank you in advance to anyone that likes it bumps it or leave a comment with an idea to improve on the original idea (/^o^)/
The classic FFs that these same fans revere are more linear than FF13 , FF13 isn't exactly the easiest game around, the difficulty curve increase in Gran Pulse has thrown many of a players off and Lightning is far from a badly written and hated character, perhaps you hate her but that still doesn't make it fact.No, I'm suggesting modern gamers and fans are perfectly fine with linear corridors, press X to win and a badly written character shoved into every game until you like her, thus we have stuff like no elemental weaknesses because they're too complicated and an echo buff to win story fights because only endgame matters, and those fans will keep consuming these games because they love a franchise so much, nevermind the franchise used to be a whole lot better in the past with better stories, gameplay, world designs just to mention a few things. Ultimately it doesn't really matter anyway because both the people that worked on those games and the fans that enjoyed them before they went downhill have moved on to greener pastures, or just bought Bravely Default.
FFXIV has only gone through 1 expansion, elemental weaknesses aren't as game changing as you'd think it'd be, we'd still just perform a set of rotations to throw out the most consistent DPS
Echo buffs are for Coil (main storyline quest) which is obsolete in 2.2, I'm not sure why is it so hard for players like you to actually allow those who have difficulty progressing the storyline to have a dig at it after 2 whole content patch.
Your memories of classic FF are rose tinted
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