Greetings! I've been playing Final Fantasy XIV for almost a month now, and though I'm new to this game, I'm not new to MMO's. I want to offer my experience so far and my thoughts on the game. Also, as the title suggests, I'm new, so if I list something as a "con" that's either just wrong or if the game already offers resolutions to what I'm complaining about, feel free to politely educate me.
Pros:
- Leveling is actually nice, and I find that I actually do enjoy the linear-style main quest line and that it keeps you geared as well without having to rely on repeated dungeon runs or relying on the market boards from other players.
- Extended from above, I really like how little GIL matters at this point in the game (approaching mid 30's in level), and that it's really only needed for travel so far. This will really help down the road too as the game mature's so that new players aren't price gouged for gear.
- Travel options are perfect, and I hope they don't deviate much in the future. I also love how you have to travel to each Aetheryte manually as least once before being able to port to it. I'm introduced to the world and the scenery and then I'm given the option to skip it if desired for a GIL-sink. Great mechanics here.
- I love the FATE system, and the world activity it promotes. I just had an epic battle yesterday against the giant crab Cancer near Costa Del Sol, and we had probably 10 or more people show up, and we took him down, and it was challenging and rewarding. That's what the MMO experience is about.
- I also like the Grand Company idea of offering another way of gearing up for good quality gear outside of dungeons. Although the leve quests get extremely old really quick, But the farming time to gear ratio is pretty good, considering the high quality of the gear available.
- So far I like the dungeons for the most part. I have some cons to list here too but I like how the dungeons require a LITTLE bit of effort, especially compared to another MMO I just unsubscribed from where the game could be derped without batting an eye all the way through end game. Resource management is a thing. There were even times where mob aggro management has been a thing. Having consequences for bad play, including party wipes, is a thing. I personally think it could be a little more challenging but for the leveling process so far, I think it's sufficient for the general masses. I also like how, similar to Aetherytes, the dungeon queue is locked behind visiting the dungeon at least once.
- I like the default UI and that's pretty customizeable, including keybinds and hotbar placements, and especially how pretty much every frame is move-able. I also like the camera and movement setup and options.
- I mostly like the job and class system, but I have some cons for this one too. I like how my single character can be anything, and I like how class is specific to weapon, which makes switching really easy. And the cross-class skills are neat as well.
- I like the combat flow and speed. Also the "facing" indicators are real useful as well as enemy AoE indicators. Marking and identifying marks targets is easy, though it's hard sometimes to select the right target when they are stacked. I think right clicking should prioritize numerically marked targets in targets that are stacked together as well as tab-targeting should prioritize the lowest number marked target.
Cons:
- Crafting! I guess the design concept sounded good on paper with each crafting/gathering profession also changes your "class" by weapon and they all level individually like that. It's a system that I don't like, at all. That also means that crafting and gathering all get their own gear sets at the same time. That adds a layer of item management which gets cumbersome and annoying (which is another con I'll touch on). The interface design and the flow of actually crafting something is also too complex. I have to select what I want to make from the crafting log, then get a screen showing durability and progress while I click a redundant "snythesize" button to take the action. That's too much. When I click the item I want to craft, it should craft with a simple pass or fail. Also, crafting items to craft pull too heavily from other professions. I understand the need to make them somewhat dependent on each other, but I think that should only be required for making higher quality and usable items, NOT for the leveling process. Also, crafting is not rewarding enough. Aside from filling materia slots and repairing some of your own gear, there's no reason to craft for gear. Gear is easily available, and cheaply at that, from NPC's for quests and of course you can always get even better gear from dungeons or grand company seals. I feel like crafting needs an entire overhaul/redo.
- The market boards are a pretty lackluster design. And also largely useless outside of selling craft items that I'm avoiding entirely right now. But that aside, the whole process of looking at and searching the market boards to putting your own items up for sale is pretty terrible. I can't look at what other items are already up on the market boards when I'm putting things up for sale. Really? There's also no method of auto-filling the search bar with an item's name, everything needs to be manually typed in. Minor inconvenience but an easily fixed inconvenience. That market board needs some serious work.
- Retainers and item/gear management. I like how in my character UI my gear is split up and sorted by armor slot. This needs to be added to retainers. Also, gear needs to be highlighted or somehow easily determined as the highest level item wearable by my current class. I'm only level 34 and I only have one other class leveled really at all (marauder) and I'm already frustrated mousing over each piece of gear to see which one is the best for him to be wearing. As my gear starts building as I'm getting items for other classes through greed roll wins, this is getting cumbersome, especially as I need to start putting gear into my retainers that doesn't even sort gear by type. I want to switch classes, open up my retainers gear stash, and easily pull out the best pieces according my level. I couldn't imagine the pain trying to manage gear with multiple level 50 jobs, even moreso throwing in full sets of crafting gear (the fact that there's crafting gear at all seems awkward and bad to me).
- The world seems limited and small. There is tons of viewable world that I can't step foot on because of invisible barriers. The minimap is marked with areas that can be traversed on foot. I think this really cuts out the ability to "explore" and this removes any challenge or reward that could have been offered on that front. Also, since every zone is instanced, I can't view any active fates without having to travel to that zone, which I think should be doable.
- Dungeon layout seems a little boring. I think the level design of these dungeons could be much more interesting and meaningful. The whole foot-traffic limitation thing applies here too, though, there's no deviating from the set paths and there's no sense of exploration, and everything seems really tight and linear.
- Nit-picky Quality of Life things are getting on my nerves a bit too. The whole "you can't do that while mounted" is a huge annoyance. Please either open up what we can do while mounted (talk to NPCs) and at the same time make us auto-dismount when we take actions that can't do while mounted (teleporting or using abilities etc.). RMT spam I would put here as a QoL issue too because it really ruins my experience every time I get one and I get one Every. Single. Hour. There are easily technical ways to limit this, for starters I would put in some flood detection and not allow a single account to send 100 tells in 5 seconds. I could offer other suggestions too but that's it's own thread. Also the quests with text that instruct "Wait for X to happen" is not good design when you really have to "Go find the purple smoke area and click on 'Desitination'". Also, some of the interact-able click boxes are time-wastingly too small (see my thread shoved into "working as intended" at this link: http://forum.square-enix.com/ffxiv/t...-way-too-small).
- Some game elements are found randomly through quests that I think need to be integrated into the main story. I mean things such as getting your chocobo, unlocking armor dying, and opening the white wolf gate in Gridania. I shouldn't have to randomly stumble into these important game elements by clicking on the right quest giver.
- I'm very disappointed in the race choices. Especially because they were basically the same races from FFXI. Just from exploring the world it's what? 50% Hyur 20% Miqo'te 10% Lalafell, 10% Roegadyn, 10% Elezen? I'd be surprised if the numbers are much different than that. And if that's accurate. . .doesn't that tell you something? I feel like they are all weak designs with weak stories, compounded that there no strongholds, kingdoms, or individually celebrated cultures for each race. So far you don't get behind a race for self immersion or identification, you get behind one of the three city-states that are mostly all race-integrated. It's really too late to do anything here, but it doesn't mean I can't point it out as a serious flaw as a new player getting started in this game.
TL;DR Overall I'd say FFXIV has been a positive experience. It's a fun game that gives me plenty to do (remember, I'm just speaking the perspective of someone still leveling). The biggest problems with it so far I think is the crafting system and the market boards. Hopefully these insights will be useful to other players and more importantly to the developers. If life doesn't get too busy and I can make it to end game, I'll write about how my experiences have changed and from the new end-game perspective. These of course all my opinions, feel free to share yours, and if any of my opinions look like they are based on false or incomplete information let me know.