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  1. #1
    Player
    Ryel's Avatar
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    Sep 2011
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    Character
    Ryel Altaria
    World
    Excalibur
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    Samurai Lv 80

    A letter to Yoshida and the development staff of ARR

    I honestly wasn’t sure where to put this, or if it would even be read so I’ll place it here.


    The words and opinions following this are my own, I never have nor will I ever claim to speak for the playerbase. Those that do read this entire thing (I’m so, so sorry) are free to agree or disagree with anything I’ve said. However in the interest of keeping things civil I only ask that if you do disagree with anything and want to add or comment that you please do so respectfully not to me but to anyone else who may comment here.

    I also want to preface that this is not a topic or complaint about content difficulty so I hope it isn’t misunderstood as such.

    I thank you in advance for your time and understanding.


    Before i start,

    To Naoki Yoshida and everyone on the dev team for FFXIV, I would like to thank you for turning this game around. Your hard work and effort put into reimagining and bringing new life to the realm of Eorzea was a feat that can be described as no less than extraordinary. Together you as a collective crew have done something completely unheard of in the MMO community and that alone was a monumental accomplishment.

    To those at Square-Enix who saw the issues that arose with FFXIV ver 1.0 I thank you for giving the game a second chance and allowing it the opportunity to move forward.

    And to Hiromichi Tanaka while your vision of FFXIV isn’t the one being carried forward and may not have been one that I personally agreed with, I still thank you for the work you put in and the foundation that you had laid down.


    That being said there were a few things I would like to address that have been continuously brought up by the community, some of the things I will mention have gotten responses from the developers and the community team however there are a few things that haven’t.

    I was originally a long time FFXI player who decided to try this game during open beta when it was made available, the systems were far from perfect and there was plenty of room for improvement so sorry to say I was one of those players who originally left the game.

    I did return however prior to patch 1.19, and for the most part followed the game and its long transition on its path towards 2.0. I remember before jobs were released when Thaumaturges were healers and Lancers were the preferred DPS on Ifrit due to being able to stay out of range of sear also being able to break his horn, I remember when areas like Copperbell Mines and Shposhae were deep dungeons filled with danger lurking around every corner. I remember the nightmare that was trying to travel through the black shroud and the high level monsters that escorted me (rather tried to eat me).


    And then the changes began, and honestly many of them were awesome.

    The content added from 1.20 onwards held some of the best memories of this game that I’ll have, the introduction of jobs and us no longer needing to rely on base classes was a massive step forward for the game, MNK with it’s elemental fist attacks and Simian Thrash (although sadly it wasn’t perfect at the time), and BLM with it’s terrible elemental destructive power (which might have been a tad too much XD) were things so cool to see in parties it brought me back to those days of playing classic Final Fantasy, it really made me feel like I was in a party of heroes.

    And the good just kept on giving, the new storyline with the fall of Nael van Darnus, the introduction of Gais van Baelsar and the events that lead up to The Battle of Carteneau kept me and all of my friends playing each month.

    And during all of this I followed your live letters and updates and studied the roadmap waiting (impatiently I might add) for 2.0 to hit, and the servers eventually went down epically, I was totally there for that! Then the long grueling process of holding out for the game to release began.

    Before the release I participated in the alpha and beta testing and tried out as many new things as I could (without spoiling them for myself) and loved almost all of the changes that had been made so far.

    And then 2.0 hit

    There were tons of people everywhere both old faces and tons and tons of new ones, almost all of the people I played with in 1.0 came back and it felt like getting right back into the swing of things. The main scenario quests were fun, new changes to leveling and crafting, new jobs, and a new world to explore it really felt like you and the rest of the team had come through with the things you promised.


    But then the questions began to set in and as I’ve played over this past almost full year that A Realm Reborn has been released I started to wonder what has happened to so many of the systems that kept people playing together.

    I won’t go into design changes like the larger open world that had existed or the fear and danger that we as players felt trying to navigate Eorzea before. I hope those are things that will eventually return in time as our world expands in the future, the questions I ask are those that come from a personal player perspective and deal with how we now interact with other players in the game.


    Why are we still unable to send /tells in dungeons?

    This seems like such a small thing at first glance that surely nobody would have missed until you see the dozens of threads that pop up of people afraid of the duty finder. No longer are we able to silently talk to someone, or offer job advice, or even chat with a friend without disturbing others.

    Every call to attention on someone’s performance is a confrontation, a WHM that misses a cure, or a WAR that doesn’t voke, or a PLD that forgets Shield Oath, each and every small mistake is now a broadcast in party calling them out in front of an audience.

    I won’t claim this sort of thing has happened to me personally but I have seen it happen to others, or I’ve seen people take something the wrong way because it appears to be an attack. Are the /blacklist feature and GMs not enough to cover any issues that occur in /tell?

    Additionally: is it really so important to keep repair NPCs around that it prevents the reimplementation of the system allowing us to repair other people’s gear, especially now that we’re able to repair in dungeons again?

    I understand the need to remove gil from the economy but I was under the impression that was why NPC repairs we’re priced rather highly to begin with, I fear the reason people had a problem with this was because we weren’t and still aren’t able to repair other’s gear anymore, something that was invaluable in 1.23.


    What happened to Community content that Free Companies and Linkshells could do with each other?

    What happened to content like Skirmish and Hamlet? Content that allowed variation and was laid back?

    Skirmish was great, two types of gauntlets with one allowing us to fight a preset variation of trash pulls leading up to what was probably the most hilarious Treant in FFXIV outside of the pinecone bomb lobbers that used to inhabit the Black Shroud. And the other, a back to back fight against some of the nastiest creatures we had faced so far in our adventures, enemies like Coincounter and Chimera.

    Hamlet was pretty fun too and probably one of the more unique events we’ve ever had. Actual content where crafters and gatherers could participate and get in on the action, granted the point system and paying for hamlets weren’t the most ideal but the Hamlet battles themselves were awesome.

    What about Chocobo Caravans? Honestly where did these go? These were great and added some flavor and depending on when you did it, usually allowed you to meet and hang out with new people.

    If this stuff is coming in the future then by all means I’ll sit and happily wait for it to make a return, otherwise I’m quite saddened to see most of this stuff is not here anymore.

    I see that we’re getting hunts and maps are a good step forward, more stuff like that is great and is the kind of thing players are desperately craving.


    Why are we unable to change classes in Instances anymore?

    I can’t count the number of times I’ve queued into something and felt powerless because a Tank left or disconnected while I was on DPS and I was unable to swap to tank and take over while the party sat there and waited for one to queue in progress.

    Or even the times when I was on PLD and we simply didn’t have the DPS to defeat one of the bosses and I could have swapped jobs with a party member to down it.

    Free swapping used to be encouraged, some strategies even utilized it, so why is it now we’re forbidden from doing so? How many failed dungeons, trails, or raids that people have left or disconnected from could have been able to recover had people in the party been allowed to adjust their composition?

    And most importantly:


    Why is the only true endgame encounter gated behind an eight person weekly lockout when Free Companies can hold 512 people, friends list can hold 200, and Linkshells can hold 128 people x 8 linkshells?

    This is honestly the hardest part for me to approach here because it’s been brought up so many times by so many other people, and yet still seems to be the largest issue we’re facing at the moment.

    The game currently feels as if content is designed like an arrow that eventually points you towards coil if you’re making any sort of progression. Gear from dungeons raises Ilvl in increments and the echo makes sure that people are always trying to catch up before they get left behind. All in all it’s a good thing that everyone should be able to at least try and attempt to experience the content available.

    Then it sets in.

    Someone joins an FC or LS, they get help through primals, they catch up through CT, they make friends and chat with their buddies, and they learn their job and get their ilvl up and now comes the time for them to do coil.

    And this happens:

    “Sorry we have a static.”

    “I would love to help you but I’m already cleared for the week so I’m locked out.”

    “I’d make a static with you but my times don’t match yours.”


    And this is more common than most players are willing to admit. I feel the restrictive nature of coil’s lockout has led to more frustration and animosity across the community than anything else if not only for the reason that going by the previous coil’s example took it six months to be made accessible.

    I’m not talking about the difficulty either because honestly the difficulty is fine as it is, purely the option to be able to play with the people we have made friends with and done all these other things in game with is suddenly cut to a halt when faced with the wall that is coil.

    Whether a player likes it or not they are now forced to try and schedule their game time around the lives of seven other people or risk not doing what is arguably the most fun endgame content the game has to offer with the people they want to play with.
    This becomes twice as apparent when considering the Armory system that makes this game so unique and fun.

    A person doesn’t have to create nine other characters to enjoy the other jobs the game has to offer, I can play PLD in one dungeon, DRG in another, and SMN after that. So why with all this freedom to play multiple jobs and the perfect tool available to help and join multiple groups through content are we unable to use this tool?

    Why am I not able to go PLD for one coil group and SMN for another if I wish?

    The second I go on one I’m locked out for the week on everything, and only makes the resulting experience worse.

    Those who are unable to go in the comfort of people they know are now forced into the party finder, which wouldn’t be an issue if the set weekly lockout didn’t make groups feel like they were racing against the clock to get as many runs done as they can.

    People are less likely to group with those who are inexperienced if they’re working against a deadline, they’ll simply feel there isn’t a need to wait and teach someone if they can get someone else who is ready to clear it and move on since they have a limited time to do so. This sort of behavior was shown with weekly clear primals already and only became worse when the Second Coil was added to the Party Finder as well.

    Honestly as much as I’d like to I can’t blame them, just like as much as I’d like to I can’t blame the people who feel like they’re pressured to buy wins in order to gain “experience”. They’re terrified because the group they should feel comfort with is powerless to raise a finger to aid and teach them and they’re now at the mercy of a playerbase who simply doesn’t have the time to care.

    Over the course of time I’ve dealt with the revolving door of creating and managing statics both for the previous and current coil and I will continue to do so as long as it’s the only option available to play with the people I enjoy playing with, however as this goes on I’m watching my friends list get smaller and smaller from the people who no longer log in from the frustration this has caused.

    Even with content like CT that is 24 players, just having a large number of people to pull from player wise doesn’t always mean that everyone will want to or be able to play with a certain group, and the more people that become “Coil ready” the more obvious this issue becomes.

    I don’t want to make a direct comparison to XI as I feel it would be terribly unfair not only because they are two very different games to begin with but because they also have a large difference in lifespan. However I feel we’re lacking the kind of content that was more variable in members and flexible with the type of lockouts they allowed.

    Content that was more along the lines of: Limbus, Zeni Notorious Monsters, Salvage (not counting the drop rates please don’t do that to us), Assault, “Sky” and “Sea”, Outland Dynamis, and Einherjar.

    What most of these had in common was the ability to take varying numbers of people or had shorter lockouts allowing us to play with different groups without feeling like we were betraying someone by doing so.

    In short it kept the community together because for most everything it was relatively easy to fit in a varying number of people without leaving someone out.

    I understand the need to keep gear distribution stable, and the reality of people selling wins and clears. It’s happening now and will most likely continue to happen regardless of whatever route is taken in the future, if I had a perfect answer or suggestion to this surely I would provide one however I’m simply a player, and I can only comment on what I see.

    What I do know however is what the power that a community playing together does for a game, people in general will stay around and play much longer after the gleam and shine of that new weapon wears off as long as they continue to play with the people they have fun with.

    Availability of jobs and the people around will encourage others to try out new ways to down mechanics if they feel they have the time to do so or can repeat the encounter, I’ve lost track of the number of times when if a group I was in had the ability to redo something we would sit together and think:

    “I wonder if we can do that with one tank or no tanks at all.”

    “I wonder if we can do that with all White Mages, or how about all Summoners?”

    “We should try a full Dragoon party!”


    These experiences helped me and the people I would do things with grow as players, if we needed to help someone and our jobs weren’t ideal for a composition we could sit there and bash our heads together to find something that worked, and we could use that knowledge to help others.

    With most of the dungeons added being designed around a four person party and the only eight person end game content having this lockout the wall and the disconnect with others is something the player base is feeling, and those who aren’t at that level will be feeling it soon.

    I humbly ask for a way for players to continue to play and have fun together in this world you have created.

    [IMG][/IMG]


    To Naoki Yoshida and everyone on the dev team, though I may be one voice in a sea of players I thank you for the efforts you have put into this game so far, and I thank you for the hard work you guys continue to put out going forward, this game would not have been possible if not for every one of you and I would not still be here if I did not enjoy it.

    If you have made it this far I thank you again for reading what I have had to say, to you and everyone best of luck in your adventures both in and out of Eorzea.
    (77)
    Last edited by Ryel; 06-26-2014 at 02:23 AM.

  2. #2
    Player
    Ruenis's Avatar
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    Sep 2013
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    Character
    Cecille Lightfellow
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    Tonberry
    Main Class
    Pugilist Lv 70
    Yea, I forgive you.
    (2)

  3. #3
    Player
    dayspring83's Avatar
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    Jul 2011
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    Limsa Lominsa
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    262
    Character
    E'lir Dayspring
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    tl;dr?

    /10char
    (11)

  4. #4
    Player
    LilaAquillina's Avatar
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    Apr 2011
    Location
    Gridania
    Posts
    45
    Character
    Azdaja Aquillina
    World
    Goblin
    Main Class
    White Mage Lv 60
    That was a lengthy read!

    I don't have a cite right now, but I'm pretty sure Yoshida said in numerous interviews that he is bringing more content for free companies. I don't think it'll quite be stuff from 1.0 (I vaguely remember Hamlet defense and Chocobo Caravans. I don't remember skirmish much - wasn't that the one thing high level players would swoop down and destroy beforelowbies got to it?)

    As to the rest of what you ask for, my thoughts:

    I'm honestly okay with no tells in dungeons. I talk in FC chat, and in party chat. If they add it to the game it won't affect me much, though.
    Changing class in dungeons - as appealing as it would be to switch to a tank after one leaves, it's probably fairly likely that we'd end up hearing about people who queued up as healer and then switched to THM.

    End-game... is always going to be better with a set group of people than with strangers. XI, if you recall, had an end-game that entirely and totally depended on you being in the right LS. If you weren't in the right LS, chances were that you'd never get to do some or all of those things you listed. In XIV, you can progress through content without a FC, as painful as it will be pugging things.
    However, when it comes to hard stuff, you're always going to want a set group of people, if nothing else but because you'll know what to expect.
    Personally, I wasn't bothered by the first coil lockout and I'm not bothered by this one, but I generally don't spend my time doing endgame to that extent. I was more excited about gardening than 2nd Coil xD I dislike grinding, so I try not to spam any content.

    This game is getting content at an astounding speed. It's a variety, and that's the way it should be. Everyone benefits from a greater player base, whether you're a hardcore 'I-live-in-Coil' type or one of us gardeners.
    (1)

  5. #5
    Player
    SirEdeonX's Avatar
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    Mar 2011
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    Gridania
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    Character
    Edeon Vails
    World
    Shiva
    Main Class
    Archer Lv 60
    You raise good points.

    Yoshi has stated that Hamlet, Skirmish and Caravan were all FATEs now, because the FATE system can do it.
    But just because everything can be a FATE, should it be?

    Skirmish was hell of a fun. Challenging and yet fun content. And I personally loved Hamlet for its uniqueness and how it included gatherers and crafters. And Caravan was just a cool type of content to get seals.

    Now you spam FATEs, which lose their uniqueness and get done in less than 2 minutes.
    I personally would like to see these types of content return.

    As for changing classes in dungeons... It was cool and gave the dungeons another layer of freedom and strategy.
    I don't mind how it is now, but I can't seem to get over the fact that it seems they want us to only play one class. The tome system, the relic quests, gear lockouts, it all comes down to making sure you don't gear up another job, which is stupid since the armoury system is there so you can be everything, and that's the uniqueness and beauty of it.
    (13)

  6. #6
    Player
    Ephier's Avatar
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    Sep 2013
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    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Do you know how fast raid groups would gear up if they were able to switch between classes for different lock outs? People would be i110 with high allagan weapons in 2-3 weeks once they started to full clear. Raids are raids, they are meant to be hard and annoying, hence why people make statics so they can remove some of the learning process each time they go in with the same set group. If you feel like you do not want to be held down by a static, fine, go pug it, but if you are going to complain about the pugs ability to clear as an argument, you are just asking for too much. You really cannot have the best of both worlds in raiding type situations.
    (2)

  7. #7
    Player
    Sadana's Avatar
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    Aug 2013
    Location
    Ul'dah
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    1,533
    Character
    Valia Rosa
    World
    Balmung
    Main Class
    Thaumaturge Lv 71
    Tells in dungeons... the bad side of this is what vile things people will say through private chat that could potentially be worse that what they write into a chat monitored by other people. :/

    Community content - hopefully this will be added.

    Changing classes while in dungeon - This has been brought up many times before. I like the IDEA but fear that some asshat would swap to a useless class just for the lolz. Or even if well-intended, an argument would break out of the class picked.

    Raid limitations - Yeah, I'm with you on this one. That lock-out prolongs the lifespan of certain dungeons (I guess) but can hurt the 9th person (or whatever extra person). This is why some replies to posts about FC size sarcastically mention making sure the membership number is a multiple of 8. I'm not much of a fan of the strict 4/8 party size or lock outs. I've seen people hurt and left out due to this.

    Mentioning FFXI - You were doing so well up to this point... =_= Even you admitted that XI has been around for many years and has content to match, why use it as part of your argument?
    (1)

  8. #8
    Player
    FritoBandito's Avatar
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    Sep 2011
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    Character
    Frito Bandito
    World
    Hyperion
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    Archer Lv 60
    Quote Originally Posted by Ryel View Post
    A letter to Yoshida and the development staff of ARR
    Which they will likely never read.
    (6)

  9. #9
    Player
    Ryel's Avatar
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    610
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    Ryel Altaria
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Sadana View Post
    Mentioning FFXI - You were doing so well up to this point... =_= Even you admitted that XI has been around for many years and has content to match, why use it as part of your argument?
    It's because it has been around for so many years that i mentioned it, FFXI was a terribly flawed game, with in most cases a punishing economy, horrible drop rates and a rather annoying HNM system. to go on to list the flaws of XI would take a post a few times longer than this one.

    However the reason it stayed around for so long and the reason people kept playing was because of the content that kept people playing together, XI had ceased being about content for a long, long time but doing things with other players that you liked was enough for some people to commit to relics on MULTIPLE accounts and stay for YEARS longer than they would have.

    There's a reason that until ARR it was SE's most profitable investment and a solid contender for best MMO before WoW

    Quote Originally Posted by FritoBandito View Post
    Which they will likely never read.
    Probably, but it isn't hurting anyone by sitting there now is it?
    (14)
    Last edited by Ryel; 06-26-2014 at 12:46 AM.

  10. #10
    Player
    BloodPact's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Atemi'a Arecis
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    I've always felt like Coil would be better off with the loot rules from Crystal Tower. However, I do understand the implications this would bring:

    1) Although loot number would remain the same [2 chests per turn = 8 items per week (assuming sand and oil remain unattached to weekly lockout)], it would make the instances less "exclusive" for the entire playerbase as people would be able to enter it multiple times through the week. I can't speak for everyone, but at least for me, the first turns even after having them on farm for some time weren't the same in terms of status after being able to spam them once they were released from the lockout.
    2) It's been stated before that this being the hardest content for 2.X, the intention is to have the gear reserved for those who can best it. Loot lockout instead of instance lockout would be a dream come true to people selling wins, meaning not only that it would go against the developers' original plan, but also it would cheapen the exclusivity of the treasure, as many more people could potentially get a hold of it.

    There are more reason but I feel these are two very strong ones.
    (2)

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