Simply admitting that you messed up and are trying to fix it is only a first step.
Alexander: While I disagree with some of your findings I do agree that the way loot was distributed/earned within Alexander Savage was a huge misstep.(Loot in Coil was much better handled). But this is not the only problem with Alexander Savage. Part of the drive to continue to work towards clearing all of the three Coil raids was that we wanted to see the story. By removing that driving factor by delivering the entire story in Normal mode and that story turning out to be completely uninteresting, AS failed. It became a boring brick wall that a great number of players gave up on. When you combine the fact that the Savage mode encounters were often times boring and unsurprising dps checks you end up with even the hardcore world first groups giving up on them before next tier shows up. If Savage had the same mentality to the encounters as (Hard) does with dungeons this would eliminate a lot of these feelings.
Diadem: With Diadem you failed in many ways. You failed because your insistence to not bring the Alliance UI into the open world. You failed because of your insistence to make the zone work for too many groups. You failed because of your insistence to make the content into a race to see how many you can kill before the timer is up. You failed because of your insistence to make even the Rank 3 enemies have too much HP that a single group could not kill them with a reasonable amount of time/effort. You failed because your continual insistence to look at the types of content FFXI gave us that worked and then implement modernized systems that would work in FFXIV. A lot of us had hoped that Diadem would end up being XIV's version of Tu'lia/Sky. Where we would have to find/farm/buy triggers to spawn high level enemies. Where a Free Company mattered more than it didn't. This was the content that was going to allow us to schedule FC events, bring in a full alliance of our FCmates, strategize and enjoy ourselves. What we got was Hunts 3.0 with randomized loot. The "points" style of obtaining loot is not a bad one. It has worked many times before. But 1) if you are going to give us points for loot, make them a currency. Inventory space is already a premium, stop giving me more tokens that have no reason to be tokens. If you are ARE going to do this, make them keyitems. 2) Give us actual gear from these tokens. How difficult would it have been to sell bronze, silver and gold boxes for 10, 25, 50 spoils that would have RNG rewards? How challenging would it have been to add actual armor sets with static stats and interesting skins in there? How about accessories at the very least? (Having only 2 sets of accessories available has been horrible since day 1, you knew that once and gave us Titan/Ifrit/Garuda extreme accessories back in the day, why did you stop?)
Anima Weapons: Lets just get this out in the open. I have only TWO problems with the Anima Weapons and their questlines. Let's get the smaller one out of the way first. 1) The final grind is far too much. I understand completely what you did and why you did it. but 20+4 items and their prices are entirely too much. The questline needs to be a bit arduous, but this one is far too much for something that is far too late to truly help the majority of players. 2) Well I just said it. Its far too late. Why do we even have Esoteric weapons? If the first Anima questline had been introduced with patch 3.05 we'd have all looked at it and been overjoyed. A mostly "Free" weapon that takes a large chunk of time and effort to complete for new players and a decent chunk of effort for returning players with a Zeta would have looked awesome to ALL players back in late August/early September. But now it falls flat. If the second part of the weapon was added with 3.1 even in its current form, there would be a lot less backlash to its grind. Yes its a tad overboard on the time/effort wheel, but if it was added in November, and not late December a lot more people would be looking at it as a viable way to get ahead. As it is now, we are 6 weeks out from a patch (I sincerely hope its not much longer away than that) and the majority of your targeted playerbase for these weapons will not be completing them in that amount of time. These weapons should be there to help those players who want to work and clear content but need a little help in do so. That is NOT what these weapons will end up doing for most players and it needs to be completely reevaluated because of this.
The Void Ark: Going a long the same train of thought, Void Ark equipment (just like Labyrinth, ST, and WoD before it) should be designed to push those players a long that want to complete the current "raid" content but just don't have the level of skill to do so within the first 3-4 months of a raid tier. During its initial incarnation Crystal Tower did just that. The i80 gear helped a lot of players get over that threshold and at least into actually attempting Twintania if not defeating her outright. Since then, the difficulty of the raids has increased and the gear is no longer the push it needed to be. Since Labyrinth, you also implemented a manner to "upgrade" tomestone gear making the 24 man gear less and less valuable outside of alternate jobs and the super casual or new players. Making matters worse, the Diadem was added that may reward higher level gear than Void Ark. Even if you made the gear 205 in Diadem, it would still outshine Void Ark. To toss more fuel on the fire, we may earn upgrade tokens for tomestone gear through 24 man raids. Making the actual drops in the raids worth even less. So please do what you SHOULD have done since WoD and give us the option to upgrade the 24man drops to the same level as the tomestone gear can be upgraded to. It is the exact same time to gear ratio for gloves, belt, head and boots. It requires ~1 week to earn these via tomestones and 1 week to obtain them from the 24man.
New Content/New Types of Content: We want content. Diadem was a failed experiment but at its core it was a good idea. As a former FFXI player I can't help but to look at all the very "cheap" ways that team created content. BCNM/KSNMs were the cheapest of content but also some of the content that I participated in quite a great deal. Reusing battle arenas and existing monsters in unique manners a long with incentivizing the continual farming of outside content for tokens was a brilliant style of easy to produce content. So much so that the team regularly added more and more of them over the years with varying party sizes, difficulties and reward levels. Sky/Sea/etc was pseudo casual end game content for organized groups. We do NOT have this in XIV and we desperately need it. The only organized group content we have is made by the groups themselves. Its all fine and good that a select handful of FCs put on in game social events in Eorzea but we also need game content related events. We do not need a return of the "HNM Camping and Latency related Pull competitions" we had in XI but we definitely need some content each patch that is for the FC. Change Diadem into real 8-24 man content. Give us more 8-24 man content that we can organize within our FC (or multiple small FCs/Linkshells) that isn't a zerg fest and is rewarding. I miss this type of content.

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