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  1. #1
    Player
    Alahra's Avatar
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    Gridania
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    Alahra Valkhir
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    Balmung
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    Reaper Lv 100
    Quote Originally Posted by RiceisNice View Post
    Even WoW (at least up until WoD) doesn't follow the basic model this poorly. Each expansion (again with the exception of WoD in regards to the classes) came with new groundwork that would set the frame for future content. Heavensward lacks that and they're trying to said those new groundworks during the 3.x patch cycles (which makes it much more demanding as far as time constraints is concerned).
    Honestly, I feel like FFXIV does a better job with the content model than WoW did, for me at least. We get more dungeons per Expansion than WoW ever did, at least for now--I'm honestly a bit worried about them going down to 2 per major patch. Are we going to be at 1 per major patch in 4.x? I sure hope not.

    But I also don't generally enjoy Raid content, so FFXIV's focus on regular release of low-man/midcore content is much more appealing to me than WoW's Raid-focused model. I also prefer FFXIV's "smaller" Raid scale, which means that FFXIV has been the first MMO where I've actually been interested in raiding to a significant degree (current Savage Alex notwithstanding because of the difficulty level).

    But as far as 2.x content goes, you're probably out of luck. They've already touched on roughly half of the content HW brought. We'll likely see a stage that touches on the Primals in some way, and one that touches on the Levequests in some way. Anima already interacts in a small way with Diadem (the crafting mats come from there), but they'll likely tap that in the future, too. If they were already using all of these things in this first step, we'd be retreading 3.0 content again and again in future steps (because there wouldn't be any 3.0 content we haven't already had to do for it), and personally, I'd much rather revisit a little of the older content in each stage so I'm not getting burnt out on the freshest stuff that much more rapidly. At least then, it's a trip down memory lane through something I probably haven't done in awhile (or at all, in the case of Beast Tribe quests).
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    Last edited by Alahra; 12-27-2015 at 02:08 AM.

  2. #2
    Player
    RiceisNice's Avatar
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    Flo Fyloord
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    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by Alahra View Post
    Honestly, I feel like FFXIV does a better job with the content model than WoW did, for me at least. We get more dungeons per Expansion than WoW ever did, at least for now--I'm honestly a bit worried about them going down to 2 per major patch. Are we going to be at 1 per major patch in 4.x? I sure hope not.
    WoW's dungeon stays more relevant as far as the gearing process is concerned, and you certainly did not outlevel them (or at the very least, exhaust the novelty of them within the first 2 weeks because of Expert Conflip) as soon as they came out or within 4 days after hitting level cap. They also have the achievement systems behind said dungeons which adds self-imposed challenge or dynamics, making it a lot more varied than FFXIV dungeons can achieve.



    Quote Originally Posted by Alahra View Post
    but I also don't generally enjoy Raid content, so FFXIV's focus on regular release of low-man/midcore content is much more appealing to me than WoW's Raid-focused model. I also prefer FFXIV's "smaller" Raid scale, which means that FFXIV has been the first MMO where I've actually been interested in raiding to a significant degree (current Savage Alex notwithstanding because of the difficulty level).
    This is sorta where you need to hit both sides of the spectrum, and not hit the extremes of both ends (which they are doing consistently). My server population has significantly diminished because of the mass transfers off just for the raiding scene. Lower population leads to lower number of crafters, decreasing the supply of crafted items (especially with specialist recipes) and a dead open world, making for a really not so fun time.


    Quote Originally Posted by Alahra View Post
    But as far as 2.x content goes, you're probably out of luck. They've already touched on roughly half of the content HW brought. We'll likely see a stage that touches on the Primals in some way, and one that touches on the Levequests in some way. Anima already interacts in a small way with Diadem (the crafting mats come from there), but they'll likely tap that in the future, too. If they were already using all of these things in this first step, we'd be retreading 3.0 content again and again, and personally, I'd much rather revisit a little of the older content in each stage so I'm not getting burnt out on the freshest stuff that more rapidly. At least then, it's a trip down memory lane through something I probably haven't done in awhile (or at all, in the case of Beast Tribe quests).
    As far as relic steps is concerned, they have not touched on level 60 content, trials or EX primals directly (sans the roulette), or ARF (which desperately needs attention, and it's not bloated with long cutscenes like praetorium anyway so I don't see a problem with it being lobbed into a lvl 60 roulette), temple guildleves, or centaruo marks (which can also be obtained from daily hunt marks if you wanted to take a daily approach on it). They've been re utilizing the content within the 2.x cycle just fine for the entirety of the relic steps.Your bolded statement I honestly don't have a problem with, that's the norm they had established with 2.x's relic questline. I just don't like the idea of going back to the 2.x cycle for anima quests again with that in mind.

    There's also the matter of what the steps require. They could do something like Animus books for 3.x dungeons, FATEs and temple leves (and the eqvuilant of what we have now would be anima books that send you back to do 2.x fates and dungeons). Like not exactly doing the books, but similiar on concept like how step 3 mirrors the broad approach, open ended of zodiac

    And don't forget that they are adding implementations to PvP (and I think diadem) in 3.2, so it's another perspective...something like obtaining Nacl compound from a random match making or frontlines in celebration of it.
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    Last edited by RiceisNice; 12-27-2015 at 02:19 AM.

  3. #3
    Player
    Alahra's Avatar
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    Alahra Valkhir
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    Balmung
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    Reaper Lv 100
    Quote Originally Posted by RiceisNice View Post
    As far as relic steps is concerned, they have not touched on level 60 content
    I'm assuming all of these will end up in various stages of the quest. This first stage mostly touched on leveling content (and Alex normal for level 60). That actually roughly jives with the first stage of Zodiac too, which was mostly leveling stuff. Later, we started seeing more level 50 content. I expect we'll see Great Gubal Library, Fractal/Reap and the current Expert dungeons in the next step, and perhaps the story modes of the primals (they'll probably stay away from the EX fights, as they've said).

    And yes, ARF does need some help. Why it's not on the Main Scenario Roulette, I don't understand.

    And regarding the retread of 3.0 content: I'm entirely expecting it. But I would prefer that we're not touching on the same bits of 3.0 content every single time. With the Anima stage as it is, they're left with a bunch of content that has yet to be used for the weapon, so that at least the 3.0 stuff we're revisiting will have some variety between the various steps.
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  4. #4
    Player
    Pence's Avatar
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    Limsa Lominsa
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    Bravo Whiskey
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    Ravana
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    Arcanist Lv 90
    Quote Originally Posted by Alahra View Post
    Honestly, I feel like FFXIV does a better job with the content model than WoW did, for me at least. We get more dungeons per Expansion than WoW ever did, at least for now--I'm honestly a bit worried about them going down to 2 per major patch. Are we going to be at 1 per major patch in 4.x? I sure hope not.
    WoDs first raid had 7 bosses, with multiple difficulties and 7 dungeons. Their second and final tier had 10 bosses - all multiple tier of difficulties. XIV may have more dungeons, but WoW is more casual friendly in their raiding content. They have 17 raid bosses (in one of their worst expansions) to our (projected) 12.

    And keep in mind: XIV Devs take a lot of shortcuts in their work and it' becoming more and more obvious. Why can we not summon Chocobos while in Q? Inventory? Glam-Glamz?...all these little things they 'didn't have time' to finish. XIV is no better off than WoW.
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  5. #5
    Player
    Alahra's Avatar
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    Alahra Valkhir
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    Balmung
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    Reaper Lv 100
    Quote Originally Posted by Pence View Post
    WoDs first raid had 7 bosses, with multiple difficulties and 7 dungeons. Their second and final tier had 10 bosses - all multiple tier of difficulties. XIV may have more dungeons, but WoW is more casual friendly in their raiding content. They have 17 raid bosses (in one of their worst expansions) to our (projected) 12.
    Which is why I specified that I like FFXIV better personally, in part because I'm not a big raider. :P
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  6. #6
    Player
    Belhi's Avatar
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    J'talhdi Belhi
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    Bismarck
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    Conjurer Lv 90
    Quote Originally Posted by Pence View Post
    WoDs first raid had 7 bosses, with multiple difficulties and 7 dungeons. Their second and final tier had 10 bosses - all multiple tier of difficulties. XIV may have more dungeons, but WoW is more casual friendly in their raiding content. They have 17 raid bosses (in one of their worst expansions) to our (projected) 12.

    And keep in mind: XIV Devs take a lot of shortcuts in their work and it' becoming more and more obvious. Why can we not summon Chocobos while in Q? Inventory? Glam-Glamz?...all these little things they 'didn't have time' to finish. XIV is no better off than WoW.
    Your ignoring Trial EX bosses which to be fair are the equivalent of single boss raids which WoW did used to have among its raid line up. There is also a huge timeframe difference. While on average a FF14 player will be stuck with 4 bosses for 6 months not counting Trials, FF14 doesn't have 14 month content gaps.

    In the end I do think WoW does its raids a bit better though. Even in WoD, their raids were probably their strong point. Its just a shame the rest was a complete fail.

    Id also point out that there is a difference between shortcuts and engine restrictions. Things that require alterations to the engine take a lot of time to implement.

    Id also point out that they already said the reason they went to 2 dungeons is cause they said they want to develop new stuff like the diadem. To explore new content options they needed to take resources out of the development of something else which is why we only have 2 dungeons.

    This is the thing with 3.0/3.1. Where the issue has been is the time 3.0 took to come out, the fact Alex failed to appeal and the fact that people found the diadem unfun. If 3.1 had come out 3 and a half months after 3.0 like the usual schedule we would be having 3.2 drop within weeks of now. If Alex had clicked it probably would have held up as well as Coil and if the diadem had worked, people would have hardly noticed the missing dungeon and a lot of people would be gathering the Materia they will need in 3.2.
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