At first glance, it really does seem that they update very frequently compared to other games. However, the quality of the content hasn't exactly been the best as of lately, as well as the lifespan of it in general. You'd see WoW updates take maybe 6 months inbetween the fastest, but they add so much each that I have maybe 2 months of content to do that isn't raids. FFXIV, I can exhaust the novelty of non-beast tribe quests in a matter of a few days, if only because they always run in the same format when it comes to the actual gameplay (Aquapolis, beyond the rewards and the RNG doors, is having you fight mobs that have very little mechanics attached to them, and Diadem in general) as they have been since I started in 2.x.
They've openly said in an article that they didn't want palace to have overly intuitive mechanics (or as they say, "Not worry about gimmicks or mechanics of a typical battle"). They're incredibly ambitious with saying that floor 100+ will be for hardcores, but that's not coming out soon, nor have we gotten good results of them being this ambitious because it tends to be short sighted (Gordias and Feast rankings for example)
I've mentioned it a while, and I feel that this is definitely the case. When you're going into an expansion, you can't afford to cut corners on intuitive content and design. Instead of what we were previously previewed on MCH, we have what it is now (one attachment and ammo not being entirely integral to their rotation, and at the same time they manage to take away the novelty of said attachment since BRD has it too), FC crafting is anything but, gathering/crafting was an entire mess from up until 3.2 (and it still is, kind of). It sets very little foundation or a base to build upon, and instead it's repainting what we already have, and try to introduce new things in the patch cycle (which haven't turned out very well for whatever reason, such as diadem and Lov)
If we're looking at 4.0, there should be some adjustments to the currently jobs (especially in regards to button bloat) and adding layers of complexity/skill floor to the existing jobs, not taking away from it or keeping it the same. Same with the overall gameplay (espesically with non-raid bosses)



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