I don't know but tons of people doing POTD in my FC and i see weapons everywhere. To call POTD a failure is a bit much. Diadem was popular until the nerf and changes are coming so we'll have to see.




I don't know but tons of people doing POTD in my FC and i see weapons everywhere. To call POTD a failure is a bit much. Diadem was popular until the nerf and changes are coming so we'll have to see.
Last edited by LaylaTsarra; 09-09-2016 at 11:49 PM.



I can't think of any other MMO that I've played, where you can accurately predict almost everything that is going to be added in a content patch months or even years before the patch is even implemented. This is because of the pattern that FFXIV follows and that pattern is what people are getting tired of. Failing to understand that and failing to add new content that breaks the mold is what will cause the game to be crushed in the end.
More than anything, the pace of vertical progression is what diminishes the value of the content cycle. The feeling is basically "why should I put in so much effort to get this gear, when I'm just going to replace it in 3 months ?" and that feeling eventually will lead to "Why am I even playing this game ?" For some the answer is glamours and RP, and for others it is the competition that exists in the raid or PVP scene. This is why servers like balmung and gilgamesh are so full because that is where those communities are the most prevalent. People have gravitated towards those servers because people more and more are realizing that without a strong community, this game has very little substance.
People have been tired of the same content formula for a very long time. It is simply the game's community that is holding the game together. Frankly that has been the case since 1.0. Without the community this game would have never made it to ARR. This is a testament to the fact that people will continue to play and pay for this game no matter how bad it is. Yoshida I'm sure is keenly aware of that fact.
I don't think people should be expecting the game to change much at all from what it currently is.
Last edited by Zetsumei_Tsunarashi; 09-09-2016 at 11:59 PM.



FFXIV is the only MMORPG I know that always adds different kinds of contents for different kinds of players, one that's constantly adding new ideas into the plate (like Diadem, Palace of the Death, flying system, screenshot mode, mini games in Gold saucer, Aquapolis, etc etc). Yet all I see is a bunch of people complaining about every single thing. I guess it must be a typical disease from every official forum.
No MMORPG can satisfy everyone. Games can only do so much for people who aren't very good at having fun on their own, without the devs taking their hand for every single day of their lives. I personally have a lot of fun in this game. I'm not "tired" of the content formula. In fact, I love it because it's very friendly and rewarding; it helps casual players progress, and it gives hardcore raiders achievements to brag about for half a year. I'd never stick to a game that's bad, thank you very much.


I can guarantee you, that no one expected Diadem, Palace of the Dead, or the Feast to ever exist months/years ago.
You're exaggerating.
Not really for or against your argument, but I do want to say this is a hilarious statement.
"Dead outside of 80% of the endgame." XD
Last edited by FoxyAreku; 09-10-2016 at 01:40 AM.



No I'm not exaggerating. I can guarantee that the expansion will consist of exactly 5 major patches, with some smaller patches fluff/QoL patches thrown in between. 4.0 will implement some new zones, new jobs, new skills, and raise the level cap (the usual stuff for an expansion). The level cap will be level 70, at which point you will have 2 expert dungeons which you will farm to cap your tomes each week, the weekly cap will be 450 and there will be an uncapped tome that you can hold 2000 of that will let you get some gear that is 10 ilevels lower than weekly tome gear. You'll have some new masterbooks at level 70 crafter which will allow you to craft the highest ilvl gear outside of raid and tome gear. In 4.1 you'll have a new 24 man raid with gear that is the same item level as tome gear that you can get on a weekly lockout. Probably about the timing of 4.05 there will be a new relic questline which will gradually allow you to upgrade your weapon ilevel to be equal to that of the current raid just in time for that weapon's ilvl to become obsolete. This cycle will repeat for 4.2-4.3, and again in 4.4-4.5.
This timeframe will cover about the next 2 years of the game at which time a new expansion will be released and you'll do it all over again. Yes there will be some unique side content added in as well, but those kinds of things usually serve as some sort of "catch-up" content which essentially means it's just fluff/glamour content. No matter how compelling or unique the content may be it does nothing to change the overall structure of the game's fundamental design.
When Yoshida says he doesn't want to make something that "isn't FFXIV" what he's actually saying is he's not going to deviate from this fundamental design structure.
The overall point I'm making is, if you enjoy the game now, you will likely continue to enjoy it years from now. If you don't enjoy the game now, you probably should not get your hopes up for things to get better down the road.
Last edited by Zetsumei_Tsunarashi; 09-10-2016 at 02:39 AM.
You're making it out to sound like communities are a bad thing. That MMORPGs, which traditionally are centered around the fact groups of players form lasting communities, is something they shouldn't do...? Like it's not something that should be needed for an MMORPG to last? If that's the case, you're WAY off the mark. Lasting communities have always been what makes a game in this genre hold out for as long as they do. Hell, it's what makes practically anything last as long as it does, regardless of what form of entertainment it is. Its always been about forming bonds with the people around you, where the lone wolf only lasts for so long if they go in not knowing what to expect by doing so.
MMORPGs are always a revolving door, as that's the nature of the genre, something that while not literally unique to it, is more noticeable because you (the player) depend on the existence of other players. Yoshi-P is not wrong to fear that too much change in XIV is a bad thing... it often is in this genre. When you really break it down, the reason you come back to this game is because of the fact you're familiar with it. You know what to expect. You have your online friends, you have your content you're experienced with, you have daily expectations to be met, etc.
Too much of the same thing can be bad, yes, and that is something of concern to folks who notice it. Something to keep in mind though is that bit I mentioned, where MMORPGs are a revolving door of games. They expect you to leave at some point and hope that maybe you'll come back, but it's no skin off their back if you don't because of the simple fact that others will replace you.
No matter what, entertainment always loses appeal sooner or later. Do you still play every game you played 10+ years ago just as much (or more) as you did back then? Hell, do you still play every game you've enjoyed playing in the last few years all the time for each?



The biggest problems with XIV's content releases are generally as follows:
-the "extra new unpredictable" stuff they add is almost always in catch-up patches, not during ilevel increase patches. Players don't have the option of running PotD/Diadem/Feast/whatever to progress their character, they are literally funneled into the same pipeline of "raid or Tomestone cap" that has plagued every patch from the start of this game.
-a lot of the "extra new unpredictable" stuff tends to involve glamour rewards or leveling/gearing alts. While I actually think this gives XIV an interesting niche, it's definitely not the playstyle for a lot of people, especially since you can only realistically do difficult endgame raid content as one class, rendering those rewards somewhat meaningless.
-the best rewards are coming from the most faceroll of content. I doubt anyone would care about dungeon roulettes if they weren't the only way for non-raiders to get any relevant gear. Even the "new interesting unpredictable" contents of Diadem and PotD are considered largely faceroll by the general populace, though they still have room to grow.
-the devs are more invested in making this "new exciting unpredictable" content that they don't bother re-visiting OLD content, leaving it to slowly smolder in a rapidly growing content dumpster fire filled of player's hopes and dreams. Why should anyone care about the flavor-of-the-month content when next patch it will be forgtten?
Just off the top of my head, these are some reasons why XIV's formulaic content patches are generally seen as "doin' it wrong".




First, six months not three. Nonetheless, how exactly would you change this? Horizontal progression is oft touted as the end all be all, but what would it accomplish to revolutionize the game? Okay, you upgrade gear in lieu of replacing it. What is actually different? Instead of acquiring a whole new set, you're just un-equipping your existing one, going to a NPC to upgrade it, then re-equipping the exact same armour you already had except now it's stronger. Both systems are essentially identical; only the route taken actually differs. We wouldn't be farming content for new gear, but token, gears or whatever. Basically, what we already do with Void Ark and Weeping City.
Because complaints without suggestions are pointless. How can you expect anyone-- developers or otherwise -- to give you what you want, if you don't tell them? I want to see more dungeons designed like Weeping City; perhaps even a savage version. If I only say "this game is too easy!" The devs aren't going to necessarily change the difficulty in a way I actually want since I didn't specify.
Last edited by Bourne_Endeavor; 09-10-2016 at 06:31 AM.
Indeed, I agree.
Especially as you can just glamour your old set over your new set if you prefer the look, or want to 'preserve' the longevity of it...side-graded gear where upgrades don't directly impact primary attributes are fun, but fluff. Anything that alters the gear performance might as well just be new gear since you can glamour the old on the new anyway - so what difference does it make?
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