This is an evaluation of the game Final Fantasy 14, I am a big fan of the game. I do think it is a great game, and I play regularly. Have been with the game since ARR launch and posting my views and looking to discuss things that works, what doesn't and ideas for improvement. These are my views and I try to stay objective throughout. How much this game is good, it has flaws. Id like to get opinions and views on these subjects and have a possible discussion of what are some ideas people have to suggest to the developers of what can be improved upon, even if its not looked viewed, Id be happy to have to hear peoples opinions. I have a list of major systems of the game that is in this structure but I am doing little bit to test the waters. Better design, may lead to better product.
Open world
A. The Areas
--What works
The environment. The views and the sights are beautiful in this game, almost every location as some time of lore to it. So gorgeous. In ARR, npcs were placed in locations that made since. In ARR area the mobs were spaced evenly as well as fates, each area had a feel of being a place teeming with life.
--What doesn't work
In Heavensward and Stormblood, the world seems too open, no danger. mobs are too spread out, unlike ARR were you down one enemy another could be attacking you a step or two away, traveling became a major component to open world content. outside beast tribe areas there is little to no danger as near all areas consisted of travel time from one mob to another. The world is big, and getting bigger each expansion, gating them behind large amount of story may become a small annoyance in the future.
--Ideas to improve
Its suppose to be a dangerous world. Add mobs or move them closer together. At least with mobs and areas that make since. In a desert or in a large field have some emptiness is fine, but have grazing animals close by, large dangerous mobs kind of solo, etc. I.E. If wolfs are in a pack have them close to each other making it dangerous to the player, Giant Ocho more solo but hit harder, possibly.
(with bringing mobs into closer proximity in areas, people would need to team up to take mobs down, bringing people together to face a challenge for quests, resources, etc. nearly all can be soloed now. even then its a chore, I need to fly to my next mob, I can loose stacks as a monk by simply traveling from mob to mob in most cases.)
B. Fates
--what works
Each fate has some lore to the world. gives decent experience points. That's about it.
--what doesn't work
Fates with lore are forgettable, once people out level them they become outdated and rarely ever pursued again. Giving the Experience boost in Stormblood added some lure, but it just made them completed and forgotten faster. some even near impossible to complete because there is no real need to complete them, outside from a few quests. The times for spawns, some are every 15 mins, as some more important ones taking hours to spawn which gave other aspects of the game more problems, such as ARR relic weapon books.
--ideas for improvement
There are a few fates in ARR areas that have a great idea for bringing more involvement to fates, wondering traders. With wondering traders that spawn after fates it would give rise for people to create teams of fate grinders who would down these fates for gear and resources these traders have. Make the items actually needed. In towns NQ gear are purchasable, why not a fate that spawns a merchant that sells HQ gear, but each fate has 1 or 2 items of gear each merchant is selling in HQ. And also on the side they sell a handful NQ crafting items that normally need to be farmed for in the area like skins, lumber, stone, etc. Large Fates, or chain of fates, sell a single rare minion or mount (some normally do now). Accessible to everyone for 5-10 mins or until fate respawns.
(Fates need more impact to the world, adding the traders to fates would bring groups together filling out the world some more. Why make them if nobody runs them after the first patch of an expansion?)
C. Hunts
--what works
Some challenging mobs for groups, and spawning some of them have some interesting ways to unlock them
--what doesn't work
Once out leveled and out geared some of the early area hunts feel like a normal mob with extra abilities. ARR hunts and future Hunts have two different types of currency. Making it a bother to even touch older hunts.
--ideas for improvement
Outside from scaling mobs, I have no thoughts on improvements to the system.
(Hunts are pretty solid on getting groups together. If it is anything it would come down to the rewards system that is in place to make more groups want to complete them.)
Thanks for your time.