I would like more dungeons in the Squadron part. You should be able to start with the level 15 dungeons and work your way upward (I do understand that they need to make sure the AI can deal with mechanics etc).
I would like it if you could bring your friends into your Squad part and use one of them. What I mean is, you and 2 friends want to do a dungeons, but you can't seem to get a Tank. So you can use a tank AI to do your dungeon.
I do agree the filler quests between 'expansion' MSQ's are crazy. I skipped ARR on one character and still had a ton to do before HW even started! That can burn someone out.
I would like if you want to use a piece of equipment for glamour, it would wipe the level and class req to level 1 and all classes respectively. I mean, you worked in whatever way to get that piece of clothing, you should be able to wear it on whatever class you are playing as (I'm looking at you, cute head pieces only for MAGE USERS).
Adding new things is good and really isn't the issue. The issue is more or less on how they add it. This is something I would have hoped they would have figured out by now but its showing they never had and probably never will understand their audience at a global level. A mix of releasing new content as a beta test and trying to fix the damage in its aftermath due to adding in things for advancement in said content is generally a bad idea. With no safeguards in place each new piece of content puts the servers communities at each others throats since by design the content creates two different groups.
Eureka was advertised as an old school type of static camp zone. Which is all fine and good. Sit at a camp, chat and beat up trash monsters until a named monster spawns as an added bonus. Some people like it, some don't, and that's okay. So if I'm not mistaken, relic progression was put into the zone. Enter the NM Train for faster leveling and faster resources. So now you have two groups fighting it out. The ones who enjoy the content as is vs the ones who just run around and gobble up NM's to speed up progression. Since this was the way the content was designed, neither side is right or wrong in how they tackle it, but it does create arguments between both sides.
A and S rank hunts are another good example. You have the players that think they're server wide events vs the players that view them as an added bonus for being out in the world or something to work for with friends or something to try and solo to see how far they can push themselves. Same as before, despite SE themselves saying hunts are first come first serve. Safeguards are not in place. So by design neither side is right or wrong in how they tackle the content and thus arguments between both sides begin.
This all ties in with my very low expectations of the game just cos they've shown me they just don't understand things on a global level and instead of learning, they just keep making those same mistakes.
It's also the devs jobs to make fun and engaging content. If they are so scared to innovate, they should do something else for a living. Because innovation is a huge part of game designer jobs.
And even thought Eureka appeals to some peoples, to me and the vast majority of my friends, statics members and FC members, it's really a poor excuse for game design.
Translation: it's the dev's job to read in between the lines of thousands of users and implement content in a way that will not offend the existing player base and attract new ones. Why? Because we are paying you!
And this, my friends, is why I never got into game development.
While i can understand that people playing since the beginning of the game can get bored with it not seeing enough "new" content, i think you are kinda expecting way too much, and even become out of touch with reality, if you are waiting for totally new concepts every 6 months. Even if the developpment team wanted to do that people above them would never allow it to happen. Not when making video games have become that costly and when investors wanting to be sure to get their cash back prefer to copy what is already selling.
Just look at the rest of the video game market. In 2018 soccer games are still about kicking a ball like i was doing on my game boy, race games are still the same idea as pole position on Atari 2600, rpgs are still about following a story and slaying stuff like more than 20 years ago, etc. Sure the graphics are way better, but the core didn't change. Even the last big hit, the battle royale, is nothing new. I seriously dont get how Pubg can have become so succesfull when it is no more than a plain elimination mode on a big map, i was already trying to be the last standing more than 15 years ago. Fortnite ? Nothing revolutionnary as well, the only quirk being to be able to build stuff while fighting instead of having that in a separate map editor, or doing that during the day waiting for mobs to spawn like in minecraft. And now, tons of other editors are trying to quickly copy that to get their share of the last-new-that-is-not-new-trend before it dies out...
In the end that SE is mainly continuing what made FF14 sells in the past is quite normal. They need to be sure to have enough content that people will follow. And then alongside that they are still trying new little things (not everyone would have bother to add swimming or underwater content so late), but they will never add so much of them that you will be amazed all the time. Especially when the negativity is so strong that sometimes people are already complaining about new content not even launched yet XD
It is quite literally a dev lead's job to get their team to execute the designer's gameplay vision based in large part on user expectations and feedback. The dev team gets the level set and specifications and works with the designers and testers to make it reality. So no, I have no pity for them- they signed up for the job of making the fun happen and should know quite well that playing the finished product is night and day from building it. If not, then the first experience will be an educational one.Translation: it's the dev's job to read in between the lines of thousands of users and implement content in a way that will not offend the existing player base and attract new ones. Why? Because we are paying you!
And this, my friends, is why I never got into game development.
If anything, the designer is the one who has the hard job of reading in between the lines and making compromises to find common ground... and again, that is their job. They were hired because they could and wanted to do it. It's not an easy job and it's not one I'd want either. But the people who signed up for it need to deliver. Right now, with Eureka the latest example, they aren't.
While i can understand that people playing since the beginning of the game can get bored with it not seeing enough "new" content, i think you are kinda expecting way too much, and even become out of touch with reality, ifyou are waiting for totally new concepts every 6 months. Even if the developpment team wanted to do that people above them would never allow it to happen. Not when making video games have become that costly and when investors wanting to be sure to get their cash back prefer to copy what is already selling.
I don't even think the players want a complete revolution every 6 months. A game also need some stability, let's not go into the extremes. They just want to go out of the perpetual circle that last for 2 years of patchs that looks exactly the same without any flavor to it. To get out of the usual cap tomes, savage raid if you feel like it, msq, dungeon run and such.
Some piece of content that last more than a few days at most, that bring some kind of change and make the devs go out of their comfort zone while being fun and rewarding for the players. And I don't think that's asking for a lot ^^'
You explained my point better than I did. ThanksIt is quite literally a dev lead's job to get their team to execute the designer's gameplay vision based in large part on user expectations and feedback. The dev team gets the level set and specifications and works with the designers and testers to make it reality. So no, I have no pity for them- they signed up for the job of making the fun happen and should know quite well that playing the finished product is night and day from building it. If not, then the first experience will be an educational one.
If anything, the designer is the one who has the hard job of reading in between the lines and making compromises to find common ground... and again, that is their job. They were hired because they could and wanted to do it. It's not an easy job and it's not one I'd want either. But the people who signed up for it need to deliver. Right now, with Eureka the latest example, they aren't.![]()
This 100% we need a revamp and add a support job system, but I would say RDM and DNC would be supportI honestly think the biggest things FFXIV needs is a more alive feeling open world and some changes to the role system. It should be 1 tank 1 healer 1 dps and 1 support. (NIN, BRD, DRK, RDM, and SCH should really be support classes.) I could also argue that ffxiv is already trying to be creative with things like Eureka and the upcoming Heaven on High but I do agree that there has been not a lot of variation in terms of mechanic patterns outside of savage.
My expectations is that they always do their best honestly and 4.3 is looking like it’ll start livening things up again.
All classes are feeling way too similar, the game has already being too streamlined for too long in terms of builds and player style and customization. Is the price to pay for balance and honestly, i don't know if its worth it. We should get more freedom to play roles in a more diverse way, the trinity has served it's function, is time to move on.
They basically took this feature out already. We had cross class actions, which were basically a dumbed down "subjob". Now it's gone completely and replaced by the "role" actions, which isn't that much of an improvement, if any.
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