Let's not forget it takes over 3 months just to get a complete set of tome gear. By the time you're done with that, you don't have much time left with it.
What's that? You're done gearing up? Time to replace it.
This is why I consider BiS pretty much a joke in this game as the constant stream of new gear levels with wildly different stats make it an effort in futility to build a decent gear set that will last you more than a patch cycle.
a lot of that stems from the general lockouts and stuff. it takes you like half a patch cycle to get a job gearerd with all the lockouts in place so if you factor in that time then by the time you've got your job geared it is indeed going to be obsolete in a month or so. the next odd patch will make that gear upgradable so what you have is basically trash until its upgraded. and the next even patch will just destroy everything with a new tier of crafted gear... this is why people say its trash within a month. because while the first piece you get might last longer generally within a month of gearing a job up. something better is available... hence never ending treadmill that never actually feels like players are getting anywhere..
Devs release content with higher ilvl gear within a few months of each other. >>> Players complain they can't "enjoy" the gear they earned before they replace it.
Devs delay next tier of ilvl for at least one extra patch cycle. >>> Players complain that they have no incentive to play because they can't get any new gear.
Really, there is no way for them to win in this situation. I actually kinda pity the game developers sometimes.
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Quests are useless for leveling, but its ok if you think they give you enough.The quest xp is fine for the amount of xp it takes to lvl. If anything dungeons and PotD give disproportionately more than they should, but that comes from people wanting faster and faster methods of leveling. I wouldn't mind them adjusting quest xp, as long as they smoothed PotD/dungeons and the overall xp to level up as well so that they were all balanced against each other. In my experience, the MSQ and the specific dungeons it requires you to complete are enough to level one job to the cap without any side quests/PotD grinding. Sidequests I left for my alt jobs; usually I did them between dps dungeon queues.
Yeah, I'm gonna stop you right there. I've more gil than I need even after buying a home (the biggest gil-sink in game) for myself, one for my husband, and one for our FC. I've never once bought gold in any MMO, let alone FF14. Gil sellers are a blip on the larger issue of the messed-up economy in the game. We need more gil sinks; mounts, pets, any sort of cosmetic item they can throw at us (and honestly a lot of the cash shop items should be sold for in-game currency to siphon off some of the excess, but that's another discussion on it's own.) Regardless, throwing more gil at players will only exacerbate the problem, certainly not fix it.
You gonna stop me right there? Then tell me, how you've got your gil? Only from questing and the mighty drops? I guess its more likely that you made most money with the marketboard which comes from other players and with that from gil buyers because everyone has gil of them in his/her pockets, doesn't matter if its around 1000 corners. I wouldn't mind if there would be a system to sink the amount of gil if it is usefull and not just making everything more expensive because this will just piss players off and thats understandable.
Most of my gil came from tank roulettes and maps.Quests are useless for leveling, but its ok if you think they give you enough.
You gonna stop me right there? Then tell me, how you've got your gil? Only from questing and the mighty drops? I guess its more likely that you made most money with the marketboard which comes from other players and with that from gil buyers because everyone has gil of them in his/her pockets, doesn't matter if its around 1000 corners. I wouldn't mind if there would be a system to sink the amount of gil if it is usefull and not just making everything more expensive because this will just piss players off and thats understandable.
I have a large FC house, medium personal house, and 53mil. I've made 2mil in the last 2 weeks just off roulettes.
Last edited by Valkyrie_Lenneth; 08-12-2018 at 10:14 AM.
Quests are useful for leveling, but it's okay if you don't think they give you enough.
(Aren't opinions just wonderful?)
I'm curious as to where you think gil sellers' gil actually comes from. They don't materialize it out of thin air, they just consolidate what is already moving through the economy. As far as I know, most of it comes from gathering bots who, now stay with me here, sell their wares on the MB to other players. That's right, the gil sellers's obtain gil that has been "produced" by legitimate means. So, if your supposition is correct (dubious on its own,) then it isn't a matter of "everyone has gil of them in his/her pockets" so much as "everyone has gil that has passed through gil sellers' hands in his/her pockets."
~ My FF14 IG account ~
https://www.instagram.com/rymmrael/
~ Interesting FF14 fan creations to check out ~
https://aetherflowmedia.com
http://www.eorzeasntm.org/
A very large amount of their gil is actually created "out of thin-air" the same all gil in this game is created. They bot dungeons in which the enemies drop gil. They go into the dungeon, manipulate their position, manipulate the position of all the enemies in that dungeon, and kill them all in seconds. Rinse and repeat.I'm curious as to where you think gil sellers' gil actually comes from. They don't materialize it out of thin air, they just consolidate what is already moving through the economy. As far as I know, most of it comes from gathering bots who, now stay with me here, sell their wares on the MB to other players. That's right, the gil sellers's obtain gil that has been "produced" by legitimate means. So, if your supposition is correct (dubious on its own,) then it isn't a matter of "everyone has gil of them in his/her pockets" so much as "everyone has gil that has passed through gil sellers' hands in his/her pockets."
Nothing is really wrong with this game. Only the toxic part of the community.
This forum should be open for everyone. Most of the players that could really tell something about what is lacking in game are not subbed anymore. Limiting this forum for only subbed players is like being in denial about game imperfections.
For one thing, the achievement system needs a lot of work. No, Yoshi, that never once meant add another thing to click on to see what achievements I'm missing in an area or am close to completing in general.
So many of the achievements take to heart a heavy grind, like do a thing 1,000 or 10,000 times when you're bound to be tired of that thing after about 20-50. Some achievements are less that and more accomplishing a thing that relies heavily on in-game luck (rng) or life-based luck (getting teamed up with the right or wrong people in pvp). What would be fantastic is achievements that challenge you to do content a certain way, or promote doing things with out-of-the-box thinking. You like out-of-the-box think, right, Squeenix?
Something else that, achievement hunters especially, would like is a simple tracker that treats an achievement like a quest, complete with a progress bar we can see move forward without having to bring up the long-loading achievements window for the umpteenth time. We've made a request to this effect before, and Yoshi responded by giving the aforementioned notice button and miniature achievement window that clutters our screens with more, often-different info from what we're requesting.
Heavensward also made a move with relics to have every step of EVERY weapon make its own achievement. Fine to some lesser extent since we are now, years later, able to unsync that content and get the Animas done fairly quickly (though the umbrite step is till ass). Now we come to Eureka for the Stormblood relic line. Same thing with every step of every weapon having its own achievement, but take a look at how we're getting these relics, how non-accessible the process basically is to newcomers who more or less need to solo from the start. That's already annoying, and rather poor of design. We probably won't be able to sync Eureka ever, just like Diadem, and the Pagos phase is, well... You know.
Pagos is so much not for me, thanks in large part to literal PTSD from my time on XI, that I won't be actively hunting achievements in this game anymore, but that won't stop me from hoping for a better system to be put in place for the hunters who remain - something better tracked and more dynamic or involved.
How about releasing new gears, but not increasing the ilvl ? Like new gears, same ilvl and different stats ? So people could actually choose what to farm for different playstyle/situations...Devs release content with higher ilvl gear within a few months of each other. >>> Players complain they can't "enjoy" the gear they earned before they replace it.
Devs delay next tier of ilvl for at least one extra patch cycle. >>> Players complain that they have no incentive to play because they can't get any new gear.
Really, there is no way for them to win in this situation. I actually kinda pity the game developers sometimes.
Oh wait, but they would need a compelling stats/item system...
I wonder how they could do it, it's not like any other MMO had managed to do that.
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