Helluuuuuuuu
Helluuuuuuuu
Last edited by Ssmiley_Bjakkzz; 12-09-2025 at 06:17 AM.




Because from a business perspective, this is financial suicide. If you can obtain i400 within the first week, almost everything becomes entirely invalidated. Normal mode, crafting gear, EX Primal weapons and 24 mans are all 100% worthless in terms of rewards. People will complete the content until they're bored, then unsubscribe for the next several months as there's literally no reason to keep playing.well its simple just a different playstyle i would wish for the game and thats not what SE makes and some dont agree for and also for example whats up with gearing up and become strong when you anyways going on with synced down duties, i dont see the point in why that should be, well for those that say it would unbalance the game for other players, then why not lose the chain off the limit requirement party ups of 4-24 players and be able to go run for yourself or with someone than full party, theres unsynced yes but let that be accessable for how you wanna play they game, i pay for the sub for christ sake lol, let me play how i want my game than put in restrictions for you can do that and you cant do this.
Simple said really. FFxiv needs a total re-makeover in my opinion, because its still a fun game envoirment atmosphere of pretty and lore, just system is so messed up.
Limitations like tomestone current exist to ensure the game remains consistency active. There isn't a development team alive who can keep up with how quickly content is consumed.
An algorithm simply cannot do what you're asking. Even with manual assistance, the devs couldn't create remotely assume content for how quickly it will be consumed. Normal mode raids, for example, are far too nuanced in design for a machine to automate the process, thus it must all be done manually. The current Alphascape tier likely took 3-4 months of development yet Normal mode lasted two hours at most and Savage lasts two to three months tops—weeks if you're in a hardcore group. So even in the most ideal of circumstances, Savage only lasts half the length of a full tier. And only for slower paced groups. Casual content—the bulk what most players partake—doesn't even have a twenty four hour life span. There is simply no way any development team regardless of their budget can keep up with how quickly players clear. Such is why we have limitations on progression.PoTD/HoH don't provide enough variety as they are. I'm not asking SE to copy and paste those algorithms directly into dungeon generators, but to expand them into more capable content creation tools. Perhaps it wouldn't work as a fully automatic process, but could a random generator be setup to address some of the more tedious aspects of dungeon design? SE is better equipped to answer than question than I am, but if it is at all possible I'd like to encourage them to look into it. I'm not demanding something to exacting specifications, I'm no coder, and I don't run SE. It's more suggesting ideas and hoping that a few are viable.
Last edited by Bourne_Endeavor; 12-05-2018 at 05:06 AM.


Well now I have to ask what you think I'm asking for, and how you know that it's not possible. Dungeons tend to be cleared quickly, they'll fall in less than a day like you said. My answer to that is not to add a new dungeon to the game every 4 hours. Instead I would like to see more dungeons added per patch cycle and to make replaying those same dungeons less repetitive, along with similar ideas. Let's take The Burn as an example of a semi-automated dungeon. SE would still have to put months of work into coming up with a concept, a theme, testing, and much of what they do already when introducing content. However they could also set aside some parameters to vary with each instance of the dungeon that is run. PoTD already does this with map layout and enemy placement. Perhaps the initial path along the cliffs at the dungeon start would remain the same. The interior portion of the map might be randomized with each run (I imagine it would be easier to do this when you don't have to worry about integrating the map layout with the background scenery). A new path with varying sets of precreated enemies would be generated each time. We could even have multiple paths to explore in a special fixed party mode. Special dungeons that are intended to be fully auto-generated could be added in addition. The downside of this would the cost, in terms of money, time, and resources, to develop this capability. We know that variable content is possible because it's already in the game. What we don't know is how much further SE can expand its content generation tools while keeping them feasible to implement. It might turn out that HoH is all they're able to do and in that case my idea won't work. Evidence showing that to be the case hasn't been presented so far.An algorithm simply cannot do what you're asking. Even with manual assistance, the devs couldn't create remotely assume content for how quickly it will be consumed. Normal mode raids, for example, are far too nuanced in design for a machine to automate the process, thus it must all be done manually. The current Alphascape tier likely took 3-4 months of development yet Normal mode lasted two hours at most and Savage lasts two to three months tops—weeks if you're in a hardcore group. So even in the most ideal of circumstances, Savage only lasts half the length of a full tier. And only for slower paced groups. Casual content—the bulk what most players partake—doesn't even have a twenty four hour life span. There is simply no way any development team regardless of their budget can keep up with how quickly players clear. Such is why we have limitations on progression.
A raid boss would be more difficult to generate as they're much more complex than dungeon mobs, but I still don't see why it would be impossible to set them up in such a way that automated process could create variants of the original. Practicality might dictate that these fights are left totally in the hands of the developers, but that's fine. Perhaps SE would have more time to manually add variations to raids if dungeons or other content becomes a little more automated.
Ideally PoTD and HoH would have been testbeds for integrating this into dungeon development. That ship has unfortunately sailed unless that was secretly the intent all along. If SE tried to create something akin to what I've described it wouldn't surprised me if we saw nothing of it until the expansion following Shadowbringers.
I would agree with the option to give a limit to each battle job thus people could gear up more than one job per week, or maybe if you did not reach the limit it will be added to the next week? (But that could lead to a bit of stress too)
Taking them out completely wont be done. First its a way to gate stuff but its also a way to make sure that RNG is not too bad either. The only other way would be through dungeons which makes it RNG. You could run it x times a week and never get a drop or lose it to someone else. With the tomestones you will at least have a goal to work towards to.
So no to taking them out but yes to changing the restriction a bit.
Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.
No. It's how the game is, and perfect as it is.



Just be glad tombstones don't eat up inventory. I wish things you got from omega would go into key-items and stop cluttering my inventory. xD

Maybe they can provide tanks and healers with the ability to over-cap on the tomestone for the week by 50% or something for roulettes and raids, to promote faster queue times.
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