I’ve heard rumors we will get a trust system, what is that? I know it has to do with npc’s. Also, are we going to get a way to actually play with npc’s in our parties other then the annoying dungeon grand company npc thing?
I’ve heard rumors we will get a trust system, what is that? I know it has to do with npc’s. Also, are we going to get a way to actually play with npc’s in our parties other then the annoying dungeon grand company npc thing?
“Courage is the magic that turns dreams into a reality”
You can do dungeons with NPCs when 5.0 comes out rather than queuing for it normally and getting paired with other players. It is optional.
That’s great to hear!
“Courage is the magic that turns dreams into a reality”
The above post is correct, though AFAIK it'll only be for 5.0 dungeons to help people get through the MSQ when the expansion comes out. Probably getting more information on how Trusts work in this game (compared to XI) next Fanfest.
I have no info so I'm not saying you're wrong but I imagine that'd be a big mistake, you'd get a lot more value if you create a system that could help players in older content (pre 5.0) finish stuff without waiting as long.
So hopefully it's not 5.0 only content, just because it seems like a huge missed opportunity then. Perhaps it starts 5.0 and is updated to others? Anyways we definitely will have to learn more~!
If so, hopefully they aren't as stupid as my squad.
WHM | RDM | DNC
I can't help being salty about this addition. I just don't get why this game even needs the trust system when no one currently has trouble getting through content unless they avoid DF like the plague. I guess I just need to wait to see what it is really all about. I'll say this though, after leveling my squad to 60 for them to collect dust I am definitely waiting this one out before even touching it.
MMORPGs are catering more and more toward the solo experience. And if we are being pedantic, I've brought this up before in other threads; the MSQ is mostly a solo experience to begin with duty finder/matchmaking lobby thrown in occasionally. Being able to clear MSQ dungeons/trials with an NPC party is not going to change that experience much in that aspect.
I would have decried this 'soloization' of MMOs in the past but as a SCH main for combat content and someone who mostly uses duty finder to clear MSQ stuff; I rather do said content with an NPC party.
Firstly, I'm in a different timezone than most of NA so can't really group up with friends or FC mates. Secondly, the skill level of party members you get in DF can vary significantly. Especially now, that there are no new raids and the raiders are either doing other stuff or not logging in.
Third, my own skill level is not that great despite reading/watching guides.
I'd rather do fights with an NPC party and learn fight mechanics at my own pace than being chewed out by party members for not understanding mechanics or not reacting fast enough.
Last edited by TwistedTea; 12-23-2018 at 03:34 PM.
-Yoshida-san.What I would like players to experience through the Trust system is that they’re going to learn the basics of Final Fantasy XIV and the MMORPG elements and shift or transition into playing with other players like a buffer or a gateway to the game.
Also according to Yoshida, as dungeons get harder, it will be hard to clear them with NPCs. You would need to play with other players in order to clear them.
It seems that the trust system will be used for level 71-79 dungeons and maybe the first level 80 dungeons as well, but no further.
Source.
Last edited by Yeol; 12-23-2018 at 03:45 PM.
I agree. Having come from playing single-player games, I really dislike how hard it is to actually learn a fight through your own gameplay experience and the trial-and-error process you'd use in other games. What does it mean when he's casting X? Am I supposed to be running away with this marker or getting into a particular position?
Here in a multiplayer situation, you don't have the same freedom to wait and see what happens, or even realise that some mechanics are happening (because another player performed them and you don't have to even know about it). There's more pressure from the start that if you do the wrong thing, it'll inconvenience other people, and to fully understand what happened you have to either do more research or have someone explain it to you.
I hope this approach of "starting with NPCs but encouraging you to graduate to playing with others" will also come with some better elements of learning a mechanic in one dungeon, then seeing it applied again later on.
(Guildhests should have been an excellent way to do this from the start, instead of having their own unique quirks that are never seen again.)
I don't mind having the majority of MSQ gameplay being solo - I like experiencing the story at my own pace. The one time we did story progression "as a party" was a group from my FC working through the Alexander raids before they became roulette-able, and I kept all my friends waiting because I wanted to talk to every NPC at every opportunity.
I like the social aspects and seeing other people out in the world with you, going through the story - you can spot the people who are at the same point you are, and then maybe end up in a dungeon together, but you don't *have* to keep pace with them or hold them up if you want to take a break.
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