Square will never change the formula because to them its wildly successful. I mean everyone here is still playing and loves it right? If not they'd have unsubscribed long ago. Or at least that is probably how they see it.
Square will never change the formula because to them its wildly successful. I mean everyone here is still playing and loves it right? If not they'd have unsubscribed long ago. Or at least that is probably how they see it.
That's not the case. It's actually punishing to the player and not an enjoyable experience. The reason why SE has the tombstone cap is because they want to artificially add game time / subscription extension and people buy into it because it's one of the few remaining MMORPGs with a community. So despite the many flaws this game has, how many things actually punishes the player, people are willing to accept it for the sake that it's one of the last surviving MMOs that isn't a freemium gachafest and maintains some reasonable level of integrity. So any time they add something new that takes 12 weeks to complete because they cap how fast you can get these things, that's 12 weeks of extra sub time that people are "forced" into if they are completionists. This isn't bad per-se, it's actually a brilliant business strategy. I don't really obsess over these things though, I play other content and if I feel like it, I'll get more tombstones for the sake of having them. If the only thing that kept me playing was tombstone gear, I would unsub, but this game has more to offer than just that, at least until I complete everything else lol
It may seem like its punishing the player and not enjoyable, but that's because its an MMO and they cant 100% always be focused on the single-player experience. If you look at single player-games with the same amount of scrutiny as we do with FFxiv's tomestones, you would probably find a ton of "artificially added game time". But FFxiv isn't player focused, its group focused. And the gear lockouts and such is required to marginally keep most of the consistent, active playerbase around the same iLvl so that they can keep playing together.
How is it punishing the player? By not putting players in a position in which they may be pressured to play a lot during a small space of time, they're being punished?
Something tells me you are not very familiar with raiding. Any vaguely competitive team will demand players to grind an entire tier's worth of gear in a day. This will automatically exclude anyone who is even just in college or has a job unless patch day happens falls on a holiday. Raid pugging would also be a mess for similar reasons. Those who had the time to grind like crazy will have no interest in playing with those who geared up at a more normal pace.
Removing the gear gating the tomestone cap creates would instead introduce content access gating by the players. At least the tomestone cap treats every player the same. Community generated gating would not. Just look at the Baldesion Arsenal situation to see just how great gating is when the playerbase does it.
This would divide the community into groups of those who can cap tomes fast, and those who cannot. Which means the pool of players someone can play with would shrink. This is bad for the longevity a mmo.
It's not just about "lul SE want to make more money so they force us to sub longer with this silly cap" it's also about wanting to keep the playerbase in a more healthy state by giving them reasons to play together more often.
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