This about sums up my sentiments as well. Fixing euerka/diadem add a meaningful relic and im happy to be honest.Honestly its not the competition/challenge in of itself, but the thrill of it. Why do you think many people enjoy difficult games like Dark Souls or Monster Hunter? that thrill keeps our focus and attention and is whats really makes the experience impact and enjoyable, In the challenging content it really requires us to take all the knowledge we have gained from the game + our maximum available kit + perfect coordination with our group and that's what makes it fun. Speaking for myself personally I just find it difficult to enjoy games like Dynasty Warriors, where I just thoughtlessly smash buttons and everything before me dies. It just isn't fun or engaging, but I understand some people enjoy that, and that is fine.
Honestly for me I would like too see more engaging Open world endgame content. The open world in this game just feels too much like a prop, with no real depth or mystery to it. Whenever someone criticizes the story restrictions in this game, the main defense is "Its a FFXIV game" which even though I am not a fan of the strict story gating in this game, that reason is why I don't find the story gating a negative, But the thing is, you know what else FF is known for? deep interesting and fleshed out worlds to explore with secrets to discover. Say what you will about FFXI but it did an amazing job at this. I feel this game is just completely lacking in that regards.
Hopefully with the next Eureka/Diadam type content they can get it right. I like that they are trying but it seems with those content, they took some of the worst parts of the Open World and just relegated it too its own instance.
Death Is Only The Beginning....

Kinda interesting that you picked Dark Souls and Monster Hunter... Really liked the Souls series myself, Hard as nails, easy to pick up, and fair. Monster Hunter never really could get into thanks to the mega information dump had to get over at the start. Also the dynasty warrior games while fun for a bit, do get boring quickly.Honestly its not the competition/challenge in of itself, but the thrill of it. Why do you think many people enjoy difficult games like Dark Souls or Monster Hunter? that thrill keeps our focus and attention and is whats really makes the experience impact and enjoyable, In the challenging content it really requires us to take all the knowledge we have gained from the game + our maximum available kit + perfect coordination with our group and that's what makes it fun. Speaking for myself personally I just find it difficult to enjoy games like Dynasty Warriors, where I just thoughtlessly smash buttons and everything before me dies. It just isn't fun or engaging, but I understand some people enjoy that, and that is fine.
Honestly for me I would like too see more engaging Open world endgame content. The open world in this game just feels too much like a prop, with no real depth or mystery to it. Whenever someone criticizes the story restrictions in this game, the main defense is "Its a FFXIV game" which even though I am not a fan of the strict story gating in this game, that reason is why I don't find the story gating a negative, But the thing is, you know what else FF is known for? deep interesting and fleshed out worlds to explore with secrets to discover. Say what you will about FFXI but it did an amazing job at this. I feel this game is just completely lacking in that regards.
Hopefully with the next Eureka/Diadam type content they can get it right. I like that they are trying but it seems with those content, they took some of the worst parts of the Open World and just relegated it too its own instance.
So content wise, maybe more stuff on the scale of the Odin fate(at ARR iLvls), but also tied in with potentially a couple other fate chains/hunts or the like, but also hidden away and tricky to trigger. I'd probably go with some kind of unique style of re-spawn timer for it as do want it easily available for those that figure it out, but maybe not quickly farm able.
The really interesting thing is, I can see most players enjoying all of this style of content... yet more effort was spent trying to say develop more content for Side A or Side B instead of trying to figure out what kind of elements might be best used to develop content both sides could enjoy at a variety of skill levels.
Last edited by Hawklaser; 07-26-2019 at 10:46 AM.




It might be interesting for content that would need farmed pops, if there was a random chance that a gatherer could be the one to acquire it, not just via battle. Imagine building a kirin pop set like in XI, but one starter pop would have to be crafted, one pop would have to be fished, and two other starter pops from normal battle content. Not unlike how the S rank in North Shroud is technically spawned by someone fishing up a specific fish.
After looking over this thread, I think it's funny how many things have been ruled out of the "end game content" list that are clearly things created to do when there is no new iLvl gear to grind. Like Choco racing, or triple triad, or majong....or anything else. This game has a ton of repeatable content that can be done solo or in groups. I don't think the problem is with the game. I think it's your definition.

Not really the biggest fan of world bosses lol they always end up being a zerg fest.Kinda interesting that you picked Dark Souls and Monster Hunter... Really liked the Souls series myself, Hard as nails, easy to pick up, and fair. Monster Hunter never really could get into thanks to the mega information dump had to get over at the start. Also the dynasty warrior games while fun for a bit, do get boring quickly.
So content wise, maybe more stuff on the scale of the Odin fate(at ARR iLvls), but also tied in with potentially a couple other fate chains/hunts or the like, but also hidden away and tricky to trigger. I'd probably go with some kind of unique style of re-spawn timer for it as do want it easily available for those that figure it out, but maybe not quickly farm able.
The really interesting thing is, I can see most players enjoying all of this style of content... yet more effort was spent trying to say develop more content for Side A or Side B instead of trying to figure out what kind of elements might be best used to develop content both sides could enjoy at a variety of skill levels.
To be honest, Consumption and competition is one of the biggest issues with content like this. I was hoping for Open world dungeons. There actually was an interview about this a while back with Yoshi P, it was mentioned that the diffulty of creating something like open world dungeons is the compotition factor, as you will now have players will be competing for resources, I.E mobs and spawn timers. So they would basically have too simultaneously release a large amount of these Open world dungeons.
I was thinking maybe they could open older dungeons that could support multiple parties at once. Like for example Braflox, Halitali, Toto Rak etc. They could place harder mobs that would require multiple hunts. They could even do High end Treasure maps(which reward higher amounts of tome) and Hunts in these areas. In order to avoid competition for NM'S they could do what BDO does for example, you are given some item and have to go to a specific location and spawn the boss using these items. They could also have locked boss areas and use key items which you have to find in the dungeon, with that item you and your party can enter a instanced area specifically for the boss encounter.
Last edited by Klb600; 07-26-2019 at 11:16 AM.

More kinda like combining the FFXI Beastmen Strongholds and their BCNM with an adjacent zone. Jugner Forest, the orc stonghold Davoi, and its BCNM for example? I'm actually kinda surprised they didn't go this route already as they kinda seemed to almost have this set up in the initial ARR zones. And there are a few areas else where that hint at a similar potential concept too. Just add in a couple different BCNM areas if needed if want to vary the location the players go for boss fights. It would bring back some of the open world bit that most of the more modern MMOs are missing.Not really the biggest fan of world bosses lol they always end up being a zerg fest.
To be honest, Consumption and competition is one of the biggest issues with content like this. I was hoping for Open world dungeons. There actually was an interview about this a while back with Yoshi P, it was mentioned that the diffulty of creating something like open world dungeons is the compotition factor, as you will now have players will be competing for resources, I.E mobs and spawn timers. So they would basically have too simultaneously release a large amount of these Open world dungeons.
I was thinking maybe they could open older dungeons that could support multiple parties at once. Like for example Braflox, Halitali, Toto Rak etc. They could place harder mobs that would require multiple hunts. They could even do High end Treasure maps and Hunts in these areas. In order to avoid competition for NM'S they could do what BDO does for example, you are given some item and have to go to a specific location and spawn the boss using these items. They could also have locked boss areas and use key items which you have to find in the dungeon, with that item you and your party can enter a instanced area specifically for the boss encounter.
For me thats not endgame content. It's I just want to be on and socialize content. There are plenty of DoH/DoL jobs i'm likely to go level before I go putz around in the gold saucer, but that is just me. There is nothing wrong with the gold saucer content, but if that is what I am down to for content and not socializing with people, I'm very likely to game hop or just call it a night.After looking over this thread, I think it's funny how many things have been ruled out of the "end game content" list that are clearly things created to do when there is no new iLvl gear to grind. Like Choco racing, or triple triad, or majong....or anything else. This game has a ton of repeatable content that can be done solo or in groups. I don't think the problem is with the game. I think it's your definition.
Last edited by Hawklaser; 07-26-2019 at 11:28 AM.
It been stated a number of times in the past, that they dont expect you to play FF14 and FF14 alone. If you get bored of what is available, go do something else and come back when content is out that interests you.

This. I switch between XI and XIV as a wait for new stuff to release.
We understand, just simply asking can there be more diversity in endgame content ex. Fix eureka maybe and make rewards reflect the effort put in. I play many different games on PS4 and also own a switch but id like to play ffxiv more than 1 day week for 1-2 hours(aka my current situation).
Death Is Only The Beginning....
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



