I'd like to see them revisit the chocobo companion.
I can't see why they don't, there arguably isn't a need to.
But I like it and it feels like there's more they could do with the companion.
I'd like to see them revisit the chocobo companion.
I can't see why they don't, there arguably isn't a need to.
But I like it and it feels like there's more they could do with the companion.
I'd really like for things like daily hunts, beast tribes, etc, from older expansions to scale. Sometimes I want something to level with while in queue, but I'm bored of Shadowbringers zones. There's just no viable way to gain EXP from older zones that I'd like to revisit.
Probably rework the tribe quests. They give low reward and are really tedious to do. Would be nice if tribe quests had scaling xp rewards
- leve quest definitely need to be either update to latest level or change the whole leve system, like instead of fixed exp value, now it give percentage of exp based on your level or maybe level quest above level 70 only give you decent money reward, something like that
- Fate is kinda here and there to be frank, after certain level i rarely do any fate anymore unless its the one that give you extra exp reward.
i wish they put some interesting twist on fate because this system has strong potential, for example... when X fate happen, you cant enter this town because it got lock down, or after you finish Y fate, this merchant will sell more extra stuff that is not available if you fail the Y Fate, something like that
the Fate system could interact with the npc, map and even other monster in interesting way, to bad they just end up as "do this do that for exp reward"
I'd like some improvements to Triples Triad.
Like being able to use both a 4 star and a 5 star card in a match.
Or less atrocious drops rates. My anti-record is 125 wins for one card i am not going to use. That was a terrible experience.
Maybe they can add some actual star ratings for opponents. Or some special rules, like you are only allowed to use one card of each rarity in a match, so all cards could be potentially useful. As is 2 and 4 stars are practically worthless.
P.S. Elaisse and Kiuka can go straight to hell.
Sometimes rumors are just... rumors.
+1 for that and maybe give us an ingame encyclopedia for everything. (Dungeon, raids and more) For a game that has one of its main points onto the lore and story, it really has barely anything in it to get them ingame. (Other than sightseeing logs) It would also give at least us collectors something to collect, without having to change much for all these old instances.
(Bonus points for the WoL commenting on it with their own lines or us being able to add to it)
-Probably the older dungeons like Halatali, Copperbell, Tam Tara, Haukke Manor, Toto Rakk, I don't feel like they teach you much of anything as things can be ignored like Halatali or in Copperbells case it causes the party to take a screeching halt to kill Spriggans as a boss into another snooze fest watch the Slime don't kill the Bomb! As for Toto Rakk I don't need to say much it shows its age quite...badly. Haukke is probably the best of them but I feel like it needs something more idk what but make it more like a fun house, it also confuses newbies with keys and colored keys while not a challenge just shows its jank, Tam Tara is just hallway > same boss > hallway > same boss > hallway > different boss.
-Levequests They've been abandoned for quite awhile with no love kinda sucks people just do the craft ones to power level their crafters and that's about it I'm not sure what they could do about Levequests it might just be a lost cause.
-Guildhests need love too they could revamp them and then put our squadron in as a group and you'd have to use different squadron mates to figure out the fight as a puzzle for each fight it'd be pretty fun and give a reason to do them.
-Last but not least Squadrons, I feel that if you make them like Trusts for ShB but make it for ARR/HW/SB content/leveling dungeons/guildhests etc it'd be more involved and longevity to them that way you feel like they're leveling with you as you level, hell they could even add some sidequests to do with the WoL for some interesting side content.
tbh I think at least for Msq -wise Trails should be given a option to bring in squad or trust that way people who are new to the fights can learn them in a realistic way that doesn't take the fun out of the fights (which videos do as does reading guides)
FFXIV 1.23b had a lot of types of content with a very varying difficulty range, and what made it good, I think, is not necessarily one specific thing, but rather the variety. In ARR, they decided to just call everything a "FATE" and be done with it, but really, FATEs are nothing like any of the systems it claims to replicate. As of ARR, there was no longer any variety. Just toss all the old items that could be obtained through different means into dungeon chests. And I think this is still mostly true though Deep Dungeon and Eureka has added some flavour to the dullness that was FATE and dungeon spam. Some of the things I miss the most:
1. Open dungeons. They were nice - you could go there for some quests or for some NM hunting. It was never anything that took a lot of effort in 1.x, it was just something a little extra you could do, to get a nice weapon/gear upgrade while leveling up a class or job. There was a sense of exploration and excitement when hunting NMs in dungeons. (And for those who think it's like XI NMs, they're far from the same thing. XIV NMs had a short respawn timer and a high drop rate - it just gave you a small bonus for putting in a bit of extra effort). I think it could be a great way to expand the world by just opening up every dungeon as an open world zone after we have beaten it once (while still retaining the "duty" version in duty finder of course).
2. Situations where aggro matters. Most people seem to not even know that it's possible to sneak past many of the enemies in dungeons because they don't know that sight/sound aggro are things that exist. The dragons in Eureka was a kind of poor attempt at doing this, but I still appreciate the effort. This made it possible for them to have very dangerous enemies that could be avoided, which added a sense of danger and exploration. And it also allowed for gimmicks like the treants in West Shroud's Turning Leaf, outside of Thornmarch.
3. Faction Leves. Why did the factions die? What happened to the Brotherhood of the Broken Blade, The Horn and the Hand, and Azeyma's Shields? I'm genuinely curious! This system was nice. The bosses were inventive and fun, and had a great variety and difficulty range. I liked the Magitek boss one, and the one with the two cyclopes that spawned at opposite sides of the map, forcing your party to split into two.
4. Dungeons that aren't trivial. The dungeons used to have things like branching paths and different, unique reward criteria ("Don't eat any fruit" in Aurum Vale for example). At the end of the dungeon, anything from one to five chests would spawn depending on how many criteria you fulfilled. This meant that dungeons could be completed in several ways, with the full reward runs being quite difficult. I'm not saying that all dungeons should be like this instead of what we have now, but a system like it, with actually useful rewards and not just the desynthesis fodder in the current dungeons, could be nice.
5. Hamlet Defense. The provisioning phase was kind of moved to Ishgard restoration, but that was the least interesting part about Hamlet Defense anyway. Actual battle content where all jobs and classes, including DoL and DoH, could participate. Many different ways to increase your score, with some fun conditions such as clearing the battle with only disciples of the hand.
6. Skirmish. A special type of mission (grand company joint military exercise) where we were sent to an island to battle a series of bosses, and get good rewards (Giantsgall weapons, which used to actually be good due to them being the best type of weapon that could be melded). There were two, Locke's Lie and Turtleback Island.
7. Meaningful DoL/DoH quests. The stuff they added for ARR was clearly just something they put together in a hurry to be able to meet the deadline. Templated quests that are identical for every DoL/DoH except with different item names. Synthing the item was just the start of the quest in 1.x. BLM/ARM synthed a set of ear plugs, to be able to go to an island with sirens that tried to seduce you, for you to solve a mystery that constantly tried to trick you into removing the ear plugs. In the MIN quest we'd have to escort an NPC while she tried to run away from her brothers, and halt their advance by digging holes and traps. None of that "Just give me 30 chunks of copper" stuff. Actual interesting quests!
8. Musketeer. Not a revamp per se, but they were featured prominently in Limsa Lominsa-related storylines. Did the XIV team completely forget about musketeer?
9. Grand Companies that actually matter. They were a major part of the story, they even had their own holiday (Foundation Day) which apparently we don't even care to celebrate any longer. There were special grand company quests. They weren't just the place where you dumped your dungeon crap so you can buy coke.
10. A wide range of smaller activities that were just kind of nice to do from time to time even though they were never essential. Things like Behests and Chocobo Caravan for some small EXP/seal rewards and achievements.
11. Elements and other weaknesses. That was the whole point of the armoury system. Switch to the job that makes sense for the situation. Why does every job have to be equal for any given situation? Why can't someone go BLM for most of Aurum Vale and then switch to MNK for the last boss like we used to do? Not saying any of the jobs should be overpowered or better than the others. Just that they should be good at different things in different situations. Though I'll admit they painted themselves into a corner already - in the current state of the game this wouldn't work. But the game can change.
12. Interesting gear. This game might as well not have gear at all, every piece of gear is the same just with the numbers scaled differently. There is no longer any gear that enhances Ballad of the Magi and Minuet of Rigor, no enmity gear, nothing that gives fire resistance, or has added wind damage, or any other gear for any situational use. There's just The One Gear Piece that everyone gets and uses always (or, until the next patch), and that's that. They could easily add ways to augment gear with job specific boons and not even have it bound to the gear piece itself, if they want to avoid situations where we have to wear level 50 AF gear at level 80.
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