The fact that we have 17 jobs but only one role (DPS) is a pretty big issue for the game if you ask me
edit: 18 if you count Blue Mage
The fact that we have 17 jobs but only one role (DPS) is a pretty big issue for the game if you ask me
edit: 18 if you count Blue Mage
Last edited by Connor; 09-14-2020 at 06:23 AM.
Boring job design that focuses solely on DPS > everything.
Boring gear that only makes a number go bigger. What even is the point?
Fast travel.
Not enough Glamour plates.
N I G H T M A R E
Don’t want to edit previous post for a separate point but god yes the gear system is so boring they may as well just remove all equipment stats entirely and just leave item level as the one and only player stat in the game.
Like I’m not saying we should have FFXI levels of horizontal progression because it can definitely go too far lol. But at least make the experience more exciting than literally just slapping on whichever equipment is higher item level than what you have and that’s it.
Though that also brings me on to substats where everything not called ‘Critical/Direct Hit Rate’ doesn’t exist lol. Piety? Tenacity? Determination? What’s the point of flooding us with all these pointless stats that we all have to actively avoid putting on our gear because they’re worth so little. And then there’s the speed stats. I honestly forget they exist most of the time
Tomes decreasing the value of raid gear and overall content. The lack of situational gear and the meaninglessness of stats.
Lack of long term goals.
Combat being flat due to lack of buffs, debuffs and strengths/weaknesses.
The lack of need to really socialize, make friends and cooperate.
The sheer speed in which content becomes irrelevant or just another thing you may get in a roulette.
Lack of creativity in and the underutilization of dungeons.
Yoshida's sheer refusal to answer tough questions and the wall of silence between the players and the devs. The community teams in this game are a joke tbh.
The fact that after 10 years we are still fighting ascians and garlemald
Absolutely zero danger in the overworld.
This. The sad thing is it's possible to have far deeper and exciting kits with 8 buttons than we manage presently with our 24 or so average.
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As for the big general issues (On-topic):
- Lack of foresight or connective ambition.
The devs ought to look at content and systems with a larger plan for its purpose and cumulative usability, rather than merely filling a space to generate time-played metrics or providing advertisable feature labels that are ultimately unpurposed, soon obsolete, or painfully incomplete.- Lack of insight sold as necessary compromise.
It seems like if you tell the devs that 10 is too high and 1 is too low, they'd throw their hands up crying "Then whAt dO yoU wAnt?!" only to then go deaf to the sensible responses along the lines of "Something between 3 and 7." Such is often the case for, say, parity vs. identity, which the devs will too often conflate to wanting to do the exact same things rather than reaching near enough value in context for one's job to be a competitive choice. (Much of this, sadly, just seems to stem from a poor understanding of the in-practice consequences of their own designs.)
There are places where things fit and where they don't. That a fire in a fire pit is a good thing on a cold night and your house being on fire is a bad thing on any sort of a night doesn't mean you can't have a fire in your house; it just needs a fireplace. Things need their proper context. It's the same for, say, RNG systems, or open world grinds. It too often seems like they'll either release something half-assed and use it as proof that the idea was fundamentally flawed, or throw enough rewards atop a dung heap and call it gold because people played it.
Much of what at first appears mutually exclusive or demanding of direct compromise is really just poorly understood; find what actually generates each set of preferences and you can generally mostly appease both sides seemingly in immitigable conflict. It just requires that one look deeper than the surface-level echo chambers or us-versus-them arguments. I wish the devs would at least try to understand their community, rather than only skimming or cherrypicking the reactions that make the community, in effect, appear either sheeple or unappeasables.
Last edited by Shurrikhan; 09-14-2020 at 07:12 PM.
Wow Shurrikhan,
you have a way with words. Very well articulated. ^^b Love it.
Well, I would like to hear more about this proable far deeper and exciting kit with just 8 buttons which was left pretty much vague. So not really well articulated imo
Connection lagging.
It's extremely annoying when this happens, and for some reason it happened to me semi regularly recently, probably because influx of new players due to free versions and veterans coming back with new patch but Square is sodding off with their servers.
Probably already been said, but bots.
After reading up a bit on it, it sounds like most servers have what I've been seeing on my server: a collection of bot accounts (conveniently in the same FC) where one just sits in an apartment 24/7 crafting, and the others, who are leveled only as high as they need to be to use retainers, rotate in and out to constantly undercut on the MB. They have dozens of retainers and are selling pretty much every possible high priced craftable item you can think of. If you want to sell one of those items, you are out of luck, because you are competing with a script that will undercut you every time you drop the price.
I know that selling stuff on the MB is a minor aspect of the game, but it's one that always used to be fun. That's over now. Between the bots owning the market for anything profitable, and the housing demolition hold virtually ending the market for housing items, there's very little of value one can sell on the MB anymore.
And it's true that these factors have cratered prices for everything in general, meaning you don't need much gil anymore to get what you want, but it's still an aspect of the game that's been destroyed.
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