Since trusts are a feature in the game, and one that (evidentially according to some in this thread) is being expanded upon, I would assume so.I guess overall I just dont understand the need. I have friends that I play with, even though they are mostly night people, and never actually considered using a trust for anything because, if even two of us are on, just need two people to join up. running the content on my own was never even a consideration.
lol, you sure you are in the right game?
I think OP has a point here, that trusts are a good learning mechanic. Most of the time, the NPC's react early to mechanics, and that can be very helpful your first time through. Hell, with ShB dungeons, I was glad that I got to do it with NPC's who would do the mechanics, even if they forget how to DPS while doing mechanics. I personally think that is the benefit of playing with other players, they don't forget how their kit works when mechanics pop (for the most part). Personally, I'm kind of a speed freak, but like to pull at the pace of my healer, and Urineanger sometimes does forget to heal in an inorganic way that most player healers don't.
I do think doing a trust first that unlocks the dungeon for roulettes is an interesting idea. It would be more story oriented, as FF14 is a much more story focused MMO. It would also provide time for players to enjoy the cutscenes (looking at you tank and healer mains). One thing I've noticed is tanks/healers do get pressured in duty finder to skip cutscenes because "You can go back and watch them." This is inherently not how FF14 is designed, Yoshi P. has said numerous times that story is really the big component to 14. At least in the trust, you can skip the cutscenes without two dps yelling, "OMFG CUTSCENE WATCHER SO SLOW," which I've seen in a lot of situations. For a game whose biggest draw is it's story, this is the most logical way to tell the story you want to tell and let players have some choice in how fast they go through the dungeon on the first try. It would also help tanks/healers at least see mechanics and how they should be reacted to. I don't really give people grief if they mess up their first few times in a dungeon for that reason alone, not everyone can be lightning quick to understand mehanics, not everyone remembers that some mechanics are shared, not everyone knows that most mechanics are a combination of other, previous mechanics. The trust gives a way to see any new mechanics that may get people screamed at by losers for messing up their first time through the dungeon.
I dunno, I've tanked since 2.0 came out and I can certainly understand the want to immerse oneself in the story or have a low pressure scenario. Is it most efficient to do only trusts? No, definitely not. Is it more immersive? I would say yes.
I couldn't care less about trusts. If they work for some people then more power to them. I have no interest in playing with AI. So long as it never becomes a requirement or the content doesn't get altered to fit with what they AI can do; then I don't care what they do with it. I'd support anything to make trusts better though. If only that it makes the people that use them happy.
The current Trust system allows players to determine if they want their first run-through of content to be with AI players or live players. Period.
It isn't a "teaching tool", nor are you required to do the exact same content with live players before it ends up in your Roulette.
Thankfully.
Why would that change? Why, other than punishment of people who utilize the Trust system, is this seen as a 'requirement' for what is mostly leveling content?
Thats what I can't wrap my head around either. The only viable explanation I can come up with is some of most vile and unnecessary gatekeeping efforts I've ever come across in an MMO.The current Trust system allows players to determine if they want their first run-through of content to be with AI players or live players. Period.
It isn't a "teaching tool", nor are you required to do the exact same content with live players before it ends up in your Roulette.
Thankfully.
Why would that change? Why, other than punishment of people who utilize the Trust system, is this seen as a 'requirement' for what is mostly leveling content?
1) Why so aggressive?
2) I don't understand what difference it makes. It doesn't add anything of value to force players to run a dungeon by queuing for it specifically. In either case you run with people who queued for a roulette. Or do you really think everyone in the group for your trial queued for it directly? Because in that case, I have news for you.
I think it boils down to a misconception that someone successfully completing a dungeon with trusts would somehow make them less capable of doing so with other players? Even though they likely have been doing dungeons all the way up to this point with other players previously? It's really very strange.1) Why so aggressive?
2) I don't understand what difference it makes. It doesn't add anything of value to force players to run a dungeon by queuing for it specifically. In either case you run with people who queued for a roulette. Or do you really think everyone in the group for your trial queued for it directly? Because in that case, I have news for you.
You know what I think?I think it boils down to a misconception that someone successfully completing a dungeon with trusts would somehow make them less capable of doing so with other players? Even though they likely have been doing dungeons all the way up to this point with other players previously? It's really very strange.
The whole point makes zero sense.
They know it doesn't, and instead of building a strong argument for their case, they just repeat it.
That's like yelling at someone who doesn't speak your language, in the hopes that higher volume leads to transcendence of language barriers.
Why? At least someone who clears it with Trusts has seen the mechanics and has had to do them since if you alone die you fail. Someone who does it with other players from the get-go doesn't have that experience.
As to the OP, yeah Trusts are great. I love the interaction between the characters. I love laughing at Alisaie using LB the second it's up. I've gotten in the habit of running dungeons with Trusts first for that nice, chill experience before I go throw myself into healing Duty Finder.
My server is in a Japanese DC, and many Japanese people want to make sure they know the dungeon before they run it with strangers, so they don't mess up and are embarrassed. The fact that you have to execute the mechanics properly, or you have to restart the fight is actually a good point. In a team with players, you can get carried and never learn to do it properly. With Trust, you'll not finish the dungeon until you learn the fights.
The fact that Trust NPCs don't judge you, tell you to hurry or think bad of you for messing the same mechanic up 3 times in a row is huge.
And then, sometimes you're in the mood to play, but don't want to deal with people. Trust is fine for that.
And last but not least, YoshiP already said they'll expand the range of Trust-supported content.
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