
Originally Posted by
DoH
FOREWARNING: THIS THREAD CONTAINS SPOILERS
Huge Amounts of Pointless Time Sinks
Endwalker introduced a lot of mechanics that were completely pointless and did nothing to further the story but instead just dragged out the number of hours of "gameplay" in this expansion. These include the "guide this NPC around" quests, "stalk this NPC" quests, and "follow this NPC" quests. I realize that iterations of these mechanics have been present in quests in past expansions, but it felt like there were numerous of these quests in every single zone in Endwalker. Normally, you could just mount up and run over to the next spot, or even use the aetheryte. However, in Endwalker, you now have to stick with a slow NPC and walk/run across the map on foot as part of the MSQ. I think the best example of this is when you're body-swapped in Garlemald and, at the end of that quest, you literally have to crawl across part of the map before you finally trigger the cutscene. "Gameplay" like this was tedious, unnecessary, and not "fun" whatsoever (mainly because it was so easy that it was almost impossible to fail any of these quests). It didn't feel like I was playing a game, but rather doing a chore. I'm not sure why SE decided to suddenly add a bunch of crappy mechanics like this.
Endwalker also saw an increase of the Eulmore-type areas (e.g., the Garlean subway camp and Radz-at-Han) where you're annoyingly prevented from attuning to the aetheryte. This made a little bit of sense with the Garlean subway camp from a story perspective, but not Radz-at-Han, where you almost immediately come into the good graces of the folks in charge.
SE has also added new "achievements" like mounts and fashion pieces that effectively require you to do 4,000+ FATEs each. How about instead of creating rewards that incentivize people to do hundreds of hours of mind-numbingly boring content (which is what FATE grinding is), SE actually comes up with some fun, new content?