Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 35 of 35
  1. #31
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    I predict there will be a main scenario quest with 7 dungeons and 3 trials. The dungeons will be structured like narrow hallways with a few slightly less narrow areas with 2 pulls of monsters between walls. The monsters will be nothing special, except for one of them in the final MSQ dungeon which will require more careful avoiding their AoEs.
    The MSQ will consist mostly of moving from one spot in a map to the next to read dialogue and watch cutscenes. Most cutscenes will not be voiced, and at least 1/3 will not add much to the plot of the expansion.
    There will be some kind of new cute NPC race that will halt the main cast's progress in the story for about 15 or 20 quests due selfishness/playfulness/stupidity. The MSQ will introduce some new gimmick or minigame style duty that will either be hated immediately or overstay its welcome before the end of 7.0.
    The final trial will have its second phase be essentially a spectacle that is hard to fail because the devs will keep looking at Shinryu's design as something bad.
    The new maps will be mostly barren and not have a lot of points of interest outside their hamlet equivalents.
    A few tracks composed by Soken or Uematsu from 1.0 will be buried out of the grave to be repurposed somewhere completely out of context so fewer new tracks need to be produced.
    There will be a lot of new equipment that will be color swaps of gear from previous expansions.
    Healers will get bored. AST will join their siblings in boredom as a job redesign to simplify it will strip it away from playing fun.
    Tanks will stay essentially the same. But DRK will be buffed more than others.
    A few more DPS will have their utility actions removed so they can focus on going BRRRR with pure damage. Two new DPS will be added and they will have utility or action effects that were removed from older jobs from 1 or 2 expansions ago so they can be seen as "fresh" by the community.
    The soundtrack used in majority of the maps, cutscenes and both hub towns will be made of no more than 2 leit motifs that are barely rearranged with more than different instrumentation. All dungeon themes will be remixes of the overworld map theme they're located in.
    You will have to attune to aether currents located very close to where the MSQ wants you to go in order to unlock flying in a zone.
    There will barely be any buildings or structures with functional doors you can enter outside the first hub town.
    There will be 2 optional dungeons in the entire lifespan of the expansion. They may add 2 more tied to a large-scale-instance tied to new relic weapons. People will complain about it then other people will be like "do you want the devs to suffer??".
    There will be an 8-player normal raid split into 3 series of 4 trials, and those will all have a savage difficulty.
    There will be 3 alliance raid duties designed to let players who don't pull their weight to be carried by those who do.
    There will be exactly 3 NPC tribes to do daily quests for.
    There might be an Ultimate raid.
    (5)

  2. #32
    Player
    Barwara's Avatar
    Join Date
    Dec 2020
    Location
    Limsa Lominsa
    Posts
    150
    Character
    Barwara Sasna
    World
    Zodiark
    Main Class
    Warrior Lv 100
    I really want to see a better open world, with areas that remain relevant outside of an expansion and are more fun to explore. With more engaging side quests and content that doesn’t only rely on farming things.
    (0)

  3. #33
    Player
    Sarnai's Avatar
    Join Date
    May 2019
    Posts
    94
    Character
    Sarnai Orl
    World
    Cerberus
    Main Class
    Reaper Lv 100
    We just got 6.0 released and there is at least 2 years till 7.0 but there are already speculations lol
    (0)

  4. #34
    Player
    Ultaniku's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Jojo Ryder
    World
    Famfrit
    Main Class
    Warrior Lv 97
    Quote Originally Posted by ReynTime View Post
    snip
    This tickled me. I mean this is what to expect, and what we absolutely will be getting. But I’m not mad at it, just part of the norm.

    Personally, I would really like something done to the character creator. Little upgrade.
    (1)

  5. #35
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by Thalesnm View Post
    So far, basically every discussion online about 7.0 has been about the story. Understandable, of course, but this game is much more than that.

    I would like to have a conversation about other aspects of the game, such as the overall structure and gameplay loop. Because, just like with the story, 7.0 will be a great opportunity to innovate in these aspects.

    Personally, I don't have a clue about what I would do if I were a dev. I just feel like the game needs to significantly shake the formula. It's been great so far, Shadowbringers and Endwalker were amazing, but we can't expect that formula to work forever and I'd hate to leave the game for lack of innovation.

    Do you have any ideas?
    Consolidate all jobs into 3-4 skills, no greater than 5 total. Every rotation becomes 1-2-3 and you now have the ability to turn your character into a trust char when in DF so you can afk in dungeon runs. When queuing as healer, your character automatically becomes a trust so you don't have to play it.

    All crafting jobs are now automatically max level and your retainer has infinite materials for you to craft so you dont have to be pressured our of or excluded from the market.

    Savage and ultimate are now base trial difficulty but just last longer, so everyone can experience the content.
    (1)
    Quote Originally Posted by anhaato View Post
    The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.

Page 4 of 4 FirstFirst ... 2 3 4