

 
			
			
				Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.





 
			
			
				Like I said in your other thread, they now have every opportunity to relegate their super easy mode stuff to an option for the trust modes, and leave the general DF content - trials in particular - at more decent levels of difficulty, and I hope they take advantage of this. It's all well and good having harder modes of content but that shouldn't become an excuse to dumb down stuff in normal mode to an extreme.
When the game's story becomes self-aware:




 
			
			
				This is what should happen and what I pray will happen.
Realistically and pessimistically I don't see it happening.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE


 
			
			
				Damn, nice idea! Everyone would get what they want. It'd take SQ a bit to do the AI for everything, but it'd be worth it! or just let everything function like Squadrons (where you can control the NPCS Movement/who they attack) and do it that way!Like I said in your other thread, they now have every opportunity to relegate their super easy mode stuff to an option for the trust modes, and leave the general DF content - trials in particular - at more decent levels of difficulty, and I hope they take advantage of this. It's all well and good having harder modes of content but that shouldn't become an excuse to dumb down stuff in normal mode to an extreme.
Yea a bit. I feel this is a issue with most mmos though. you either got easy mode, or hard mode. There is little middle ground


 
			
			
				IMO the issue has been long running.. ever since ARR. when something has been seen as difficult it's usually not been that it's actually difficult its usually just been a case of the game does a terrible job of explaining what you're supposed to do at the time..
The earliest examples i can remember would be way back in ARR even some of the early job quests. I wanna say 35 smn (cant rememebr exactly). had hiundreds of complaints becuase it was seen as impossibl. but it wasnt difficult at all it was just the game did a terrible job of telling you what you needed to do. Which was basicaly go allllllll the way over thereeeeeeeee and close the rifts/torsions while the npcs did all the work.. once players knew what to do it was easy..
Then you had steps of faith where the game did a terrible job of explaining about the cannons and as such people found it really hard.. but it was actually pretty simple if you used the cannons properly..
There was another quest really early in the msq for uldah at least that was the same again cant remeber the name of it but was level 15 ish if i recall.. playwers found it tough as hell simply because the game did a rubbish job at explaining it..
There's been hundreds of examples.. but the common connection between them is that rarther that fixing the quests by providing better clarity on what players are expected to do they just nerfed it to the point you didnt need to do any of it and could just zerg everything... and if that didnt work then they added a very easy mode on top...
Even endwalker. the level 90 tank quest for example just tells you to interupt an ability. so i and apparantly quite a few other players were getting frustrated because stuns are interupts and they weren't working.... and the solution to the quest was use a role skill thats basically been obselete since second coil. (minus maybe a handfull of very rare situationally niche uses) and as a result is a skill that 99% (exagerated) of tanks never even have on there hotbars...
They were never difficult. just the game does a rubbish job at telling players what they should be doing... and you can see this because when players end up going on youtube or reddit and getting just a tiny bit of information they end up sailing through the quest with ease.. If only the game gave them that tiny piece of information... instead of just nerfing everything
as it stands now. there are story quests and battles in the msq you can win even going AFK.. one of the stormlood ones where you have to take the bridge while the flag gets sorted... i was just starting that when a courier turned up at my door so had to go afk. getthe door help bring some furniture in get some old furniture out to be taken away.. and 15 maybe 20 minutes later came back to my computer and id won!!!!! WTF?!?!
Last edited by Dzian; 04-04-2022 at 04:00 AM.

 
			
			
				Um...Stuns are NOT interrupts. They do interrupt, but they are not the same. Creatures that are immune to stuns can still be interrupted. How do you not know this as a tank? Interrupts also function differently mechanically. An interrupt will trigger a longer cooldown for the enemy than normal, whereas with a stun the enemy has a fair chance to immediately attempt to re-cast the ability once the stun expires.Even endwalker. the level 90 tank quest for example just tells you to interupt an ability. so i and apparantly quite a few other players were getting frustrated because stuns are interupts and they weren't working.... and the solution to the quest was use a role skill thats basically been obselete since second coil. (minus maybe a handfull of very rare situationally niche uses) and as a result is a skill that 99% (exagerated) of tanks never even have on there hotbars...
This is going to sound mean to the person you replied to but there's no way around it so, this is why content gets easier. People lack basic understanding of their skills. There's like one fight in EW dungeons where an interrupt is needed (I say needed but it's 100% not) and that's on the Hermes fight. Just about every run you can see people just let the Truebravery cast go off.Um...Stuns are NOT interrupts. They do interrupt, but they are not the same. Creatures that are immune to stuns can still be interrupted. How do you not know this as a tank? Interrupts also function differently mechanically. An interrupt will trigger a longer cooldown for the enemy than normal, whereas with a stun the enemy has a fair chance to immediately attempt to re-cast the ability once the stun expires.
Also if you don't have every single skill on your hotbar, you're playing your Job wrong. Everything has a use, this is what separates the good players from the bad.



 
			
			
				No it doesn't. A good player wouldn't be using Ice 2 on BLM as early as shadowbringers or healing with a summoner as of right now.
But I understand the general sentiment people should use their resources.
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			 Originally Posted by localareanetwork
 Originally Posted by localareanetwork
					
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