You're in charge of developing content for the endgame. It can be something new. It can be a new difficulty. It can be a new raid series. It can be anything! So unleash that imagination of yours!![]()
You're in charge of developing content for the endgame. It can be something new. It can be a new difficulty. It can be a new raid series. It can be anything! So unleash that imagination of yours!![]()
Simple. I would merge Bozja and deep dungeon together, and making the floors scale drastically higher upwards with several titles and achievements locked behind it. Like an endless tower of sorts with a leader board. Deep Dungeon incorporated with the lost actions and essences from Bozja could spice it and create some interesting gimmicks, and if they could incorporate a dungeoneering-esque feature which involves crafters and gatherers, even at a base level then that would be perfect.
I feel like it would create an enjoyable, engaging and interactive experience for a lot of players, that would allow people to level crafters and gatherers somewhat partially through doing something focussed around combat.
I personally don't feel like they need to create newer types of content, but they need to look more at what they have and try and think innovatively about them. Edit: The strange thing is that they do already have many systems in-game which when combined and merged could create some amazing experiences. I do hope to a degree they accomplish this at some point in the near future, and preferably with the next iteration of deep dungeon. Far be it for me to be picky, but I think the fact they haven't tried to incorporate some concepts introduced in Bozja into the open world is quite.. Disappointing, in a way.
Last edited by Kaurhz; 04-06-2022 at 09:22 AM.
PVP DANCE OFF!!!!
Personally I'm not a fan of "endgame" as is typically known in MMOs, which usually means doing repetitive content. I'd rather just have quality content that has a set lifespan (ie, you complete it in X number of hours and then you're pretty much done). I don't need one game to keep me entertained 24/7 every day of a year for years on end. It is impossible to create quality content faster than players can consume it.
That being said, I would like to see FFXIV add brand new zones to explore in its patches. The upcoming new patch is called "Newfound Adventure", bet let's be honest: you're just going to kill mobs, read a glorified visual novel/watch a movie for a couple hours, kill more mobs in a linear corridor that lasts 15 minutes, and then that's that. So much for going on an adventure. GW2, on the other hand, is one of the few fantasy games in recent memory that really does feel like you are on an adventure, not just playing a glorified murder simulator interlaced with a movie. Every patch, you travel to a large, brand new zone that has a new method of traversal that you learn to use, such as hang gliding through a dense jungle and riding airstreams, navigating caves of poison gas, spiderman swinging inside a volcano, or riding on a giant rabbit that leaps up cliffs in the desert. Not to mention the engaging non-combat gameplay such as as helping kids build a snowman army to scare off mobs, helping an overworked chef quickly cook a lot of food for an army, filling buckets of water to put out fires at a base camp, playing with dragon hatchlings, etc. Exploring all of those zones and getting every hero point and mastery was the endgame to me.
Now, obviously FFXIV's game engine is non-responsive and very janky, so I doubt FFXIV would be able to pull off those creative traversal options, but at the very least I would like to go to new zones in the patches. And visit new towns as well. It is very disappointing that Bozja was nothing more than a grind zone; you didn't get to visit any towns or villages and talk to the NPCs, see how these people live, see the actual country. Likewise it was also pretty disappointing to not actually get to visit the city of Werlyt proper. Would have also been cool of Pagl'than was an actual zone rather than a linear corridor, and you could actually visit a part of the Amal'jaa's city.
Last edited by MoofiaBossVal; 04-06-2022 at 03:01 PM.
Yeah its definitely a huge sink in resources but I like the idea of post-expansion patches introducing a new explorable zone or two that better fleshes out the established regions we visit.
Imagine a new zone in Garlemald, or we get to explore more of Thavnair. It feels very weird how Eorzea has multiple zones in their starting regions but later regions we visit only get one or 2 actual zones within their space.
Given infinite resources and development time, this is what I would do for this expansion specifically;
1. Continue the raid tiers as usual. People complain about engame gearing, but honestly, it's the least egregious part of the endgame to me.
2. 6.1 island sanctuary releases, begin with a small zone that contains your house and a small farming area. Over the patches you get access to cleared up land and expand your farm. Simplistic, but not entirely boring. The house can be decorated like any other housing, and the land can be developed with options for certain plant decorations, farm arrangements, and stuff that can be upgraded with stuff like new fences or barns.
3. 6.11, Ala Mhigo Restoration begins! Ranked crafting returns as we head to Ala Mhigo to tear down imperial structures and rebuild internal infrastructure, to revitalize the city's economy and rehome the displaced refugees. At the end of the restoration, we will have access to a city-state with a marketboard and inn. This will serve as a location in the upcoming main story, with flavor text if you participated in the restoration at the time.
4. 6.11, DWU releases.
5. 6.15, the relic series begins. Starting by expanding deeper into central Thavnair including a new zone, we explore the land for the natural resources that they use in their alchemy to enhance our AF weapons. Most notably, we enhance it with Giantsgall crystal for the first stage. This would be the simplistic entry stage to the relic upgrades, like back in 5.25.
6. 6.2, island sanctuary updates.
7. 6.21, Ala Mhigo restoration updates.
8. 6.21, they introduce a zone in Garlemald's capital to be built up like Doma; proper restoration will be saved for future expansions.
9. 6.25, we get the first zone of our Bozja equivalent; this time located in Corvos! Instead of finding remnant imperial forces there, we find that it's also been reclaimed by nature and other mystical enemies. Relics can be upgraded to their next stage.
10. 6.3, the new deep dungeon releases, based on the ruins of the Bounty.
11. 6.3, island sanctuary updates.
12. 6.31, Ala Mhigo restoration updates.
13. 6.31, Omega Ultimate releases.
14. 6.35, second zone of Corvos releases as well as the next relic upgrade stage.
15. 6.4, island sanctuary updates for the last time.
16. 6.4, the game introduces overworld battle content, first of its kind. Based on the side content you've completed, there are now real-time overworld dungeons and duels that can be found across the zones! Starting with ARR areas, to be expanded to the majority of the other zones in 7.0, you can now participate in 1.0 throwback ventures such as Shposhae and Natalan, and receive the opportunity to face off against enemies like Gilgamesh in solo battles! Scales in level based on each zone's relevant expansion.
17. 6.41, Ala Mhigo restoration updates. An aetheryte is now usable for transport directly into the city.
18. 6.45, third zone of Corvos releases as well as the next relic upgrade stage.
19. 6.5, the game introduces the Beastmaster limited job! Battle and tame overworld enemies to gain access to them as pets that fight in your stead. Based on the pet you have out, your hotbar's abilities change entirely. Instead of using your own spells, you do battle with the pets in a style heavily inspired by Pokemon; localization jokes aplenty.
20. 6.51, Ala Mhigo restoration concludes. The fully functional city is now accessible as a hub with an aetheryte, market, marketboard, inn, and airship landing.
21. 6.51, Garlemald and Shinryu Ultimate releases. Begins with sealing Shinryu while fighting on top of Omega.
22. 6.55, the final update for Corvos and relics release.
Custom deliveries: Ameliance, Vrtra, Jullus
Beast tribes: Matanga, Loporrits, Omicrons
Unlisted updates:
-Belated update to SHB sightseeing log
-Update to EW sightseeing log
-Unreal trials now drop recolored, dyeable forms of their extreme's weapons; purely for glamours
-ARR content gets re-scaled to current jobs' firepower, followed by HW. Following expansions to be rebalanced in 7.0+.
-Future msq unlocks previously inaccessible parts of Eorzea; West Shroud, Coerthas, Abalathia's spine, etc.
-Ocean fishing expanded to new locations
This is what I SPECIFICALLY want, if anyone wants to say this sounds like a terrible plan idgaf
Open world PvP.
Comedy option: Open World PvP and Limsa Lominsa is not a sanctuary
Without looking at any data. For all tiers of current content, unlock "Chaos" roulette. Every single encounter is like a prog attempt and every mechanic have to be dealt with on the spot. That stack marker at 120s now could be a raidwide doom, 1 hp debuff, tank lb call etc . This would be perfect for people that find existing content easy and predictable. For the people that just want the normal roulette and the standard stuff nothing changes.
For new content/endgame
Something that's customizable with roguelike gameplay. I felt like the G Warrior questline can be expanded to new content eg exploration and getting parts to upgrade your "G Warrior" and a deep dungeon that's kinda open world for the G Warrior battlefield. For cost saving measures interactions with other players G Warriors can be in form of pvp or co op missons.
I actually want Eureka 2.0, I loved Eureka and how diverse the zones were and the buffs you could get.
Eureka 2.0 but with Bozja style bosses in regards to mechanics, the bosses in Eureka were too simple.
I wonder if ppl would've hated it so much if it wasn't tied to the Relic weapons.
I explicitly hated Eureka and Bozja because they were tied to the relics. I want the relics to work like ARR and HW where you can go do them regardless of when you are playing the game. Having a separate zone that relies on large player numbers to be successful is really un-fun for me.
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