Exactly. There seems to be a lot of entitled people in the community these days thinking Yoshi P can just wave a magic wand and come out with infinite new and fresh content.People who want to play casually can do each piece of content one time.
People who want to play all of the time can get mounts that are put behind fun grinds that give them a reason to experience the content a lot. Every time they do the content it's different because they get a different party and meet different people.
A game company can't give them 365 days worth of content that doesn't involve repeating something. If they want that the only way is to play multiple games.
He can't, but he can take notes from other video games in how they manage their endgame. A lot of MMOs and MMO-lites have an endgame treadmill that players can engage in, which is more or less just ilvl treadmills where it's a lot harder to grab your BiS.
The problem I see is that the game isn't really built for that. FF14 is a game that's designed in the opposite direction of pretty much every MMO. It's a very simple game where you go in, do the thing you want and unsub, and then resub once there's new content that you're interested in. It's basically the home for the burnt out MMO player, who's just tired of grinding and grinding.
A LOT of the content in the patches are released as if it's a single player game. It's very much so an "enjoy once or twice" and relies on the playerbase to build their own replayability around said content. Raids are only replayable because FFlogs is a thing and speedrunning and leaderboards is a big thing for people. Housing is only "replayable" because RP venues and social events are a thing, and imo there's nothing wrong with that.
Since they don't really want to alienate their core players (yes I know they already did with the job design, but bear with me) the only type of dev supported content that fits the game is content that infinitely scales, but doesn't give player power, PvE modifiers. An expanded Deep Dungeon system, and affixes that gets harder and harder that applies to both Dungeons and Raids (akin to the WoW M+ system) that has an in-game leaderboard, cosmetic rewards and/or titles, but no gear rewards.
PvP players already have a type of repeatable content with the old Feast and new PvP ranked. Crafters/Gatherers technically had this with the old Ishgard Restoration system (even if it is kinda mid, is gone now and doesn't really support Fisher). Social players can pretty much turn anything into something replayable with RP Events, Venues and even just plain hanging out in Limsa. PvE is really the only one area that's lacking, and that imo, is where the devs should focus on.
FF14 shouldn't turn into a gear treadmill type of game because it's simply not that kind of game.
Last edited by Payotz; 06-08-2022 at 08:34 AM.
There is a treadmill for pve, but it's optional. Yoshi-P knows that people like to collect mounts, so he makes mounts a reward for grinding the way you do in other MMOs. That means grinding is not required for the gear treadmill and people do not feel pressured to grind, but can if they want to. Doing it with mounts instead is clever.The problem I see is that the game isn't really built for that. FF14 is a game that's designed in the opposite direction of pretty much every MMO. It's a very simple game where you go in, do the thing you want and unsub, and then resub once there's new content that you're interested in. It's basically the home for the burnt out MMO player, who's just tired of grinding and grinding.
A LOT of the content in the patches are released as if it's a single player game. It's very much so an "enjoy once or twice" and relies on the playerbase to build their own replayability around said content.
PvE is really the only one area that's lacking, and that imo, is where the devs should focus on.
FF14 shouldn't turn into a gear treadmill type of game because it's simply not that kind of game.
Last edited by Jeeqbit; 06-08-2022 at 09:09 AM.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Yeah! I 100% agree with you, but I think this should expand into Dungeons and 4-man content simply because a lot of people don't like raiding.There is a treadmill for pve, but it's optional. Yoshi-P knows that people like to collect mounts, so he makes mounts a reward for grinding the way you do in other MMOs. But he makes it so that grinding that much is not required for the gear treadmill like other MMOs so that people do not feel pressured to grind if that isn't what they really want to do. Doing it with mounts instead is clever.
4-man content has the capacity to be more variable during the run, so it's a lot less guide reading and more "oh shit let me salvage this pull" which is what's missing in the game imho.
EDIT:
And unfortunately, this is also only in Extremes. I think mount farms are a good step in the right direction, but it needs a little bit more and needs to be expanded towards Savage raids.
Simply put, the game needs content where skill expression is a thing in game that doesn't rely on FFLogs. Cosmetics for clearing a raid under a specific time, or even just a leaderboard for fastest clear times etc... could be a good step in the right direction.
Actually, the reason extremes are easier is so that they can be farmed. Savage can be a lot less forgiving and sometimes you are glad to be done with it for the week, whereas if Extreme gave you this feeling then you wouldn't feel like doing it 99 times.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Doesn't mean that people wouldn't do it, people run a savage fight 100 times for a fancy number on a site that isn't even officially acknowledged. Hell, people run PotD solo simply for a spot on the leaderboards and that is arguably more of a time investment and frustrating experience than any savage fight.
Those grinds usually led to some tangible rewards beyond a rectangular piece of text that says "Yay, you did it, conglaturations!". Unless you're really big into achievement hunting a lot of these grinds are pointless busy work that reward nothing and that nobody cares about.
Last edited by Absurdity; 06-08-2022 at 10:34 AM.
Pretty much yeah. People farm Ultimates over and over again for more totems and weapons, and those fights are harder than Savage. Hell, there are people who have hundreds of totems just because they keep reprogging and clearing them.Doesn't mean that people wouldn't do it, people run a savage fight 100 times for a fancy number on a site that isn't even officially acknowledged. Hell, people run PotD solo simply for a spot on the leaderboards and that is arguably more of a time investment and frustrating experience than any savage fight.
Expanding the system to Savage fights won't interfere with the folks who don't care about leaderboards and just want to clear. It's just added optional replayability for people who want to raid more than once a week, without relying on a 3rd party website, and also rewards something that can be viewed in-game, like cosmetics or titles.
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