There's 2 issues really
1 is how much content is actually relevenat or progressive to your character at any time.
right now for example the only content worth doing for a more casual player is endsinger, algaia for the weekly drop and the usual cap tomes.. everything else is considered worthless because your typically past it. pandemnium normal is already dead. because everyone already got 580 or higher on there jobs..
2 is the undersized / unsync system and the way it completely dewstroys content and its rewards.... nothing holds any prestige or value and thats why players can't be bothered...
why go grind for a mount or something that holds no value or you'll never actually use..
if the unsynced system never existed then much of those rewards would hold more prestige and value and thus be more enticing to players to chase.. but the reality is all the rewards are crap.. you dont even need to do the content anymore... you can get the mounts from moogle tomestones so way to destroy things even more...
the game does have a truck load of content noone can deny that... the issue is that at any time almost NONE of that content is worth doing... where if the unsynced system didnt exist things like thouse old mounts would be perceived as "rare" and worth chasing.
why even get every job to 90 when every job is the same anyway...
its less about how much actual content there is and more about how much of that content feels like theres a reason to do it..
Last edited by Dzian; 06-08-2022 at 07:25 PM.
One way I would like to put this is...
Let's take Eureka and Deep Dungeon. Now Deep Dungeon as it current stands thus far in its life cycle is essentially just a square room with rectangular corridors (Oversimplified, I know), with the majority of the challenge coming in the fact that you are typically dealing with monsters and damage which you otherwise traditionally wouldn't expect to find in solo-play content (E.g., if you are playing solo there are certain monsters you are required to avoid). Now for the important part, if we were to take Eureka, or more importantly actually Bozja with the Fragments system, in addition to the duels -- What would happen if you took these 2 features and incorporated them into a system like Deep Dungeon; suddenly you end up where playing according to gimmicks plays a crucial part in getting through the content with each class potentially having a wildly different way of handling it, beyond just survivability, mobility.
Now let's come to the second issue (That I personally have), and that is the longevity or maintenance of said content. If I'm honest they would do themselves and other players a massive favor if they could find older content to be more relevant beyond the simple just doing roulettes. Add minions to more dungeons, for example. I find that when content has outlived its relevance then they abandon it, regardless of how good said content just might be. Expand the reward system for Ishgard Restoration for example.
Now let's also come to something a little more related to the first point. Let me borrow here from Runescape and just say that dungeoneering is one of the best things I've touched and they already have a good foundation for creating something like this with Deep Dungeon, there is really no reason why they cannot try and embed the crafting system to be more intertwined with combat, really.
To really summarise, they've got far too many separate systems which individually speaking whilst good, don't really have a lot of substance. Why must some systems be separate, why can they not try and innovate a little more by embedding these systems and features? Another one in this direction, whilst Bozja has mixed reception, why can't things such as Critical Engagements and Duels be expanded to the general open-world content in a bid to try and liven it up more, and to entice those at the end-game level to interact with the world more. I can say that Shared FATEs are a good start, but realistically speaking they are only really scratching the surface with what they can do and giving players critical engagements or even open-world dungeons (similar in concept to the Emergency Mission from Diadem, if people remember that). They've incorporated the Unending Codex which is a good step for something to actually entice people to do these things. Embed the lore into it a little more. -- I would argue that this would help massively with player retention too, especially if they can put it on the lower level zones, give people a chance to experience something at max-level, or even just use basic NPC job kits and give new players even a shred of taste of how the game can be without needing to sit through 100~ hours of story.
These are some of my biggest points when talking in relation to content.
On the note of profuse grinds, personally, I don't mind these but they need better milestones, so people can invest even shorter amounts of time in content to attain something. Let me draw from Diadem with this example, actually. You have the milestone of 50,000 points on Disciple of the Land, any, then you have the individual achievements for 150K, which offers nothing, and then you have 500K which offers a title, and then a mount for getting 500K across all DoH/L class, in this regard, why can't 150K be a milestone for each class with a title or even minion, and then another achievement on 150K for all classes, rewarding an additional title, or minion to entice people to engage more without needing to wholly invest.
If you were to put a ruler to a piece of paper and mark the milestones for the majority of content grinds you would have something that appears like...
Start Here--Milestone-------------------------------------------------End-goal
I------------------I-----------------------------------------------------------I
There is nothing between first Milestone and End-goal, there needs to be something between the first Milestone and the End-goal to make the content more meaningful on every and all levels
The problem is a few things I think:
1. Content is released and it expires quickly (ex trials after a week or so, Savage after a couple of months)
2. Levelling Dungeons are really only for levelling other jobs and because of weekly lockouts (tome caps, etc) you run your roulettes (takes a couple of hours) and you're capped out, so there's nothing to do for the rest of the week.
3. Same applies for weekly Savage re-clears.
The only lasting battle content is really Ultimate, but good luck finding a static with a similar skillset and being able to prog. It's also just ONE piece of content.
The content that is supposed to fill in the time are grinds like Eureka and Bozja for relic weapons which are just shiny at the end of the day and you can buy shiny weapons off the MB.
The game badly needs repeatable and engaging light party content, e.g more mmo things in addition to the things 14 does right, great story, glamour and emotes.
You have completed a batshit crazy amount of content, not everything but enough to say you've been provided with a HUGE amount of things to do over the time you have played this game, at what point are the devs doing enough? I mean they can't just create infinite content. Perhaps the new Criterion Dungeons coming soon might be your thing but very few MMO teams I feel would be able to keep up with the rate you are clearly eating content.
People are in the right for complaining about lack of pve content.
If you want to convince me the pve isn't the main content of the game, you're objectively wrong for the simple fact you are FORCED to go through that content to unlock all the extras the game has, lifesim content included.
So the problem with the complaints aren't the players. It's because the dev team keeps taking priorities away from introducing new or lasting content for anyone not overly invested in the extras that deviate from the main gameplay.
They add fewer dungeons, they "streamline" existing dungeons, they go through an expansion without deep dungeon, etc, and the only tradeoff is more lifesim fluff.
It's only natural that there are players dissatisfied. You're forced by the game to engage into a specific type of content, pve, so it's completely BAFFLING that some of you think people are "entitled" for being so attached to that type of content that the lack of thereof upsets them.
You know what really is baffling? The fact there are players who consider that content a chore and yet here they are paying a sub to a game that will always ask them to partake in that content if they want access to the things they, seemingly, care about exclusively. And thanks to this, we get the "dumbing down" of this main content for their sake.
I guess if the next big online FPS starts gradually reducing content that has actual shooting action so the devs can instead add "chill with buddies in your custom bedroom", fishing, strolls with photoshooting and themepark minigames, no one will be allowed to complain the shooting that's the core gameplay doesn't have enough lasting content.
Last edited by ReynTime; 06-09-2022 at 02:38 AM.
Arguably, the lasting content is the lifesim stuff. That is what SE slowly noticed over time. You would always see people roleplaying and playing with housing and glamour, while the people there for fighting content left after a few weeks until the next patch. Yet, SE didn't seem to care about roleplaying for a long time. To be fair, they didn't used to have very many dungeons and raids, but now there are about 100 of each respectively, so they switched focus to RP and lifesim features.
It can go both ways.
Meta complaint threads CAN be productive, and threads complaining about issues CAN be Unproductive.
Sometimes complaints are just cherry picky and nit picky, or just there to insult and put people down and stir drama.
Sometimes these Meta threads are there as a counter balance to the negativity, with Positivity. Be about what we like Vs Dislike
Both can exist.
Have you stepped on every tile in Limsa?
Have you learned to play a song on a bard instrument?
Have you carefully inspected every pixel of Godbert Manderville's body?
There's plenty of content in this game, you just aren't willing to do it.
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