Yoshi P commented about it for minions and mounts. To keep it short: he doesnt want to make us feel like its mandatory to spend real money in order to acquire nice looking stuff.
Yoshi P commented about it for minions and mounts. To keep it short: he doesnt want to make us feel like its mandatory to spend real money in order to acquire nice looking stuff.
It is actually somewhat related. Yoshi P said that making a list of showing all existing things would also include things that are not available anymore/are cash shop only/come from codes with statues etc. and it would annoy many people to have a list that they can never fillYes they could just make everything available again but there are things like 1.0 stuff etc that probably will never come back
That's the opposite of what is being asked. The list of cash shop glamours already exists; OP is asking for a list of things that can be acquired in game.It is actually somewhat related. Yoshi P said that making a list of showing all existing things would also include things that are not available anymore/are cash shop only/come from codes with statues etc. and it would annoy many people to have a list that they can never fillYes they could just make everything available again but there are things like 1.0 stuff etc that probably will never come back
Additionally, the phrasing in your quote as a "list they can never fill" indicates that the statement would have been regarding a checklist of things to collect, not a simple preview of everything.
Mayhaps you meant to post this in a completely different thread?
Anywho, I would love this feature in the game.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
He also said that if they made a list, people would feel compelled to "complete the list" and this could put some unnecessary weight on their shoulders.
I prefer to look for this type of listing content on websites, as we see in other games. Too much information within the game can be overwhelming, especially for beginners.
"Every soul you touch will remember your kindness" - TIA, G'raha
We already discussed this further up the thread. The phrasing "complete the list" indicates that they're talking about the concept of a checklist that marks off which pieces you have. Dreamfitting doesn't do that – it's just a list of everything you can get, without any tracking of what you own.
What's the difference from this and achievements....? I disagree with this logic (which I know you are saying is Yoshida's logic). Some achievements are more annoying to obtain than most of all the hard to get gear (speaking of the late tier ones at least). For mog shop or FOMO gear (which they shouldn't do) they can simply not show it if you don't own it. Exception for perhaps ultimate, which could have similar rules (perhaps a blank section that displays what you've earned).He also said that if they made a list, people would feel compelled to "complete the list" and this could put some unnecessary weight on their shoulders.
I prefer to look for this type of listing content on websites, as we see in other games. Too much information within the game can be overwhelming, especially for beginners.
If they don't want to compell lists that are difficult then much of the achievement log needs to go.
Of course a complete dream log is a bit different than the above, but I just wanted to note I don't really get the logic for being against completionist lists when we have an achievement system with some frankly crazy numbers to some of them.
Unless Yoshida is also against that, and it's too late lol.
Last edited by Shougun; 07-06-2022 at 12:07 PM.
The Achievement log is actually part of a better solution to all this: If we just got vendors selling stuff from places (dungeons and alliance raids) we've cleared, people could manage their dresser better.What's the difference from this and achievements....? I disagree with this logic (which I know you are saying is Yoshida's logic). Some achievements are more annoying to obtain than most of all the hard to get gear (speaking of the late tier ones at least). For mog shop or FOMO gear (which they shouldn't do) they can simply not show it if you don't own it. Exception for perhaps ultimate, which could have similar rules (perhaps a blank section that displays what you've earned).
If they don't want to compell lists that are difficult then much of the achievement log needs to go.
Of course a complete dream log is a bit different than the above, but I just wanted to note I don't really get the logic for being against completionist lists when we have an achievement system with some frankly crazy numbers to some of them.
Unless Yoshida is also against that, and it's too late lol.
Definitely. I had an idea based off an akin system via a crystal library / forge. Where you could transmute content from a space into materia (of the given space) and then use it to purchase the glamour catalog, then further items, and also perhaps relates to crafts or relics.
For example you earn 7 axes, 3 staves, and 4 books from ifrit and turn them into ifrit materia (14), the content has 10 weapons (no I am not trying to count out all the jobs, just give a rough example). By spending the 14 materia you unlock ALL the glamour form that content, they take up no slots- they're just unlocked. Now that you unlocked them you can now also spend 2 materia to purchase the weapon of your choice (meaning you could get 2 staves and come out with 1 katana). Transmuting can be done to bound and non-bound weapons, so you can use the weapon and once you no longer need it for stats on your main you can also transmute it (to meet the unlock demand or to use it in purchasing another weapon).
These materia can also be traded for GC seals, sold to npc, crafted (as mentioned), and desynthized - allowing you to save space in your inventory if you're doing long farms.
The benefit of a system being 1 variable (yes / no) stores an entire content, so like a raid, or a dungeon with 20+ unique items is now 1 yes / no. Which given the apparent memory issues FFXIV has, might be a function compromise that also allows players in built safety nets to pretty much all content.
Of course a proper log would be nice though... One that tells you where it comes from, and if you have that specific item. The bonus here in this system though is if you're unlucky and can never seem to get that 'whm chest piece' to drop, it doesn't actually matter.. you just need content. Can adjust the ratio, unlock phase, and use HQ / LQ to add greater power (like a weapon might give HQ, and the content needs X LQ and Y HQ materia).
Just wanting to say I don't agree with the idea that it will compel people to collect stuff any worse than achievements compel people, and if that's bad then SE should consider making their achievements more friendly. As I see some achievements that are pretty crazy. I respect the concern if it's from Cash Shop or something FOMO-ish... but I feel the list of items that meet that are like.. what.. sub 200? We could voluntarily make that list for SE lol. It would be boring work sure, but that is a totally do-able list to make and then easily maintained once the foresight of needing to maintain the list is known (so these do not show up in the log unless you already have them).
It's a pitty they ditched the item log idea a long time ago, they originally said they were working on an item log with lore on them too (this was a request by myself and some others)... that would have been insanely cool glamour log but unfortunately was determined too much effort / not-practical for the server (I definitely believe it would be a lot of work, given each item needing to have localization.... and the system itself is hard as it even took Blizzard multiple years of dedicated resources.. but damn that would have been cool).
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