

I agree.
This could even open the possibility for us to have blitzball at Gold Saucer (and, by extension, 3d "combat" moments).
I think the majority of the actual problem we see in this game is born from the limited and already (very) old engine they use. It keeps the devs away from a lot of suggested or intended systems and limit them on what they've created forcing them to abandon nice systems...
I know they will never make a new engine for the game, but if we dream enough, we are capable of seeing a really better game with all those systems working at full force.
Last edited by Wanzzo; 07-16-2022 at 01:25 AM.
a lot of issues simply boil down to - cost. is it worth it to revisit these old systems versus working on new ones.
I'll freely admit that this is whataboutism, but if you think that FFXIV has a lot of forgotten content, you should check out Warframe or WoW. Also, underwater content? In Guild Wars 2? That's been neglected for years now. FFXIV isn't perfect by any stretch, but grass being greener on someone else's lawn is a thing for a reason.
They work off of Sprints, it's Agile Development. So they have more than ample time to assess costs. If they ever wanted to revisit these older systems, they frankly could allocate costs for a long-term thing. Alternatively, you sure going back to older systems and adding to them is costlier than making up a whole new one? Because half the code would already be there, no? Rather than doing one from scratch?
I kinda like GW2's underwater combat, even if it's barebones as all hell. Though I don't think underwater combat in 14 would work as well as people think it would. There's some semblance of verticality in GW2, you'd have to make it up in 14.I'll freely admit that this is whataboutism, but if you think that FFXIV has a lot of forgotten content, you should check out Warframe or WoW. Also, underwater content? In Guild Wars 2? That's been neglected for years now. FFXIV isn't perfect by any stretch, but grass being greener on someone else's lawn is a thing for a reason.
Still, though the grass may be greener, it's not necessarily the last nail on thoughts like these. Quite a lot could be perfected and expanded upon. So even if it's normal for MMOs to give up on systems and stuff, it's not that much of a detriment if it ends up giving way to something good.
Though would all that OP and co. suggested go through? Obviously not. But odds are something could :|
Grass is always greener, sure, but as long as you have a lawn you can still do stuff with it.



In actuality, not always. Technical debt in agile development environments is disastrous, and can result in systems being much easier to code in brand new then trying to rework, mess around or expand on already existing ones. Take inventory for example. From the small amount of technical information they've given, due to the fact the inventory is loaded with your character 100% of the time wherever you go, adding even one inventory slot to it is an extreme precision art that takes months to years of meticulous planning and stress testing. Whereas they can so easily implement Chocobo saddlebags because of the fact that they are entirely decoupled from the inventory code and are their own independent system that isn't perpetually loaded 100% of the time. Entirely new systems are much easier to code if the technical debt of a current existing system makes development of expansion on said system drawn out & harder. Housing is another good example, where the technical debt on the ward system in the short term still has far flung reaches into the future in regards to its scalability.They work off of Sprints, it's Agile Development. So they have more than ample time to assess costs. If they ever wanted to revisit these older systems, they frankly could allocate costs for a long-term thing. Alternatively, you sure going back to older systems and adding to them is costlier than making up a whole new one? Because half the code would already be there, no? Rather than doing one from scratch?
Beyond that, let's be realistic. There's a reason the entire mobile market uses the 'hey look at this shiny new thing' gameplay design; it works.
The simple reality is, the average customer is going to generate infinitely more interest in shiny, new content, rather than updates to pre-existing content they might have already ran into the ground, or had zero interest in. take the Gold Saucer, where Chocobo Racing & lords of verminion, even in their primes, were niche categories. Expanding those old games would be a colossal waste of time for the devs when it comes to profits, when they could develop a brand new GATE that will likely see intensely far more use and be far more popular...along with being able to hype the playerbase by showing off brand new screenshots of it.
It's the same reason WoW (and to a lesser extent, other MMOs) introduce grand new systems during expacs which are then forgotten/replaced/ignored in the future. "HEY GUYS, LOOK AT THIS NEW SYSTEM, WHERE YOU WILL HAVE A WEAPON THAT GROWS IN POWER WITH YOU THROUGH THE EXPAC" sounds infinitely more marketable and cooler to the crowd that loves the shiny new content trick than 'Oh yeah, we made some updates to this 5 year old content, enjoy.'
It's a sad reality, but most systems in FF14 are too niche, too old, or been outright replaced for them to be profitable to touch again. The old stuff that does get touched (Duty support for old dungeons, ARR quest trimming, old zone reduxes, etc) are mostly because they are in-line with a greater goal that will enhance profitability of the game (enhance the solo experience to draw in players not as interested in the MMO side)
based on my own time in game dev, this is extremely likely the thought process behind the dev's views on certain old systems:
Squadrons: who cares? trusts are going to be taking over every MSQ dungeon soon.
Veteran Rewards: we already trimmed these because we saw how impossible the later rewards were for people joining the game to get in a reasonable amount of time, we ain't falling into that trap again.
Achievement certificates: anything we add here provides literally 0.1s of playtime for well over half our playerbase who has been playing long enough to get enough achievement certificates to buy anything we could possibly release, so they're a waste to add anything but throw away orchestrion scrolls when we could add the rewards anywhere else and create more playtime in the form of grinds.
verminion/Chocob racing: these were already niche content to begin with, why bother when we could expand the list of content in the GS instead using that same dev time and market all the shiny new things?
Exactly why it will never happen.
Taking a few years to re-do the entire codebase for the game, which would require massive rewrites to countless systems that were added across the game since 2.0, would be such a costly business decision that would be impossible to be approved of by the board of directors. Why bother spending those years working on remaking 14 which is currently printing money on its own due to record high profits expansion over expansion, when you could spend that entire time making a new MMO instead? That's the logical fallacy of re-doing the codebase. if they ever arrive at such a situation, they're just going to go make FF17 instead and use the time more productively. 14's technical debt is here to stay.
Yep. The grass is greener because it's watered regularly.I'll freely admit that this is whataboutism, but if you think that FFXIV has a lot of forgotten content, you should check out Warframe or WoW. Also, underwater content? In Guild Wars 2? That's been neglected for years now. FFXIV isn't perfect by any stretch, but grass being greener on someone else's lawn is a thing for a reason.


Vet rewards come to mind, 2 expansions they promised more and they never came… so that’s one.
Underwater content would be nice
Though its been asked before, a hall of the intermediate would be nice to add too..
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