I disagree. I also get the impression that certain posters would - based on their post history alone - declare that any criticism of their favourite product is invalid and irrelevant.
You can try and dismiss it all you like but there's enough players voicing feedback towards the game along the same lines to deduce that once people are caught up with the current batch of content then there really isn't a whole lot to do outside of lengthy, repetitive grinds and ten minute time gated tasks. Even then, the game has been delaying things like the Beast Tribe quests which used to go live immediately with a new patch but now come a month or so later than the previous established pattern.
All I'm saying is, maybe the development team could throw more of a bone to those of us who actually want the game to be a game. We'll certainly see what 6.2 brings on that front, though it doesn't help to express one's thoughts on the subject. The relationship between a poster and the development team is not an intimate one. It's a customer and service provider.
I also disagree.
For me, it seems, that there is a growing disconnection between the devs/story writers and the players. It seems, that the devs refuse to understand some things. Like why do the players like Emet-Selch so much? It seems, that it was not their the intention to like Emet-Selch.In Endwalker the good and the bad characters are way more flat and without substance. And i can understand, that many players do not like this direction.
A side note: ActivisionBlizzard made the error with a huge disconnection between devs and the players. They ignored feedback about bad things and instead they fixed things, which not one player saw as a problem. You can see the results now.
Cheers
Stories are subjective. Some people like them and some don't. If your storytelling is flat and boring you will have a hard time digging into the player so to speak.
But beyond all of that in World of Warcraft if my friend just up and wants to play with me they can buy the current expansion and a boost and we are on like the proverbial Donkey Kong. While in Final Fantasy there's that story attached to it and the stigma that comes from skipping it.
To kinda sum it up all I'm saying is the story in this game is a boat anchor to entry. You would have an easier time getting your friends to play anything else mmo related to be honest. Also I've found it better to let people organically play this game. When they force themselves to do it they quit because of the overbearingness of the story itself.
Because we don't have the option not to. Generally speaking a lot of MMO's will let you jump into level cap content as soon as you hit the level cap. You're not tired to the story if you're not enjoying it. Maybe the portion of the story you're working on is dragging on and boring. A lot of MMO's have the ability to simply move on to the next zone and start a new story.
Or forego the story all together and level in any way you want.
In FFXIV you're forced to play the leveling game the way the developed want you to, not the way you want to.
Adorable creatures with unacceptable features!
I doubt your example is relevant.I also disagree.
For me, it seems, that there is a growing disconnection between the devs/story writers and the players. It seems, that the devs refuse to understand some things. Like why do the players like Emet-Selch so much? It seems, that it was not their the intention to like Emet-Selch.In Endwalker the good and the bad characters are way more flat and without substance. And i can understand, that many players do not like this direction.
A side note: ActivisionBlizzard made the error with a huge disconnection between devs and the players. They ignored feedback about bad things and instead they fixed things, which not one player saw as a problem. You can see the results now.
Cheers
When a villain is found to be "flat", chances are it's more a failure of the writing than a conscious decision by the devs.
ESO does reference past events whether the player has done them or not, and I actually think it does a terrible job at guiding players towards the right zone order.The problem with that design in ESO and most other MMOs before and after it are that there's no inter-connected story so it's very easy for the world to feel disjointed. One story can't reference events from another, because they can't guarantee that you did that part yet. It's like when XIV doesn't make things part of the MSQ so it can't comment on events in the MSQ unless it's special dialogue, but they've stopped doing that as much. It also contributes to the idea that elsewhere in the world doesn't exist and isn't important.
That aside though it's just stories happening on a smaller scale, it doesn't make sense for the rest of the world to have relevance in a story about how the lord of this region is terrorizing his people because of a daedric prince or something like that. Kind of like I don't expect Koreans to care about some regional German political scandal. And I personally prefer this because it puts more of an emphasis on and makes for a richer lore and world building, (and I really do think it does make the world feel more connected because of recurrent actors such as the daedric princes or gods, they're mentioned everywhere and are omnipresent without necessarily having a direct interaction with the player) over following the main character and his crew on an epic story across the world.
In one the player comes into a zone's story and experiences the world, in the other the story follows the player and the world experiences the player, if that makes sense.
Basically as long as care is being put into the lore and world-building, I think it's very much possible to feel that everything is connected even if it's not a single continuous story.
im baby
Everyone doesn't do any such thing.
This forum is quite negative about the game, but posters on this forum are a relatively small, self-selecting group of players and do not in any way represent the player base as a whole.
The best advice that I can give for enjoying FF14 is to not take this forum particularly seriously![]()
So just the players who are expecting to have something to productive to do every time they log in like MMOs of old who had long grinds that if you didn't log in everyday to do them you'd fall behind because the grinds build on each other. This game was never built to be like that and the pattern has been the same since HW(at least that's when I started playing was the pattern like that in ARR) you should be logging in because you want to, not because you feel like you have to. If you've done everything you wanted to do than make a new form of entertainment, this is an MMO after all interact with people if you still feel the need to log in because you want to enjoy the game.I disagree. I also get the impression that certain posters would - based on their post history alone - declare that any criticism of their favourite product is invalid and irrelevant.
You can try and dismiss it all you like but there's enough players voicing feedback towards the game along the same lines to deduce that once people are caught up with the current batch of content then there really isn't a whole lot to do outside of lengthy, repetitive grinds and ten minute time gated tasks. Even then, the game has been delaying things like the Beast Tribe quests which used to go live immediately with a new patch but now come a month or so later than the previous established pattern.
All I'm saying is, maybe the development team could throw more of a bone to those of us who actually want the game to be a game. We'll certainly see what 6.2 brings on that front, though it doesn't help to express one's thoughts on the subject. The relationship between a poster and the development team is not an intimate one. It's a customer and service provider.
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