yes, lets just brilliantly cut even more the introduction of this game's world! What an amazing idea you have c:


Given the point we are in with the expansion the people playing are likely not just fresh players, but even fresh players will get bored of the overly simplified jobs at the low levels. It is a bit much to take in some jobs at the higher ones if you aren't familiar with them (like ninja and getting used to target another person in group as a dragoon), but hallow earth is at play with FFXIV just like any other MMO.
I know when I level sync down to do the guildhests, running just about anything at level 10 is a very strange experience.
Though honestly the high end content at end game has the opposite problem of pushing people into having to get good at one specific role at the expense of others.






Auto-attuning to aetherytes couldn't be a thing. Aside of it being an "adventuring thing" to open up more locations as you go, it would really mess with the flow of when you're supposed to get access to towns, and where you're currently supposed to be in the story. You very often don't have access to all the aetherytes in an area on your first visit to the zone.
Why would people need to "get used to" lots of cutscenes? It makes far more sense for the amount to be consistently paced through the game so people know what they're getting into.
I suspect this got left in because there's a dialogue flag much later where if you go visit Buscarron he'll mention the drink you brought him from his friend. Either that or because the hunting log at that point has La Noscean creatures in it from that area.
Still, I think it could have benefited from being converted to a sidequest chain that would lead you there and back again to resume MSQ where you left it.
I do think that's another point that could be relegated to a sidequest. Have Minfilia explain the basics, then suggest that you visit the Bonfire to learn more.
This would also mean that you could detach the materia explanation from being locked behind MSQ, especially if you've detoured into crafting early on. So whichever questline first tells you about the concept, all of them can say "go see Mutamix" and when you get there he has the explanatory quest.
What we are asking for to be cut out is unneeded quests not ones that are important for the plot. Alot of people quit before they even get to the important stuff or the expansions. People saying who cares if people quit surely understand this is a company that wants to make money correct? Losing potential customers is the opposite. For the devs and the team this is their job and their passion so I doubt they want people to see it in a negative way which having alot of people say that ARR is painful is not good.I hope they listen to the people saying it needs another and better trim.
I am in favor of returning the cut quests to ARR. And even for adding new ones. Who was prevented by quests with Tataru? When does he rush about changing professions? It revealed her character perfectly. There is actually only one quest left. It's a beautiful plot. Cut out a side quest about hair and it will not be clear the joke in the plot with zombies. You just have to enjoy the plot, not run through it. Such questions create a living world, unlike MMOs, in which we do not even understand why it was necessary to perform one or the other.
sorry for my poor english
Actually show me some examples of people quitting in ARR rather than just saying it because you said soWhat we are asking for to be cut out is unneeded quests not ones that are important for the plot. Alot of people quit before they even get to the important stuff or the expansions. People saying who cares if people quit surely understand this is a company that wants to make money correct? Losing potential customers is the opposite. For the devs and the team this is their job and their passion so I doubt they want people to see it in a negative way which having alot of people say that ARR is painful is not good.I hope they listen to the people saying it needs another and better trim.
I still argue that cutting out quests is the bad call,what SE needs to actually do is seriously rework the quests to be less boring.
Literally 90% of the msq quests are just go talk to this npc from ARR all the way to EW. As much as I love this game's story, I personally recall having to take long breaks from the game within each expansion just because of how tiresome and mundane the questing experience was, even if the story itself was engaging.
Dont argue for cutting quests out, rather tackle at the heart of the source and have the designers design better and more engaging quests while still keeping the plot points intact.
Player



It's very, very late for that. Reworking all quests, from ARR to EW is just so unrealistic, all we can hope is that 7.0 forward will be more engaging. For now, taking out the garbage from the most problematic part of the game, the ARR, is the most effective and realistic solution, even if it means scrapping some lore. After all, there is no point of the story if player quits before it finishes.I still argue that cutting out quests is the bad call,what SE needs to actually do is seriously rework the quests to be less boring.
Literally 90% of the msq quests are just go talk to this npc from ARR all the way to EW. As much as I love this game's story, I personally recall having to take long breaks from the game within each expansion just because of how tiresome and mundane the questing experience was, even if the story itself was engaging.
Dont argue for cutting quests out, rather tackle at the heart of the source and have the designers design better and more engaging quests while still keeping the plot points intact.
I don't know why would you ask for pointless examples, you should ask for statistics if you want to prove something, but here you go, first few google results.
- https://www.reddit.com/r/ffxiv/comme...ing_ffxiv_and/
- https://steamcommunity.com/app/39210...3332723117754/
- https://www.reddit.com/r/ffxiv/comme..._hw_is_so_bad/
- https://gamefaqs.gamespot.com/boards...eborn/78930684 This one has poll with 62% going "They could trim it down more."
- https://steamcommunity.com/app/39210...1204140137950/
- Me back in ~2014
As for some statistics, FFXIVcensus has some data which are related to when the players quit. You join GC at MSQ level 20, yet ~69% (nice) of player characters don't even have any GC:
https://ffxivcensus.com/#grandcompany
Obviously this has more of an indicative value, since it counts characters, not players, and it doesn't take into account players quitting in level range of 21-50 and so on. But considering you asked for random examples instead of actual data, I doubt you mind that.
Last edited by Deo14; 04-15-2023 at 02:33 AM. Reason: Added more links



I personally don't want to see anything cut (within reason), just reworked to be more engaging, as you said, or relegated to side quests where possible. I don't like the idea of actually losing content wholesale, but I didn't start playing through it myself till like February of last year, so I don't have much concept of anything that might've been changed before then (or afterwards, other than the reworked duties that show up in roulettes). And even so, ARR felt like such a slog -- and I'm someone who plays as much for the MSQ as I do the gameplay itself.I still argue that cutting out quests is the bad call,what SE needs to actually do is seriously rework the quests to be less boring.
Literally 90% of the msq quests are just go talk to this npc from ARR all the way to EW. As much as I love this game's story, I personally recall having to take long breaks from the game within each expansion just because of how tiresome and mundane the questing experience was, even if the story itself was engaging.
Dont argue for cutting quests out, rather tackle at the heart of the source and have the designers design better and more engaging quests while still keeping the plot points intact.
So I couldn't agree more with you. It needs more than cutting and editing; it needs a real, full refresh, at least in some regards.
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