Curious how youtube is no longer convenient to mention by those who choose to be constantly dismissive of those of us who have been sounding the alarm bells now that their beloved content creators have woken up.




Curious how youtube is no longer convenient to mention by those who choose to be constantly dismissive of those of us who have been sounding the alarm bells now that their beloved content creators have woken up.
Авейонд-сны




The value of content creators, to me, is they often find a more fair and balanced perspective than the majority of the community and have a voice that SE is more likely to listen to. However, they are often veteran players as well and prone to the same veteran player bias that affects many of us on the forums. That bias causes a narrow view of the game that pertains only to the content they are interested in and to forget what it's like to be a new player.
A lot of people who saw the interview about the third step being this way are going to be disappointed though, not just content creators.
The relic steps and lack of a place like Eureka are disappointing. That's fair to say. It's not fair when people are saying "they haven't made any content" because that's not technically true. It's fairer when people say "the content doesn't last long", especially the current relics, or to say that content replacing it is lacking social interaction like Island Sanctuary, Variant dungeons and Duty Support which all involve playing solo.
I do get Mount Ordeals in trial and mentor roulettes a lot. The latest trial as well as max level trials in general have always been difficult to get a queue for. This was a problem with Hades and SoS in the last expansion as well. Why would you queue into a trial roulette at level 90? I do it, but most people who do it are below 90 leveling a job.




To be fair, when discussing the lack of content and longevity in the game new players are somewhat irrelevant because their experiences will be biased in a different way, i.e., the game will feel as though it's exploding with content due to them having only just started playing. That's generally why veteran players, be they content creators or a forum/reddit poster will focus on current content releases. A major criticism of FFXIV spanning multiple expansions now has always been content longevity. If you're a veteran player, you typically will run out of things to do long before anything new releases no matter how many breaks you take. Of course, this does depend on individual player time and investment but unless you're playing 2-4 hours a week, there simply isn't enough to last.
It isn't that we forgot what it's like to be a new player but rather it isn't relevant to the discussion.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I have to disagree that it's not relevant. New players are paying customers just the same as the veteran players. Even if the side content is optional, many new players feel like it's content they have to catch up on because it's there.
The playable part of content this expansion isn't in worse shape than last expansion quantity wise. There have been some changes (such as Deep Dungeon instead of exploration zone, getting Variant/Criterion while the normal trial series got merged into MSQ instead of a separate quest chain, etc.) but we're getting just as much playable content overall.
It sounds more like the quality of the content and/or the rewards making the content less interesting to repeat.
What made Eden more interesting to repeat than Pandaemonium has been?
What made the Sorrows of Werlyt trials more interesting to repeat than Storm's Crown/Mount Ordeals?
It's a lot more difficult to try to compare Bozja/Zadnor versus Eureka Orthos/Si'dihn Subteranne because they're different content types but what kept people going back into the former while they ignore the latter?
Was there other content they were doing in Shadowbringers to fill time that doesn't have an equivalent this expansion, and what was so appealing about it?



I think comparing SB to EW would be more accurate, since SB had Eureka and DD, while EW has DD and 2 new types of content. Let's give EW small benefit and call HoH and EO equal. I'm not super passionate DD player, but I think HoH > EO, especially since HoH innovated DD, while EO is just HoH V2 without any major innovation. Only big change is dread beasts, but you just one shot it with pom of storm or skip it entirely.
So now that both DDs negate each other, we are left with Eureka vs IS and V&C.
Eureka is 4 maps + Baldesion arsenal. There is multiple new progression systems inside - your elemental level, element attunement, some very rare drops that have special effects inside Eureka and most importantly, logograms for Pyros and up. There is relic weapon progression for all of these maps + relic armor for Anemos (granted it's just dyeable artifact armor) and brand new relic armor sets for Pyros, Hydatos and BA. There are also that special chestpieces that give elemental bonus, which are still costy today. You can still sell logos for pretty good profit, too.
As for EW, there is IS, which, let's be real, is just excel simulator, everything on the island is there just to fuel the workshop. You can leisurely get max rank while playing 20-30 minutes per day for 2 weeks, after that, content is finished and you're left with checking out your island for 3 minutes per week. All the while entire content is barely connected to the main game.
Then V&C, which is great but has no incentives to run it again. There isn't really a progression, even though it has system similar to logos/lost actions. There is only 5 very basic, bland spells. Jump from variant to ASS is too big, which is shame since there is lack of content in between normal and EX/Savage content. But there is still benefit of doubt, since there should be 2 more dungeons released and rewards should be improved according to last LL. Whether that means more materia and one time rewards remains to be seen.
So I'm not going tell you that you are wrong for enjoying EW (unlike some people in here who try to convince me that I hate this game). If you don't play much I can see people enjoying simple one and done content like IS and V&C more than Eureka, but if you want to play more than 2 weeks per patch, then I think past expansions are much better for that.
Last edited by Deo14; 05-07-2023 at 09:02 PM. Reason: char limit




Perhaps in general, but in the context of that very specific area that just wasn't their goal. Maybe they could have had despair consume one of them earlier in the story at Thavnair or something like that, sure.
I'd admit I was a bit tired of always dealing with ruins and relics of the past instead of a thriving nation. I want to see an Allagan or Ronkan empire that is still thriving, a thriving Doma that isn't just a tiny square that we salvaged, Monks that aren't just a few survivors remaking the art, I could go on but so often, it's just rubble and ruins as if we missed the party.Garlemald being another ruined City feels underwhelming
I try to remind myself that as a sprout I was excited to see Sharlayan in the Hinterlands only to find rubble, but was finally able to see a thriving version in Endwalker or that we have modern thriving civlizations like the Grand Companies, Ironworks or Kugane.
Island Sanctuary is one map, but as of 6.4 will have had 2-3 increases to the ranks (like Eureka had increases to the level). Additional progression systems involve the quests, the workshop system, gathering enough materials and buying all the rewards. There are rare animals to obtain for your farm (although not FF11 rare). V&C have rare minion drops and a mount. Both Island Sanctuary and V&C have special actions similar to logograms.
Obviously we get that with Hildibrand now and it's much quicker. Special effects on armor seem to have happened for the raid armor instead.There is relic weapon progression for all of these maps
You can sell V&C minions or crafter and gatherer materia from Island Sanctuary for a good profit too.You can still sell logos for pretty good profit, too.
Technically you could probably do that with Eureka as well. When it was current, I did each area in just a few 3-hour sessions. If we split 9 hours up into 30 minutes a day, it would take 18 days, which is close enough. Let's include Variant dungeons, which have multiple routes and we will have 3 of, in place of the other 3 areas. There just isn't the social interaction involved.You can leisurely get max rank while playing 20-30 minutes per day for 2 weeks
Of course, bosses and some area design are put into 3 V&C, Ocean Fishing, or the MSQ changes (although a small portion of that could come from the HM dungeons we got in Stormblood).



Last increase to rank (10-12) was more of the same, just another glam set and other one time rewards. Nice of you to mention quests, since Eureka had them and they even had real story, unlike IS. Island upgrades are nice, I wouldn't mind comparing it to elemental level progression.
Most of the regular content has rare minion drop and some mount as a reward, this isn't meaningful progression.V&C have rare minion drops and a mount.
I have no clue what special actions of IS you mean, maybe that weird sprint which is bound as duty action, instead of putting it in place of an actual sprint? And V&C has five (5!) special actions which are bland and void of any creativity. Eureka has 50+ logos, many of which have very creative effects, like reflects and similar.Both Island Sanctuary and V&C have special actions similar to logograms.
You could replace Hildibrand with just a Gerolt and much wouldn't change. It shouldn't be quicker, point of relic is (was) that there is some prestige in getting them. Now they're just alternate tome weapons. Those special effects are only on abyssos right now, I don't think there is some correlation.Obviously we get that with Hildibrand now and it's much quicker. Special effects on armor seem to have happened for the raid armor instead.
Rare drops are unreliable source of income. Materia from IS is timegated, so it's just a passive income. Unless you want to click on nodes 24/7, in which case, regular DoH/DoL activities are much more effective.You can sell V&C minions or crafter and gatherer materia from Island Sanctuary for a good profit too.
You do IS once and you're done, same with V&C. You do Eureka relic from start to finish and you have 14 other relics to get. And after that, you can still make profit from just logos.Technically you could probably do that with Eureka as well. When it was current, I did each area in just a few 3-hour sessions. If we split 9 hours up into 30 minutes a day, it would take 18 days, which is close enough. Let's include Variant dungeons, which have multiple routes and we will have 3 of, in place of the other 3 areas. There just isn't the social interaction involved.
Also you did not account that Eureka takes much longer first time you do it because of leveling.
Last edited by Deo14; 05-07-2023 at 10:52 PM.
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