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  1. #1
    Player Amnmaat's Avatar
    Join Date
    May 2019
    Posts
    1,249
    Character
    Loud Jungle
    World
    Sargatanas
    Main Class
    Black Mage Lv 60
    Tanks should get a required "how to do wall to wall pulls" tutorial, as that's what tanking in xiv boils down to, unless you're a hard content raider.

    Healers should get a required
    "how to use focus target" tutorial
    "how to move party list to a place where you can see who needs healing" tutorial
    "healing wall to wall pull tanks" tutorial

    Once healers experience and are successful at those tutorials there will be less crying coming from those 2 roles.

    As for adding guildhest-like mechanics, it was ok in variant dungeon as some have pointed out, but notice how barren variant dungeons are. Making unique and mechanics-heavy content means you'll only get 2 bosses instead of 3 and trash mobs will amount to striking dummies.
    I guess the only way forward is even more boring trash mobs and seeing the same 2 bosses, so overall less content but slightly more engaging?
    (0)

  2. #2
    Player
    VelKallor's Avatar
    Join Date
    Jan 2021
    Location
    Limsa Lominsa
    Posts
    2,590
    Character
    Vel Kallor
    World
    Kujata
    Main Class
    Red Mage Lv 100
    Tanks should get a required "how to do wall to wall pulls" tutorial, as that's what tanking in xiv boils down to, unless you're a hard content raider.
    Rubbish.

    No they should not. we did that with an overenthusiastic tank last night in Brayflox. All dead when we got swamped. I dont see the appeal in this warp ten mentality, theres no hurry and tanks should set their own pace.

    While they're at it get rid of the scions, I'm sick and tired of seeing them again.
    Im not.
    (1)
    Last edited by VelKallor; 08-22-2023 at 09:56 AM.

  3. #3
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,158
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    I would definitely like to see some more additions to the guildhest list, or similar content.

    The closest we've come to it is the critical encounters in Bozja – I would love it if they took those fights and created a roulette version of them that you can just do casually without being locked into an instance.
    (3)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    8,064
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Wall-to-wall pulls happen in large part because people pressure tanks to do them and are toxic if they don't. Once I started doing them, nobody was toxic again in well over 10,000 duties at this point (except 1 person in Shadowbringers so I swiftly reported them and moved on). Once you start doing them it's hard to go back because pulling 3 enemies is painfully boring for all the roles involved. But big pulls aren't as standard as some people say, because plenty of tanks just do single pulls, especially in non-expert dungeons and the point remains that if people weren't pressured to do it, then even less people would ever start doing it.

    It's quite a good idea for SE to do it this way because if you want the easy mode you can do a single pull and if you want it to be challenging you can pull multiple packs. And I know a lot of people here may not see it as challenging but the fact is there can be wipes to big pulls, especially in leveling dungeons. With a single pull there is barely any prospect of that. If SE wanted big pulls to be the standard, I think they would just make all the packs aggro you at once when you reach the wall, rather than make a tutorial for it.

    Anyway, this post isn't about dungeons, tutorials or big pulls. It's about guildhests.
    (1)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #5
    Player
    Zanarkand-Ronso's Avatar
    Join Date
    Mar 2019
    Posts
    4,168
    Character
    Johanna Yevon
    World
    Adamantoise
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Anyway, this post isn't about dungeons, tutorials or big pulls. It's about guildhests.
    Well, specifically its about how we should get some new Mechanics that would possibly be more Objective Based like they were in the Guildhests, they seemed like they were made to teach us / Train us for Mechanics later in the game. But Ive been here since Heavensward, and noticed alot of what they trained us for does NOT happen in this game.
    I still love it, but we definitely need more variety...which it does seem like they are slowly TRYING to do.

    ((EDIT))
    Maybe Im being a big Dumb-Dumb and you meant YOUR post wasn't about Dungeons
    (1)

  6. #6
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,197
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Honestly Guildhests and Grand Companies are good examples of how the game just leaves behind anything that doesn't drive the narrative, creating a pretty static and empty world once that narrative is done being told. Guildhests could have been continued to create interesting new combat scenarios and could have awarded relic materials or materia or whatever the latest greatest currency they come up with is. Grand companies could also have been a way for us to embark on large scale field combat kind of the same way Bozja did.
    (1)

  7. #7
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,449
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    The Grand Companies were never given much purpose in the first place. You join, you get one quest that varies by location but is functionally identical, and then....you can freely ignore it forever without consequence.
    (2)

  8. #8
    Player
    Renalt's Avatar
    Join Date
    Apr 2022
    Location
    Uldah
    Posts
    3,886
    Character
    Renalt El'doran
    World
    Balmung
    Main Class
    Bard Lv 90
    Quote Originally Posted by TheMightyMollusk View Post
    The Grand Companies were never given much purpose in the first place. You join, you get one quest that varies by location but is functionally identical, and then....you can freely ignore it forever without consequence.
    My squadron will forever be working out in their chocobo suits.
    (0)
    When you deal with human beings, never count on logic or consistency.

    Fluid like water. Smooth like silk. Pepperoni like pizza.

  9. #9
    Player
    MsQi's Avatar
    Join Date
    Mar 2018
    Location
    Gridania
    Posts
    2,229
    Character
    X'lota Qi
    World
    Lamia
    Main Class
    Bard Lv 100
    Sad the most interesting group combat is in Guildhests. (well some older raids too, but those will probably be "updated" someday as well)
    (1)
    "A good RPG needs a healthy dose of imbalance."
    https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A

  10. #10
    Player
    Ishe-P's Avatar
    Join Date
    Apr 2022
    Posts
    126
    Character
    Ishe Platinum
    World
    Diabolos
    Main Class
    Dancer Lv 100
    The boss design changed after heavensward I think to a more modern telegraphs-and-debuffs workflow that we see in fights now, possibly as a result of player feedback and an attempt to streamline how mechanics are communicated. We'll probably not see unique mechanics like early ARR again unless they figure out how they can get their AI systems to handle them. These design choices persist in ARR content like guildhests and level 50 dungeons today, as well as maybe the Bahamut coils and to a lesser extent Crystal Tower raids (the latter going so fast usually that no one really gets to do them under most conditions).

    I think the changes overall are positive and flexible, but could feel restrictive from a development standpoint sometime in the future. How many times and in how many ways can you tell someone to move from point A to point B to accommodate a happening at point C? Quite a lot it turns out, but with time it would not be a surprise at all to me if the playerbase thought this content strategy has gotten stale. I think that will happen eventually, but that would be because the MMORPG model has also changed and is true of other games as well. Maybe in this respect FF14 could be a pioneer.
    (0)

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