People tend to favour the easy way out, and at the moment there are a lot of things that could be done to make MSQ truly valuable as content in its own right (for example, making it easier to group during the narration; or upgrading low-level content). So I doubt that these purchases are really indicative. In any case, let's not kid ourselves: if leaving the msq as it is can bring in money because it encourages people to go and look in the shop, then the SE committee will push for it to stay as it is, despite all the changes that would be necessary (a restart at DT as many people are proposing, or an overhaul to make the MSQ valid as content in its own right, a solution I'd much prefer).
Because the "journey" to endgame through MSQ deviates very little from 400 hours of:
Talk to NPC, go there, talk to NPC, go back, talk to NPC, go there, kill monsters that die in 3 seconds, go talk to another NPC, rinse and repeat. And that's nowhere near as engaging as endgame duties.
Isn't DT supposed to be the start of the next big story arc, like what we had from 1.0/ARR to EW. I don't see why they wouldn't be able to work it into a new onboarding point for new people.
it will become a mess though when new player start on lvl 90 without knowing anything about ff14 combat
It's a reasonable concern until you think about what the MSQ actually teaches the player or how the MSQ gameplay progresses throughout the story, what it asks of the player.
And you'll find that it's not only so completely toothless but instances of actual combat with your chosen job become less and less in general as you progress through expansions, you could do 100 hours of MSQ and learn pretty much nothing already.
Just to emphasis this more. The Trusts are capable of handling big pulls. Alphinaud can even do the super pull in Mt. Gulg. Not the whole way but where the rock wall breaks. It's far from easy and generally significantly easier with Warrior but doable. Obviously, baby players won't be doing this but it does highlight how absurdly easy dungeons are nowadays when bots can handle them. If you're doing small pulls, it's nearly impossible to wipe.It's a reasonable concern until you think about what the MSQ actually teaches the player or how the MSQ gameplay progresses throughout the story, what it asks of the player.
And you'll find that it's not only so completely toothless but instances of actual combat with your chosen job become less and less in general as you progress through expansions, you could do 100 hours of MSQ and learn pretty much nothing already.
Furthermore, we already have both a tank (Gunbreaker) and a healer (Sage) starting at higher levels with no restrictions whatsoever when people pick them up. Adding to that, jump potions exist. Suffice it to say, everything exists to already make DF a theatrical mess and yet... it's no difference than it ever was. People who care to learn will seek out information online or ask players. Meanwhile, the others won't give a damn no matter what level they start at. Hence why you still see some players crying how they're "learning!!!!!!" at level 90.
The long and short of it is FFXIV does a terrible job of actually showcasing how classes work and the entire MSQ is designed to be exceptionally easy save a handful of dungeons along the way. For every Holminster Switch, you get 5-6 dungeons that can't so much as bring the tank down to 50% much less kill them. Especially if you're doing smaller pulls.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Player
I played ARR and post ARR twice recently, (yes, have nothing better to do, and i'm bored, so torture it is) and ARR could do with a few tweaks and some more bit of prunning, the fucking around with the company of heroes requests before Titan is bullshit and adds nothing, Y'shtola already says it right in the dialogue, no time for stupid shit while Titan is being summoned. Coerthas map and the finding of the enterprise is another similar and completely unnecessary trotting around doing inconsequential things, just to end up in stone vigil. Besides this, ARR is fine.
The real problem is post ARR, that thing is a complete mess and the real slog/brick that can stop most players from actually going past it, is so messy, that i really don't know what they could do with it.
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