Quote Originally Posted by Jeeqbit View Post
Better animations instead of just clicking and getting a loading bar, such as pulling down a lever to make a lift work, climbing a ladder properly, pushing a door open with your hands. Characters talking with you while you fight and walk. In the FF16 event, they made use of the dodging system from FF16. In the nier raids, we hang onto something and slide down. Even in the FF15 event, we used the thing that pulls you to different objects.
Those all seemed to be variations on things we can already do. We already have jumps and hidden buffs (dodge = teleport move + hidden invuln buff on a short timer)

Quote Originally Posted by Jeeqbit View Post
Engine being what it is capable of. Gameplay being what they decided to do with the engine.

FF16, as far as we know is based on the FF14 engine. So what does that tell you? They could be doing anything you see in FF16, in the FF14 engine, but they decide not to.

They have also shown, in unique fights and crossovers, that they can do all sorts of things, and have really cool animations like E4S giant titan, different styles of fight like Rathalos, yet continually revert back to the old style of game after it which involves clicking and loading.
Based on and forked years ago doesn't mean that it's the same. Also, could be doing anything that they were doing in FFXVI ignores a lot of differences between how FFXIV and FFXVI work. Certainly, they don't need to load 50 customizable outfits dynamically based on anything. And with respect to the engine, we're probably also only talking about pieces of it -- certainly not inventory management or any of the networking stuff. Rathalos was interesting, and he did introduce a couple of new ideas, but ones that don't seem too outside what is already possible in their combat system -- ignoring enmity and blocking healing.
m
Quote Originally Posted by Jeeqbit View Post
So the point is that if they wanted to make this better, they absolutely could go to FF16 and copy and paste some things. And maybe even to a degree, they might do so with the graphics update. But it's all self-imposed limitations, where they worry about how people's PCs will handle it due to other players, rather than engine limitations, otherwise we wouldn't have FF16.
Visual fidelity requires GPU, but I've seen some neat ideas on older games with much lower processing requirements. I'm not looking for amazing graphics. Graphics aren't gameplay. Mostly, I think the problem is they have is around AI, including pathing (where are my wandering monsters), and secondary systems like inventory management and asset management.