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  1. #1
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    140
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 71

    My Problem with FF14

    My problem with the current FF 14 is that you are FORCE to do the MSQ to level there is nothing else to do til you unlock your first dungeon through hours of reading..

    Now with Dungeons, They suck.... Yes they are pretty to look at but once you get done doing it once theres no need to go back. and its the same cycle, 2 packs, Wall, 2 packs, Boss Etc.... Can we change it up a bit??? Why arent we allow pull more than 2 packs of mobs?? I like to pull as many as I WANT, not what the game tells me.. Theres so much hand holding in this game now. its crazy

    last, FF14 doesnt feel like a MMO anymore.. it feels like a Social hub.
    (15)

  2. #2
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,787
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    oh the walls happened because players would harrass other players into pulling everything to the boss.

    most changes happened because someone said do it or you suck and we kick you from DF.
    (16)

  3. #3
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,611
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Quote Originally Posted by Musashidon View Post
    oh the walls happened because players would harrass other players into pulling everything to the boss.

    most changes happened because someone said do it or you suck and we kick you from DF.
    The more logical way to handle this situation would be to make it challenging enough such that chain pulling is not possible because you will die. Then it'd be up to the group's skill for how many groups you can pull at once.
    (1)

  4. #4
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,357
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rolder50 View Post
    The more logical way to handle this situation would be to make it challenging enough such that chain pulling is not possible because you will die. Then it'd be up to the group's skill for how many groups you can pull at once.
    It wasn't possible a lot of the time and the party did die and the tanks would just keep trying to do it anyway. The walls are necessary to keep a lot of tanks from trying to pull more than they have any business pulling.
    (1)

  5. #5
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Rolder50 View Post
    The more logical way to handle this situation would be to make it challenging enough such that chain pulling is not possible because you will die. Then it'd be up to the group's skill for how many groups you can pull at once.
    Groups would die. Then they would kick the tank or the healer, whichever one they blamed at that moment, and wait for the next one.
    (3)

  6. #6
    Player Rekh's Avatar
    Join Date
    Jan 2024
    Location
    Meracydia
    Posts
    521
    Character
    Fresh Tree
    World
    Zalera
    Main Class
    Warrior Lv 90
    Quote Originally Posted by SieyaM View Post
    Groups would die. Then they would kick the tank or the healer, whichever one they blamed at that moment, and wait for the next one.
    This is not what happened in ARR/HW. What actually happened was communication and education of the pve mechanics. As well as educating the failing person on specific job skills and how they're critical for advancing in said content.

    Labyrinth of ancients and Dun scaith still retain some of that, I'm sure you've seen it.
    (1)

  7. #7
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Rekh View Post
    This is not what happened in ARR/HW. What actually happened was communication and education of the pve mechanics. As well as educating the failing person on specific job skills and how they're critical for advancing in said content.

    Labyrinth of ancients and Dun scaith still retain some of that, I'm sure you've seen it.
    I've seen people try to vote dismiss when people try to greed too hard and the alliance dies to ancient flare. I also see people immediately try to vote abandon on Arum vale when the tank eats it in the first room because you can't pull that entire room and survive.
    (2)

  8. #8
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,661
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Rolder50 View Post
    The more logical way to handle this situation would be to make it challenging enough such that chain pulling is not possible because you will die. Then it'd be up to the group's skill for how many groups you can pull at once.
    At one point a commonly accepted strat for AK was for the tank to pull everything into the first boss room and everyone else not engage and then the tank would die and all the mobs would leave and you'd raise the tank.
    (0)

  9. #9
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Miguel85NYC View Post
    Now with Dungeons, They suck.... Yes they are pretty to look at but once you get done doing it once theres no need to go back. and its the same cycle, 2 packs, Wall, 2 packs, Boss Etc.... Can we change it up a bit??? Why arent we allow pull more than 2 packs of mobs?? I like to pull as many as I WANT, not what the game tells me.. Theres so much hand holding in this game now. its crazy
    this is why its the way it is. usually you have a healer along for the ride of various skill and ability, and usually pulling everything to the wall allows them the chance to keep you alive back when dungeons were a bit less forgiving. Bardam's Mettle was a good example, especially if the tank didnt do much mitigation
    (4)

  10. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,090
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Miguel85NYC View Post
    My problem with the current FF 14 is that you are FORCE to do the MSQ to level there is nothing else to do til you unlock your first dungeon through hours of reading..
    Well it is a story-driven game, like all FF games.
    Why arent we allow pull more than 2 packs of mobs??
    We used to be able to pull right to the next boss. Think 4-8 packs. It would give tanks anxiety "uhm should I stop? is this too much?" It still kinda does in dungeons like Amdapor Keep, Wanderer's Palace, Pharos Sirius, Copperbell Mines, Haukke Manor, The Lost City of Amdapor, Halatali, Brayflox, Hullbreaker Isle and Stone Vigil, which are from the pre-walls era.

    It made tanks feel like they had to pull that much, but they simoultaneously could not handle it (especially with how the game worked back then), so you'd see a tank just hop in, pull everything, wipe, then leave in shame or blamed the healer when in reality they just couldn't survive that much.

    So SE did the right thing and added some walls. You are still able to make the dungeon more challenging by pulling more, they just provide an upper limit. Sometimes this is actually more than 2 packs, but usually it's 2.
    last, FF14 doesnt feel like a MMO anymore.. it feels like a Social hub.
    That is going to depend what you define an MMO as then. I view MMOs as huge social hubs. If I wanted a quick way to interact with hundreds of people constantly in a way that I otherwise couldn't just sitting bored on a sofa, I'd play an MMO.
    (15)

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