Quote Originally Posted by Kes13a View Post
I dont have any big complaints about it. seemed pretty standard FFXIV fare personally.
That is literally the problem. Standard FF14 fare doesn't work when the story is unable to carry the weight of the entire expansion.

Quote Originally Posted by Roda View Post
IThe game is 10 years now, its golden path design needs to mature past its torrent of fedex quest designs and cutscene vomit.

like if SE could pivot their design philosophy to treating cutscenes and dialog as rewards for gameplay rather than a replacement for it, that would be a good start...
That's the best way I've seen anyone put it.

Quote Originally Posted by Malthir View Post
To be fair if this post about the Japanese forums https://www.reddit.com/r/ffxivdiscus...dawntrail_msq/ is to be believed, the writing is no better in it's native language.
Warms my heart to know the Japanese community feels the same way. Higher chance of the devs actually reading it and listening.

Quote Originally Posted by Gralna View Post
How dare they tell a story by having us interact with people and listen to them talk and doing tasks for them! Everyone knows the best way to tell a story is to mindlessly massacre an entire army worth of enemies!
I'm not really "doing tasks" for them I'm watching others do all the work. It doesn't feel like I'm interacting with anyone either, SE hasn't given us proper roleplay yet. If we had a MSQ in the vein of that KOTOR MMO where we actually had choices we could do that had meaningful consequences and personalized our experience that would be great. But the 5% of the time they game finally asks for our input its essentially, do you pick "Yes!" or do you pick "Maybe, well sure."? Even the meaningless ones where you can poke fun at other characters or be a goofball seem a bit more limited than it used to be in previous content. Please let us RP if you're going to stick us in cutscenes.

All people are asking for is some agency. Agency is what you get when you're allowed to RP in all the cutscenes. Or you're fighting monsters. What's the point of these grand vast gorgeous zones if you don't even get to hunt any of the monsters in it? Is a "fetch quest" really going to be different in tone/narrative if I fetch some rock in the wilderness, as opposed to fetching some npc or a forgotten bowl in the safety of town? We're adventurers not butlers. Let us adventure.