In a recent interview, Yoshi-P said:
"So moving forward with the next expansion, I want to incorporate more changes. I don’t want to take a conservative approach, but rather, I want to provide an experience that contemporary gamers can enjoy. To that end, I would like to incorporate various changes. I will also protect things that need to be protected. But we would very much like to try out new things, and we are discussing various possibilities right now in the team, so I’m really excited about that."
Source:
https://www.pcgamer.com/games/final-...in-the-future/
Since the dev team is supposedly “right now” discussing possible changes for the next expansion, let’s give our input on what changes they should make!
For me, it would be to change how predictable and scripted PVE battle content is by introducing more unpredictability/random variations. I miss the sense of exploration and discovery FFXIV used to have in the early days and FFXI had at its peak (yes, I’m that old).
Currently, every dungeon/trial/raid has the same basic structure with the same unvarying attack patterns and phases. (Speaking as someone who doesn’t do Savage level content, though, so maybe things are different at that level).
Once you learn and memorize the script, the content experience is the same every time so eventually you’re just going on autopilot. I guess this makes programming Trust AI easier, but I find it quickly makes content boring. Especially when the game is built on running the same content repeatedly for weeks on end.
I get that FFXIV is often likened to a theme park, but modern theme park ride design incorporates small variations so that the ride experience isn’t the exact same every time. Like Rise of the Resistance at Disney or Bowser’s Challenge at Universal.
So I’d like to see dungeons with even small variations. Such as type and number of trash mobs and when/where they spawn, chest placements etc. Give players variable bonus rewards for clearing optional objectives like downing a boss in a certain amount of time or finding x# of hidden treasures that aren’t always in the same place. Basically take what they learned from Variant Dungeons, and tone it down so it’s applicable to mainstream content rather than just making it side content.
Maybe have trial/raid bosses be more unpredictable by not doing the same attack pattern every time but mixing it up from a set of predefined attacks.
Idk, I just feel like something needs to change to make the game feel a little less like a static game world and more like a living fantasy world.
What changes do you want to see in 8.0?