wtf is this thread
![]()



wtf is this thread
![]()



Savage and Ultimates serve the purpose of being aspirational content that foster player growth, is something any healthy game should have otherwise the more gameplay centered players end up leaving. That content also serve more purposes. Savage for example helps the players have a sense of progression and shake up the market as is the only kind of content that truly justifies the stat increase from getting better gear and is the perfect excuse to introduce new consumables and gear to craft. Ultimate on the other hand gives a reason to actually farm the Savage gear and keep that content alive for longer periods of time and the WF races are the most followed of any other XIV content which gives the game a bit more of media exposure for something that mostly uses reused assets. Both also help keep high skilled players alive and considering the devs idea is to make those high skilled players "carry" the less skilled ones through the content, is better to give them a reason to stay around and play the content.For players I think we have to go off who has the achievements public, which I think it's like 35% for EX, 20% for savage and under 10% for ultimate.
SE can see the full numbers. Those pieces of content definitely are not wide appeal content and are increasingly niche as you go up in difficulty. I do find it strange they center as much as they do around that niche, but maybe they think casual players want glam updates instead of dungeons.
TLDR: Savage and Ultimate impact is wider than just the playerbase that clears it (which is a higher % when considering max level characters too and those who tried but didn't clear)
The problem of DT content stems from stagnation and CBU3 inability to be flexible and quickly respond to feedback and the biggest proof of that is SB, which had 2 ultimates, patches with more than 1 dungeon, same number of raids as now but also had a better content cadence and better job designs. This is not a situation where we people should ask to the devs to stop giving "A" to give "B", we should be asking them to give both "A" and "B" because we have proof they can.
Treasure hunts are such lukewarm content that i fall asleep doing them
why would i want more stuff like that lol at least savage etc make my brain work




um.. one moment, if I may ask a question... if you make everything max level... what about new people? what about people just starting their journey?Why does the content not follow the max level for eg. Treasure hunt, you got several expansions of treasure hunts no one goes to anymore.... the hunt is a push over one click dead lvl50 A rank... they should all be adjusted to maximum level in game including adjusted to max ilevel.
or are you one of the people that figure that game "starts" at level 100?
#FFXIVHEALERSTRIKE




Well firstly, Unreal is just a scaled up Extreme trial from the past. There's no reason to "not make it", but I agree the community that actually wants it is quite niche (the MINE community). However, a lot of people do it overall.
Savage is not really that niche. A large amount of players do it. It'd definitely be a mistake not to make it. They are the main raids you do to get your gear each tier and since raids are seen as standard in an MMORPG it would be problematic to remove something that has built up countless statics that have regularly tackled them for years. It would pull the rug from under them.
Ultimates are obviously niche. Their main purpose is to sell the game. "This game has one of the toughest types of raids in MMORPGs." They make it look good on streams because it is aimed primarily at streamers (SE said this on the lodestone). And those streams invite people to try the game out and make it their "final goal in the game" - although many of them may end up getting distracted by other things along the way in practice. Ultimates are like dangling a carrot; SE doesn't actually expect most people to get it.
I agree and disagree here I do agree that they should lower the work on ultimate(not stop them) but add the midcore before and put the ultimate after and well that is true that some location are empty now due to lack of content in them what you could do could be more stronger monster that could spawn.
I think it's in guild wars1 or a other one don't remember where a overpowered mob just rekt everything in is way new player or not so people have to team together and fight it(the server was heavily PvP related) and they all bend together so I know they can do such.
but again I am the midcore player that have been forgotten in endwalker in question of content like all other midcore player




Back when it was content around 50% of all max level characters had an e5s clear. Maybe they make harder difficulty content because a lot of people play that.




The content they specifically referenced isn't really for new players because they won't ever get a chance to experience. Less so for treasure hunts per se but actual open world hunts are more or less impossible for new players to engage with. They won't be strong enough to kill an ARR S rank without help and the second they mention it in Novice or Shout, max level players will descend on it. Sure, they'll likely wait for people to gather but that S rank is now dying in five seconds.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."


You can fix that with instances and also Savage/Ultimate/Unreal and more is not a FFXIV selling point either, the handbrake for a while need to be pulled for good because pretty much any area in the game is dead empty.
You are playing and paying for a combat action MMORPG. When creating a character, you are forced to pick a combat class. After the first "this is how the interface works and how you interact with quest npcs" quest, you get a combat quest to go outside town and kill some mobs by doing combat with them. Other classes, even crafting / gathering, are gated behind reaching an appropriate high level with at least one combat class. Story progress is gated behind combat, in the overworld, in dungeon, and in special solo duties. Basically all non-combat activities are also gated behind story progression, meaning behind combat. And while you can skip story progression up until the last expansion with money, unlocking the different activities still require a combat class often doing combat activities.
And yet here you are, demanding that the developers of a combat action MMORPG not spend their development time on combat content. Some people here really need to start managing their expectations and maybe look into therapy for their gaming addiction.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote





