/r/ffxivdiscussion: What do you think of the upcoming patch and the trajectory of the game?
Came across this interesting thread in the /r/ffxivdiscussion subreddit again, and the title says it all: What do you all think of the upcoming patch and the trajectory of the game? I think much of the new stuff coming out is boring and stale, and the long time in between patches definitely isn't helping. Like other forum members and /r/ffxivdiscussion members have probably already said, there isn't enough long-lasting content that isn't just one and done or completed within an hour or two. Lots of players have already mentioned the game feels like its in maintenance mode and I don't disagree with them.
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Original Post:
Mom said it's my turn to post about the newest Live Letter.
The upcoming patch has a new Ultimate, it has multiple PvP adjustments to both jobs and maps, it has a brand-new form of combat with an unlocked reward system that allows us to actively gather raid-level gear with tokens that help to buy more including first-timer bonuses including standard fare of mount/minion/misc collectables. In addition, it also has:
A new dungeon for roulettes where we may continue to see adjustments to the standard experience compared to EW's handling of dungeons and story content
A nostalgic (for some) alliance raid setting that gives catchup gear every week and currency to exchange for upgrade catalysts for raid gear
New dailies with beast tribes
New weeklies in custom deliveries, the new AR, and a Stormblood EX for Faux Hollows
New quests in three branches of side content separate from the MSQ
A detailed and long-requested improvement to Hall of the Novice to actively encourage good habits and proper resolution of mechanics for newer players
Adjustment of hit detection for PvP with a conscious effort to make it more action-esque and allow for blocking or avoiding attacks instead of guaranteeing to be hit once you see the animation
PvE balance and job adjustments (yes, buffing everything instead of nerfing PCT is stupid)
QoL changes to glamours and gpose with a direct comment on continued work to expanding the current data available to the player for glamours
The introduction of the ability to be able to easily copy and transfer your HUD, hotbars, config settings, and macros across characters
Further improvements on the graphical update along with another free Fantasia, weapon designs being added after a community contest, and an honorary mention for the ongoing intention of adjusting encounter design to be more engaging that will develop further in 7.2+
A decent amount of people seem to be complaining yet again, because it's r/ffxivdiscussion and that's what we do here (yes it is, don't pretend it isn't these days). Some say it's a lackluster patch, some say it's the same as always, some people want more significant changes to the fundamental basis of the gameflow. While I do think a lot of these changes don't quite go far enough, I recognize that they are putting in the effort to at least try and make some of these pain points less egregious. Whether or not it actually will remains to be seen.
For those of you expressing disappointment or disdain, let me ask: what effort on the devs' part - and what amount of content - would you need to see in order to consider a modern FFXIV patch a genuinely good and exciting patch? Be realistic, it's obviously not genuine to say "this is an x.1 patch and it needs to have the content of an xpac launch". Not talking about radical sweeping design changes, elements that work in other MMOs that function fundamentally different from this game, or changes that would lead the game down a path that triggers an unrealistically dramatic shift in design philosophy across the board, these things don't happen the way it is often demanded here. If you don't think it's good, that's great - surely you can back your stance up with constructive criticism and a tangible idea of how they may improve.
For everyone following the info drop from the live letter, whether your reception is positive, negative, or neutral: are the measures that the devs are taking ones that you feel are effective enough to address the pain points the community repeatedly criticizes? Do you feel they handle the relevant issues well, or do you think it's not enough? Are they foundationally flawed moves that cause further issues, and if so, what would be a superior approach? Would you be happy to see them take this new Chaotic reward structure and apply it to more content? What kind/how much content if you do, and how do you think it should be actualized to allow for a more satisfying gameplay experience moving forward into the rest of the expansion and 8.0? And above all, what areas would you like to see them focus on improving further in the patches to come?
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Notable Comments:
Tepid take, I know, but relics really should start in the .1 patch rather than the .25 patch. Even if it's just some simple grind step.
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For the time spent in development, it's lacking. Release cycle is poor relative to content's sustainability.
We had roughly 5 months for 7.0 and people found that lacking in content replayability and sustainability. It worked far better with 3 months and with more content overall, but they strayed far away from then.
Patch 7.1 offers nothing for casual players other than 1 dungeon + alliance raid (and hildy if you like it), but those are daily activities and have little to no replay value to keep someone interested, so it banks on PvP to be good for 5 months.
From what they are saying, Chaotic 24 man savage raids isn't for casuals. The 1 ultimate patch applies to a very small portion of the community.
Not to mention the Dec 24 release date, right before Xmas eve. It's not the best time or the smartest time to be releasing content then when they said they wouldn't do that.
I figure Hrothgar and Viera are still suffering from the utter lack of hats after the "graphics update". Female hroth got screwed over with 5 hairstyle choices only.
If they released relics and/or the new exploratory zone earlier, then there will be enough replay value to last a good while.
It really comes down to the poor development cycle. At least there wouldnt be so much burnout from people having nothing but the same content to do if the cycle was shorter and had more content in the past. We don't even get a second dungeon anymore.
They're just wasting development resources trying to make trusts on optional dungeons. Optional dungeons don't need trusts.
I wonder how many people are still waiting for glowing weapons from endwalker trial bosses on sage and reaper... and how many hate not having glowing weapons to look forward to on Viper and Picto for another 2+ years.
I'm not sure if I want to sub past one month with this kind of artificial content delay in the patches.
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There will be less negativity when the game stops recycling the same template for updates since 5.1 and Yoshi-P's team go back to being as communicative and sincere as they were before Shadowbringer's success.
Sorry not sorry. I hate this stupid mentality in the XIV community where complaints are condemned. At best the game's updates have gotten stale. There are enough people not even happy about the MSQ, which used to be a consistently good thing about the game.
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This precludes pretty much any constructive or useful discussion, IMO. You cannot content your way out of a gameplay problem, and FFXIV's issues lie in its gameplay much moreso than its content.
The atrophied, useless husk that remains of FFXIV's core and class gameplay has placed all of the onus for "Are you having fun playing this game?" onto the content in a way that is hopelessly specific and is fundamentally incapable of serving its audience without either drastically and unrealistically increasing the scope of its content production or massively reducing the size of the audience down to the tiny, specific tranches of players that happen to be a perfect fit for the things that are on offer.
It is much more realistic to suggest that FFXIV should overhaul its core and class gameplay to allow any given piece of content to appeal to a much wider range of players across the skill spectrum than it is to suggest that FFXIV should be trying to solve that same problem through brute force by producing 5-7x as much content as it currently does to reach that same range of players with something they find fun and satisfying.
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Qol improvements are like making it easier to order at McDonald’s. It’s great that it’s easier and faster but the food is the same. Nothing in the LL has rekindled faith or interest in the game. Maybe I’ve played too many years.
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Christmas Eve launch for chaotic is an absolutely awful decision.
Relics need to start in X.05 not X.25.
10 years of the same cycle is just not exciting, it’s really not, it’s just business as usual and you’re going to see a very lacklustre response from longtime players until they find a way to bring excitement back.
What that excitement is, is up to them to decide.
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If you aren't a hardcore raider and don't PvP you get:
- ~2 hours of MSQ content (one-time)
- ~1 hour of Hildebrand content at some point, and side-story content at some point (one-time)
- A 24 man you run for 1-1.5 hours once per week.
- Tribal quests you do about 3 weeks then are done with (one-time)
...anything else? Because I'm not seeing anything else. I'm seeing a lot of one-time content, and a once per week 24 man, and 1 more dungeon that's going to be hard again so casuals will hate it.
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At this point I'm convinced that Yoshi P has a bet going on with just how much BS they can get away with while still retaining players
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My sub will run out on Friday. I do not plan to renew it.
The chaotic alliance raid seems interesting but that comes out Christmas.
I love PvP. There is no new PvP rewards.
I have no interest in the story currently.
The alliance raid is exciting for ffxi players. I have not played ffxi.
Maybe I have to wait for a couple patches to accumulate to the resub. I don't know currently.
I expected more.
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The biggest sin of this patch is skipping nidhog for unreal
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Okay, I don't want to bring excessive negativity, but to me that's not enough. Most of the list is just QoL things that don't really have a great impact in 'content delivery'. At least for a player like myself who enjoys action-based content. I'm mostly engaged with High End encounters and stuff that keeps me busy long time (e.g. Eureka).
So far, the only really interesting /in theory/ is the Chaotic Raid, but that's just 01 single encounter. I wonder how much of it I could do before getting burned out of repeating the same thing over and over. The fight's design doesn't seem very innovative, which is kind of odd because they actively advertised that this expansion would elevate that and promote interesting new things, and I'm yet to see any of that.
* Even though I'm interested in high end play, I'm not exactly the demographic for Ultimates on release, because I can't really commit to a static.
So well, to answer the question, I think they should strive to release stuff with a big shelf life as early as possible. One single 24 man Savage-like encounter is not that. The Field Operation is that - and it's the kind of content, along with the relic grind, that they should've delivered in patch 7.0.5 and updated every even patch with a new zone. This is great content because it touches every part of the player spectrum, from the casuals to more hardcore players. Deep Dungeons also do have a similar effect.
We just don't have that kind of thing. While I think quest-based content is cool, it's not enough to feed a player looking for action, especially with Dawntrail's standards where you feel almost as if you're playing a visual novel.
I'm currently unsubbed, but I'll gladly return when the cadence of content is satisfactory, especially for the sub price we pay.
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I’m happy that players are looking forward to it, but I just can’t bring myself to feel any excitement. Most of the stuff you listed is to be expected QOL stuff, which Square purposely holds back on releasing earlier so they can beef up the major patch notes.
1) It is the same patch cycle we have been receiving for like 12 years. It’s tired, predictable and uninspiring.
2) The new “exciting” type of combat is 1 boss battle. The Devs keep mentioning “if players like it, we may make more”….ummm what? May? They need to commit to a new type of new endgame, not release a one off. I don’t think this is enough to fix the content drought players experience, it is just another single fight we will have to repeat for like 6 months.
3) The biggest problem is the schedule of the release content. They announce all this amazing new content for an expansion when announced, and then slowly (very slowly) drip feed it over a few years. The “Grindy” content like field exploration and relic weapons come waaaaaay too late in an expansion lifecycle. This should honestly be live already.
But hey as I said, if players are looking forward to the patch, good for them. I just know If I return I will burn out in the content very fast, as I have experienced it 5 expansions in a row.
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reworking jobs to reverse homogenization and returning to a 3 month patch cycle. the individual patch contents don't matter to me as much as the overarching trajectory of the game.
yeah the reward structure step in the right direction but fundamentally the problems are the same. this fight will have a lifespan of a few weeks before it starts to taper off. this will be the only chaotic fight we get for at least 4.5 months, and likely 9+ months. the cadence is just so slow compared to other games.
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Everything takes way too long to come out, my friends quit or took a break way too soon and I can understand them. There is legit nothing to do if you are a longtime player that has done most of the stuff.
Content that you can not complete in a day or a week needs to come out earlier so people stay engaged to the game. Bring relics earlier to the game and make them hard/grindy so we have atleast something to do besides raiding. This patch update cycle is boring and will kill the playerbase especially when the content we get is lackluster.
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For the time spent in development, it's lacking. Release cycle is poor relative to content's sustainability.
We had roughly 5 months for 7.0 and people found that lacking in content replayability and sustainability. It worked far better with 3 months and with more content overall, but they strayed far away from then.
Patch 7.1 offers nothing for casual players other than 1 dungeon + alliance raid (and hildy if you like it), but those are daily activities and have little to no replay value to keep someone interested, so it banks on PvP to be good for 5 months.
From what they are saying, Chaotic 24 man savage raids isn't for casuals. The 1 ultimate patch applies to a very small portion of the community.
Not to mention the Dec 24 release date, right before Xmas eve. It's not the best time or the smartest time to be releasing content then when they said they wouldn't do that.
I figure Hrothgar and Viera are still suffering from the utter lack of hats after the "graphics update". Female hroth got screwed over with 5 hairstyle choices only.
If they released relics and/or the new exploratory zone earlier, then there will be enough replay value to last a good while.
It really comes down to the poor development cycle. At least there wouldnt be so much burnout from people having nothing but the same content to do if the cycle was shorter and had more content in the past. We don't even get a second dungeon anymore.
They're just wasting development resources trying to make trusts on optional dungeons. Optional dungeons don't need trusts.
I wonder how many people are still waiting for glowing weapons from endwalker trial bosses on sage and reaper... and how many hate not having glowing weapons to look forward to on Viper and Picto for another 2+ years.
I'm not sure if I want to sub past one month with this kind of artificial content delay in the patches.
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Source:https://www.reddit.com/r/ffxivdiscus...patch_and_the/
Bit of a long post but there's a lot of good feedback in here to read through. Feel free to discuss amongst yourselves below. Cheers.