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  1. #21
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    685
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by ovIm View Post
    "Oh no, people disliked when we tried something, better to never try anything new ever again" is definitely not a way to innovate and possibly find new exciting things.
    It’s honestly frustrating how some companies—Square Enix included—seem to operate. They’ll try something new, but if it doesn’t work, they give up on trying altogether. And if it does work, they keep changing it until it flops. Look at the Manderville relic weapons—they called it the “most successful relic ever” just because so many people did it, not because it was creative or fun. Same with the current Savage tier. They’re calling it the “most successful” because clear rates are way higher, even though it’s easier. It feels like they’re chasing numbers instead of focusing on what actually makes the game special.
    (20)
    99.99% chance probably a Titanman alt

  2. #22
    Player
    Raraka's Avatar
    Join Date
    May 2022
    Location
    Limsa Lomisa
    Posts
    231
    Character
    Raraka Raka
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Bonoki View Post
    It’s honestly frustrating how some companies—Square Enix included—seem to operate. They’ll try something new, but if it doesn’t work, they give up on trying altogether. And if it does work, they keep changing it until it flops. Look at the Manderville relic weapons—they called it the “most successful relic ever” just because so many people did it, not because it was creative or fun. Same with the current Savage tier. They’re calling it the “most successful” because clear rates are way higher, even though it’s easier. It feels like they’re chasing numbers instead of focusing on what actually makes the game special.
    To investors the only success metrics are numbers, thats the horribe situation we are currently in
    (2)

  3. #23
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    530
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    "Oh no, people disliked when we tried something, better to never try anything new ever again" is definitely not a way to innovate and possibly find new exciting things.
    I'd just like to come back to that: I don't disagree with the content, but I also think that the community has some responsibility. And it's not just on ff: a lot of mmorpg players want new things, but aren't happy with them when they appear. And it's always the unhappy ones who speak out.

    Complaining about a new quest design, when it's the first time in a while that there's been an attempt at innovation, wasn't very wise indeed. Or at least complaining about it the way the internet usually does, i.e. on the assumption that our version is always the right one, in an unqualified and vehement way.

    Sometimes just appreciating the effort, even if the result isn't perfect, is a good thing. And there has been a failure on this front. The result? Most of the moments at DT where the gameplay could have been innovative... Are put in the form of cutscenes. Most of Endwalker's ideas were never taken up again; they kept tailing quests, but added a visual effect so ugly that it completely destroys immersion (I never understood what bothered players about these quests btw : why did we need this aoe ? Did some people not understand the "don't be too close" part ?).

    Failure shouldn't deter innovation, but it often does when the feedback is so vindictive. Especially when you're talking about a company whose main objective is still to make money, and which finds that its community, like many others, seems to claim novelty more than it really wants it.
    (4)
    Last edited by Merrigan; 12-06-2024 at 09:34 PM.

  4. #24
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    2,843
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 92
    Quote Originally Posted by Merrigan View Post
    Sometimes just appreciating the effort, even if the result isn't perfect, is a good thing. And there has been a failure on this front. The result? Most of the moments at DT where the gameplay could have been innovative... Are put in the form of cutscenes. Most of Endwalker's ideas were never taken up again; they kept tailing quests, but added a visual effect so ugly that it completely destroys immersion (I never understood what bothered players about these quests btw : why did we need this aoe ? Did some people not understand the "don't be too close" part ?).
    The main problem with them was that the targets would do instant 180s without any telegraph, but the ugly marker obviously doesn't do anything to address that.
    (0)

  5. #25
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    530
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Daralii View Post
    The main problem with them was that the targets would do instant 180s without any telegraph, but the ugly marker obviously doesn't do anything to address that.
    But... The target indicated this. There was always a pause before the NPC turned around. As far as I can remember, there was only one exception, which required the player to be hidden for a while by chance.
    (0)

  6. #26
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    685
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Merrigan View Post
    Complaining about a new quest design, when it's the first time in a while that there's been an attempt at innovation, wasn't very wise indeed.
    In From the Cold was the peak solo duty design, but because people complained, we now have "Very Easy" mode, and some players use it to skip the challenge in all solo duties entirely. It’s the same with Role-Play quests where you control NPCs—they're a great way to make the story more immersive, but they’re not popular. Even little things like NPC escort missions or interactive zoom-ins get brushed off as tedious.

    The broader issue seems to be that quest design in FFXIV is underappreciated. Whenever SE attempts to innovate or break the mold of traditional questing, the feedback tends to lean negative. This resistance stifles creativity and risks making the game a bland, formulaic experience. If we want the game to continue growing and evolving, players must embrace these attempts to make the journey more engaging and immersive rather than dismissing them for convenience.

    Edit: I think quest design is underappreciated, largely because it can feel tedious when playing multiple alts. What’s exciting the first time often becomes a chore on subsequent playthroughs.
    (14)
    Last edited by Bonoki; 12-06-2024 at 10:05 PM.
    99.99% chance probably a Titanman alt

  7. #27
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    530
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Bonoki View Post
    In From the Cold was the peak solo duty design, but because people complained, we now have "Very Easy" mode, and some players use it to skip the challenge in all solo duties entirely. It’s the same with Role-Play quests where you control NPCs—they're a great way to make the story more immersive, but they’re not popular. Even little things like NPC escort missions or interactive zoom-ins get brushed off as tedious.

    The broader issue seems to be that quest design in FFXIV is underappreciated. Whenever SE attempts to innovate or break the mold of traditional questing, the feedback tends to lean negative. This resistance stifles creativity and risks making the game a bland, formulaic experience. If we want the game to continue growing and evolving, players must embrace these attempts to make the journey more engaging and immersive rather than dismissing them for convenience.
    You've captured my thoughts very well. Well, satisfied people like you and me have some responsibility: I don't see many of us creating posts saying ‘oooh, that was a great quest!" But in practical terms, complaining about a lack of innovation when the slightest attempt is met with pitchforks, stones and jeers... Well.

    Another thing that made me roll my eyes about the criticisms levelled at ‘From the Cold’ was that people on this forum often ask for difficulty. ‘From the Cold’ explores an old difficulty mod : removing clear quest objectives. To say that it was not appreciated would be an understatement. It's paradoxical to demand difficulty but only expect difficulty that is comfortable for us.
    (8)

  8. #28
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    689
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Bonoki View Post
    In From the Cold was the peak solo duty design, but because people complained, we now have "Very Easy" mode, and some players use it to skip the challenge in all solo duties entirely. It’s the same with Role-Play quests where you control NPCs—they're a great way to make the story more immersive, but they’re not popular. Even little things like NPC escort missions or interactive zoom-ins get brushed off as tedious.
    Honestly, as much as "Very Easy" does have a reason to be in there - its barely needed. That one instance in 7.0 MSQ where you are storming Solution 9 during the attack? You can easily brew yourself a cup of tea or coffee, your presence is not needed, the NPC do all the work for you.
    Or earlier, back in Shadowbringers. Remember that one instance where the 3 Viera and Y'shtola get turned into cards? I very much actively tried to fail that (I wanted to see what would happen) and it turns out you literally can not.

    People complained a lot when they have to actually had to play this game during MSQ, and proof of a tiny bit of competence was required. And Square Enix is quick to appease those people, fearing them quitting the game forever.
    I still remember when Steps of Faith was nerfed. The biggest issue Pre-Nerf SoF had was that there was no easy reset when it was clear that the fight could not be cleared. Instead, it was fully nerfed to the ground.
    So really, good luck getting through to those that ask for this bland experience, cause Square Enix has shown that they very much like pandering to those people.

    Really, I wish for more duties like "In from the Cold".
    (11)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  9. #29
    Player
    Rueby's Avatar
    Join Date
    Feb 2022
    Location
    Zenos' Pockets
    Posts
    836
    Character
    Vera Nova
    World
    Spriggan
    Main Class
    Gunbreaker Lv 90
    In from the Cold actually was my favorite solo instance in the game, I remember feeling actually lost and danger was around the corner, I didn't have my skills. I was a weak and fragile NPC, not only did it immerse me, but it also put me in Zenos' shoes who actually went through a similar experience in Stormblood and was able to overcome the limitations of a nerf (I guess?). It also made me realize the power gap between us and the NPCs we have been killing. I remember struggling to help the civilians who were fighting desperately to survive and I felt it too, I wanted to survive and in a way try to save them.

    I was caught offguard by the QTE and failed that duty before but it didn't feel awful to me. I liked how the game doesn't hold your hand and lets you explore this foreign and dangerous area....

    I think I'm grateful to have experienced it prior to its adjustments? I remember doing the MSQ on an alt and it just didn't feel the same because the quest objectives (iirc) are there to handhold you.
    On that 2nd playthrough, the final solo duty in base 6.0...I was so excited for it, but my second run I wanted to prolong it, to see what happens if I die, if there's extra dialogue etc...

    And to my shock, I discovered how excessively difficult it was to actually die even if you get hit by everything, everything is disappointingly slowly telegraphed and your HP regen essentially guarantees a win. When I discovered this, I was really disappointed. There's no threat or urgency in solo duties once you discover that....If people think things are hard and want it easy, then give us a hard mode of solo duties or something that we can select.

    Sorry for the rant.
    (11)

  10. #30
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    689
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rueby View Post
    When I discovered this, I was really disappointed. There's no threat or urgency in solo duties once you discover that....If people think things are hard and want it easy, then give us a hard mode of solo duties or something that we can select.
    Same. Without a sense of urgency, or danger, there is no sense of victory over the odds. You simply feel like a tourist at Disney Land. "Be sure to check out Space Mountain In from the Cold!"
    An optional hard mode you can enable where you can very much fail if you play shit... would be very welcome, at least to me.

    To use a certain someone elses words... "He [Yoshi-P] goes on to compare Final Fantasy 14 to a platformer without pits to fall into—maybe a little harsh, but a good way to phrase it. Stress, he implies, can be a cause of frustration. But it's also required for excitement"

    (Will I ever get tired of posting Yoshi-P interviews that show the discrepancy between his PR words and the game they make? No, no I don't think so.)
    (7)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

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