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  1. #41
    Player Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    559
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Sage Lv 100
    If there is something very apparent, is that a void in the MMOs market exists. Others tried to fill that void and failed abysmally either by not being innovative enough, fun enough, or simply being riddled with gacha/ greedy mechanics.

    The only reason FF14 still has a player base is because there is no better alternative out there. If SE fails to modernize it, it will die the second a better option is released.

    For an 11 Y.O game having so many outdated systems in the game is just mind-boggling to me but then again, it's not my grave they dig.
    (5)

  2. #42
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    773
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ath192 View Post
    Just because they game has followed a format for a decade doesn't mean it has to remain this way. Everything in this game is too compartmentalized and on rails.

    How hard would it be to try out an expansion where zones aren't locked by MSQ,
    -where quests don't have braindead markers telling you where to go
    -where dungeons are nothing like the stale formula we have
    -where underwater isn't just a pretty landscape and combat/breathing mechanics are tried out.
    -Where exploration and open world events are tried through the entire introduced zones instead of designated exploration instances like Eureka and Bozja.
    -Where some side quests are just damn hard
    -Where some open world dungeons are introduced, and the mobs are just lethal

    Sure, not all of these systems and things will be hits with everyone, and people are going to complain about them but no one will be able to point the finger and say they've given up just like we all feel they have in DT.

    It's obvious to me the current method to the game will just drive it to the ground sooner rather than later. It's time to break the shackles and explore another path for this MMO.

    This game needs to work on producing:
    1. Shock
    2. Awe and wonder
    3. Curiosity
    4. A feeling of freedom

    It would be great for the game for once to release content that doesn't feel like the same junk reskinned, for the 100th time.
    Because the player base will complain immediately.

    -Game too hard now
    -I've more anxiety than before please nerf


    Even old games like Ragnarok Online have more content and freedom, yes, a game from almost 30 years ago.
    (7)

  3. #43
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    146
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 71
    Quote Originally Posted by Ath192 View Post
    Just because they game has followed a format for a decade doesn't mean it has to remain this way. Everything in this game is too compartmentalized and on rails.

    How hard would it be to try out an expansion where zones aren't locked by MSQ,
    -where quests don't have braindead markers telling you where to go
    -where dungeons are nothing like the stale formula we have
    -where underwater isn't just a pretty landscape and combat/breathing mechanics are tried out.
    -Where exploration and open world events are tried through the entire introduced zones instead of designated exploration instances like Eureka and Bozja.
    -Where some side quests are just damn hard
    -Where some open world dungeons are introduced, and the mobs are just lethal

    Sure, not all of these systems and things will be hits with everyone, and people are going to complain about them but no one will be able to point the finger and say they've given up just like we all feel they have in DT.

    It's obvious to me the current method to the game will just drive it to the ground sooner rather than later. It's time to break the shackles and explore another path for this MMO.

    This game needs to work on producing:
    1. Shock
    2. Awe and wonder
    3. Curiosity
    4. A feeling of freedom

    It would be great for the game for once to release content that doesn't feel like the same junk reskinned, for the 100th time.
    I completely agree with you. The current game is going down hill. The content is the Same crap over and over. Holiday events are just a 5mins quest line and you're done... The content is a Joke and YoshyP needs to change this or pass the torch.
    (6)

  4. #44
    Player
    Zakuyia's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    597
    Character
    Zakuyia Shizyuie
    World
    Zalera
    Main Class
    Dancer Lv 100
    To be fair on the final fight with zenos it would have been cool to have us play off the injuries, but as were greeted by the people and we see their smile a sense of ease washes over us and we succumb to our injuries as we go into a battle for our life only to wake up days, weeks, hell months later seeing as the fights took massive toll on us and us using dynamis like we did could add into a strain on us. Something to raise the stakes with a nice payout as we see how ppl cope with the wol being outta comission for a time.
    (1)


    You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.

  5. #45
    Player
    Zakuyia's Avatar
    Join Date
    Apr 2022
    Location
    Gridania
    Posts
    597
    Character
    Zakuyia Shizyuie
    World
    Zalera
    Main Class
    Dancer Lv 100
    Quote Originally Posted by AnnRam View Post
    Because the player base will complain immediately.

    -Game too hard now
    -I've more anxiety than before please nerf


    Even old games like Ragnarok Online have more content and freedom, yes, a game from almost 30 years ago.
    BRO OUT HERE SPITTING FACTS NOT GETTING ENOUGH THUMBS UP TELLS ME TOO MANY CASUALS DONT KNOW WHAT THEY WANT BUT THEY WANNA RUIN FF14.
    (0)


    You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.

  6. #46
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Zakuyia View Post
    BRO OUT HERE SPITTING FACTS NOT GETTING ENOUGH THUMBS UP TELLS ME TOO MANY CASUALS DONT KNOW WHAT THEY WANT BUT THEY WANNA RUIN FF14.

    No one knows what they want. A lot of these ideas were terrible 25 years ago, they'd still be terrible now. I'm not opposed to difficult content, I do savage, but making stuff tedious for no reason is silly.



    A lot of people like to talk about gear having no longevity. Do you know why gear in oldschool mmo's had longevity? It wasn't because of the stats. It was because it was easier to keep people playing by making drop rates low on timed spawn enemies. Or crafts that required tons of mats but didn't have a 100% chance of success (looking at you Lineage II). So it would have actually made those games worse to add in new gear constantly because so few would have even had a chance to get the old gear.



    Imagine if savage loot was locked behind a random 72 hour spawn timer, and the chance of getting even 1 piece was 5%. It would be horrible. Even just having random loot chances back in Coil sucked, its why we started getting books, and then coffers.
    (3)

  7. #47
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    708
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Ath192 View Post
    How hard would it be to try out an expansion where zones aren't locked by MSQ
    This is probably one of the easier ways to break the monotony. The extremely linear and predictable MSQ area progression is something that I've considered stale forever. I remember feeling like an explorer in ARR because I could go anywhere in the world, and sometimes encounter danger. Planning a route to get around tough enemies and reach new locations is something I still remember after many years. In contrast, being locked on rails during later expansions has offered no comparable experiences. It makes the world feel extremely artificial and limited and makes getting immersed very hard.

    where quests don't have braindead markers telling you where to go
    I wish this was a standard in video games, though it can be done poorly. FF14 would need to revamp questing to do this right. If SE can manage it, the payoff can be great. Navigation is a fun activity and meshes well with a detailed, open, explorable world.

    where dungeons are nothing like the stale formula we have
    I agree that dungeons need more variation. One of the big problems with FF14 is repetition.

    where underwater isn't just a pretty landscape and combat/breathing mechanics are tried out.
    This might be difficult to do, at least in comparison to some of the other requests. It's not a terrible idea though.

    Where exploration and open world events are tried through the entire introduced zones instead of designated exploration instances like Eureka and Bozja.
    Another request that probably faces more technical challenges and brings the game closer to a complete overhaul. It's an interesting idea, but it might be more realistic to focus on smaller steps first.

    Where some side quests are just damn hard
    The desire for more and more unique challenges has been expressed often though I wonder if side quests are the right place to offer them. They are meant to be very casual. When FF14 offers difficulty it's usually separated from the rest of the game. I'd guess part of the reason to help players from stumbling into something they don't actually want to do.

    Where some open world dungeons are introduced, and the mobs are just lethal
    The overworld is something that FF14 has continuously pushed to the side, not counting MSQ. As much as I'd want that to be undone I don't see any easy way to do it.

    Hopefully SE can address some of these concerns, although the wants of people that enjoy the game as it is need to be considered too.
    (2)

  8. #48
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,772
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kohashi View Post
    If there is something very apparent, is that a void in the MMOs market exists. Others tried to fill that void and failed abysmally either by not being innovative enough, fun enough, or simply being riddled with gacha/ greedy mechanics.

    The only reason FF14 still has a player base is because there is no better alternative out there. If SE fails to modernize it, it will die the second a better option is released.

    For an 11 Y.O game having so many outdated systems in the game is just mind-boggling to me but then again, it's not my grave they dig.
    Hmm yes I have to agree, I think the only reason I'm here is I haven't found another one like this, modernized, but with better systems and that doesn't cater as much to people who don't like complexity. The issue is, I would easily trade all ultimates and savage fights for a game that has tons of evergreen midcore content throughout its world.

    The game is too sectioned off and I hate the endgame does boil down to "get transported to boss on platform". And the rest of the world is just a giant lobby.

    I do love the art style and I think the best thing to come out of DT was the graphics update. But besides that everything else has been really flat/dull.
    (1)

  9. #49
    Player
    RaideDuku's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Raide Duku
    World
    Adamantoise
    Main Class
    Red Mage Lv 100
    Problem with having "proper" dungeons that have twists and turns and alternate paths is that the most efficient and time saving path will be found and made mandatory by the community. "So what if you made rewards for going down those alternate paths?" Well, again, the shortest path to those bonuses would be found and enforced. "What if randomize where the bonuses are." Cost/time analysis will be done to find out the spawn points that are most efficient to check for bonuses. Any spawn points that would be considered too "off the path" to be considered worth getting would be ignored in favor of whatever rewards you get for just beating the dungeon. But...let's say theoretically they're able to make a "proper dungeon" completely balanced where you want to go down every side path to be able to reap the fullest rewards. Again, people will find the most efficient way to do so, any and deviation from the way will be mandatory. At the end of the day, if the designers don't make the dungeon a hallway, the community themselves will do it. The community, as much as some may claim otherwise, YEARNS for the hallway. Besides, it really kills the sense of exploration and discovery if you're combing the same entire dungeon, every single day, every single time.

    There is only one piece of content that may be able to provide a sense of discovery every time you run it and make it worthwhile to explore every nook and cranny. Deep Dungeon. With its randomly generated floors and randomly placed encounters and loot, it is, of course, the most popular of content.... ... ...oh.

    In seriousness, I think that it would be the best to encourage exploration and discovery, but it would need a serious upgrade from "all these boxes make a bigger box" room generation it has now to something a bit more robust.
    (3)

  10. #50
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    773
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    No one knows what they want. A lot of these ideas were terrible 25 years ago, they'd still be terrible now. I'm not opposed to difficult content, I do savage, but making stuff tedious for no reason is silly.



    A lot of people like to talk about gear having no longevity. Do you know why gear in oldschool mmo's had longevity? It wasn't because of the stats. It was because it was easier to keep people playing by making drop rates low on timed spawn enemies. Or crafts that required tons of mats but didn't have a 100% chance of success (looking at you Lineage II). So it would have actually made those games worse to add in new gear constantly because so few would have even had a chance to get the old gear.



    Imagine if savage loot was locked behind a random 72 hour spawn timer, and the chance of getting even 1 piece was 5%. It would be horrible. Even just having random loot chances back in Coil sucked, its why we started getting books, and then coffers.
    Old MMO games were so much fun and creative than FFXIV will ever be.

    Just to say the FC(Guild) system here its the WORST that I have ever see in any other online game. 10 Years and still SE haven't done nothing with it, but hey a game from 30 years ago had a system called "Guild wars" were you had to fight others guilds(or ally with them) to conquest/defend castles, so they give you special resources, weapons etc, everyone wanted to be in a guild and all the jobs (like "crafters" were so on demand) had a place to fill.

    Before you couldn't go in to certain zones without a group because mobs were too dangerous and you could find mini bosses or raid bosses moving around like scouting the zone but here : "lol new expansion arrived, no problem sir, the same gear that I got 1 year and half ago its enough to two shoot all the mobs in all the new areas, and well they are not even aggressive so yolo".
    (2)

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