The beast tribe quests are more or less the exact same as they have always been. It is not exclusive to DawntrailMy worst moment with the game lately was logging in the other day to unlock the new Society Quest. Spend about 5 minutes bouncing between NPCs for meaningless dialogue, then unlocked the quests... And proceeded to fight 1 mob, speak to 1 NPC, and apply an item to 3 Alpacas. I know I'm not going to get anything massively ground breaking with side-quest dailies, but this is ARR-level of quest design. I haven't been playing much since I cleared the MSQ, and this has pretty much sent be scurrying back under my rock until something interesting comes out.
The only exception is with ARR requiring fates to spawn, which I am positive people hated because of how long it can take to get the specific one

Like I said in my comment - "I know I'm not going to get anything massively ground breaking with side-quest dailies"
This isn't new information, but it still blows when your dailies are "Run as many roulettes as you can stomach, and then do some fetch quests." And yes, it's been that way for a few expansions - again, not new information. But as a player, I've hit my brick wall of game fatigue with the design. Been on-and-off since I finished the MSQ, thought I'd give it another go the other day by grabbing some dailies and trying to fall back into the routine, but it just feels so bad to do. Hopefully that clears up my complaint a bit.



They're not the same as ARR at all. ARR beast tribe quests, or even Stormblood beast tribe quests had more variety of objectives compared to Dawntrail so far.
Basically, this game haven't evolved in anything but except we are getting less and less content per patch, boring jobs and new people can't die to mobs o normal content unless everyone goes AFK.
Same old mechanics from 10 years ago etc, if you put a new player in HS and move it directly in to DT they won't notice any difference.
Pretty muchBasically, this game haven't evolved in anything but except we are getting less and less content per patch, boring jobs and new people can't die to mobs o normal content unless everyone goes AFK.
Same old mechanics from 10 years ago etc, if you put a new player in HS and move it directly in to DT they won't notice any difference.
I'm not defending the quest design, I just think it's unfair to pin it entirely on Dawntrail when it's more or less been this way
When you boil a quest down to:
- Talk to 3 or so NPCs
- Go here and kill something
- Go here and gather items
- Mount up and use its specific mount action
then all of the quests are going to be very similar to one another
I think one of the big things ARR had that the new quests don't is quantity
Because you only got 10 points per quest, you had unlocked more to do and more NPCs to talk to to get quests from
This is something they could do more of, maybe reduce the amount earned per quest but I feel as though people would complain with it being tedious
Looking back through the Amalj'aa quests, I did notice some differences but they are pretty minimal. For example, one quest has you kill wolves to get a key to open cages
That and the fact that originally you didn't have flying, so you had to ride your mount from place to place which took longer
All of this to say nothing of the story either, which I know many take issue with because it's a lot more peaceful now
I do think they could make overworld enemies hit a lot harder than they do, because we pretty much blast through them and it can be boring when you don't get to use a lot of your kit
ARR quest design had more gameplay actually.My worst moment with the game lately was logging in the other day to unlock the new Society Quest. Spend about 5 minutes bouncing between NPCs for meaningless dialogue, then unlocked the quests... And proceeded to fight 1 mob, speak to 1 NPC, and apply an item to 3 Alpacas. I know I'm not going to get anything massively ground breaking with side-quest dailies, but this is ARR-level of quest design. I haven't been playing much since I cleared the MSQ, and this has pretty much sent be scurrying back under my rock until something interesting comes out.
This is post-arr quest design if anything, where they stripped all gameplay to make it just visual novel quests
I think a lot of you are projecting. Dawntrail was great, you've just been playing this game for too many years and you need a break.




It think it would be more fair to say ARR “felt” like it had more gameplay because it didn’t blatantly continue to use the same quest design unapologetically even if the beats often repeated
Like we meme about “return to the waking sands” but at least different things happened on each outing
How many times in DT did the quest sequence go
“Talk to wuk Lamat” -> “talk to 3 townsfolk” -> “talk to the important person” -> “report what the important person said to wuk Lamat”
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
So it's story related again, not core gameplay mechanic. That's the structure of the way the story was told/presented, nothing to do with 'gameplay'.It think it would be more fair to say ARR “felt” like it had more gameplay because it didn’t blatantly continue to use the same quest design unapologetically even if the beats often repeated
Like we meme about “return to the waking sands” but at least different things happened on each outing
How many times in DT did the quest sequence go
“Talk to wuk Lamat” -> “talk to 3 townsfolk” -> “talk to the important person” -> “report what the important person said to wuk Lamat”
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