The next expansion is the play. Gives you two expansions worth of content. Just in case they shit the bed next expansion like this one, and there's nothing to do like this one.
Sure, you'll miss the fomo items and the fomo wave of the new exploratory zone, but it would be better served.
"You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."
I'm not fully against the people who think the msq quests are too hard, I've spoken with a few of them and they eventually learned what to do, they were just very slow at figuring out mechanics and frustrated at the time. This I think is an issue with how the game has been designed for years. Move in, move out, 5 business days to get out of an AOE, no real incentive to actually learn how to play the game. Dawntrail dungeons are a good step in the right direction to fix that issue, slightly harder mechanics to get people to learn but not too hard so people lose hope on ever clearing it.
Cosmic Exploration and Occult Crescent do look fun and are something I'll do however I don't see it as saving FF or anything remotely like it.
SE has repeatedly mentioned not wanting to "Overwhelm" the player which results in lockouts, content drip feed, oversimplification, job homogenisation. Until they change that mindset the game will never change, how do they even expect to do a job overhaul in 8.0 with that mindset ?
If I want to join a group that farms content multiple hours daily then let me, don't go "We don't want to overwhelm you" and choose for me. It's not like ultimate's dont require huge commitment and pressure yet they exist
[QUOTE=ForteNightshade;6667188]Except they weren't given what they asked for but instead a shallow or poorly executed variation of it. Hence the continued complains. You even go on to partially acknowledge that only to promptly gloss over it. So let's review
I actually agree with you on many of these points. Criterion and variant, although they are fun don't have much replay value due to the reward structure, I think it was a good form of content, it just needs to be improved on. I've always knew island sanctuary wasn't going to be content I would like but I just held my tongue since a lot of people seemed interested in it, there are a lot of things that could have been done differently and yoshi p did oversell it, but I'm wondering if it was originally planned out that way but changed over time due to limitations they ran into during testing, I can't really speak on that end because I don't know what happened during the testing phase. I think it was good to try it out but not at the expense of an expansion zone. As for only having raiding content at the beginning of an expansion, I'm a firm believer that expansion zones should be released at expansion released and then continue the standard patch cycle where it would be updated in patch x.2.
I've got my own personal issues with the game but I'm seeing it slowly move in a better direction. My issue is that raid content is frontloaded, but the game does absolutely nothing to prepare players for raid content. There's normal content, a big gap, then extreme and from extreme it's easy to move into savage and ultimate. What I think should be done is add hard dungeons and trials back into the game with interesting mechanics that could prepare players for extreme content, make it part of duty finder which I think was an issue with criterion, and make the reward structure on par with msq roulette and expert dungeons. I could speak on how FFXIV has an issue with currency bloat but that's a subject for another time.
Sorry I couldn't add the whole post, it was too long after my reply and the system would let me reply.
We get upset when they implement something in a half-assed way, or just stop trying, which this team is notorious for. CSIII has a reputation for implementing something, half-assing it so that the feature is either unfinished or clearly still in beta phase, and then taking forever to get it functional - the Glamour Dresser is a perfect example of this. All these promises were made, not the least of which was that it won't eat your items. When it was released, what did it do ?Oh yeah... it ate your items. Oopsie. Then it also ended up having less plates and storage room than they claimed it would. 6+ years on, Glam Dresser is still a disaster.
The exploration zone is always going to be a mixed bag. There are those who will love it, and those who will merely accept it as a means to get a relic. There are those that don't even want one at all, because it's too much work to bother with, because you have to do more than just sleepwalk through it. Those are the people that won in EW, btw. CSIII got tired of trying to make Diadem/Eureka/Bozja content, so they just did what they always do - instead of iterating based on feedback, or trying a new version, they simply gave up on it. They did the same thing with Island Sanctuary. People expected a fun, Stardew Valley style experience, and what they got was Microsoft Excel XIV. So instead of fixing the content to more closely match player's desires, they simply... gave up on it, like they always do.
Criterion: What we asked for was midcore content - 4-player dungeons (so you don't have to try and round up 8 or 24 people) with variable paths, with increased difficulty something on the order of extreme/unreal-level content, that can be rerun over and over for loot, with a good rewards system including things like unique glamours and endgame loot. Basically, Mythic Plus from WoW, but without the cancerous key nonsense. Something that could reward raid-tier gear without the fake difficulty of trying to coordinate 7 other people. (And don't tell me that "they can't give out raid gear, raiders will complain"... they do it in WoW with Delves, and the raiders there don't care. Neither do people like Xenosys or Arthars, here.. in fact, they encourage the idea because it might serve as a gateway to raiding for more players). What we got was Dungeon You Can Sleepwalk Through Until You Get All the Story and the Glamour and Then Never Touch It Again.. and Dungeon (Ultimate) Which is Way Too Damn Hard for the Meager Rewards Offered. That's why we disliked Criterion. And if you noticed, they haven't annouced a Criterion Dungeon yet for DT, so.... I'm guessing they're going to... wait for it... give up on it, like they always do.
Chaotic? I barely even do Savage because it's hard to wrangle 7 competent people to get consistent clears. You want me to wait in PF for hours at a time, waiting to get 23 other competent people to clear this? No, I don't have that kind of time, thank you. The time sink issue is the problem with Chaotic. Can't wait for this to get abandoned, too. Yet another piece of content like Baldesion Arsenal or Delubrum Reginae Savage that you will only be able to clear if you are a streamer with an army of simps, or via a specialized Discord.
Who complained that DT was too hard? DT is barely passable as far as battle content. The difficulty is better, but the jobs are worse.
Hey, can you think of another expansion that was praised for its battle content, and yet disliked for its story? That's right, it was called Stormblood. Having good battle content only matters so much when your story experience sucks.
I do definitely agree with you that more features, such as the exploration zone and relic, should be available at expansion launch, or at least within a couple of weeks of it.
They try something one time, half-ass it, then when people complain, they give up. "We tried nothing, and we're all out of ideas."
THIS. This is what I mean when I say that they "tried nothing and are all out of ideas." They half-ass an idea, and then when they are rightly called out on it, they wimp out and just... stop even trying.
I can't see how ANYONE on that dev team played IS and thought "oh yeah, clip it and ship it, this is a banger." They knew it was trash, they just thought that disgusing it with dollhouse dress-up would somehow nullify the awful gameplay.
I think Yoshida has an extreme response to everything. This is the man who saw no other option than to blow up 1.0 - which was definitely the right call for that situation - but I think that mentality has filtered down through him into the dev team about everything. "It didn't work the first time? Destroy it or just never do it again." That's a bit... inflexible and unrealisitc. Not every decision needs to be "did it not work the first time? Then just throw it in the trash"
Last edited by Auro_Seldaris; 02-18-2025 at 02:09 AM.
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