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  1. #1
    Player
    Kaurhz's Avatar
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    Jul 2015
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    3,589
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by CNitsah View Post
    Well, I'm the first there to complain about the calendar, but it's kinda is a move in the right direction. Returning to content with shelf life has been one of the major demand of the past years : is it enough and will it achieve the wanted desire, we'll know when it's there. But it is definitely a step in the right direction. As much as some people are on high on copium that can't see the problems, some of you are terminali doomers, that don't see any difference between saying "it's a step in the right direction" and "game is fixed now". You read the first and understand the second. And that's coming from someone that regulary thash SE decision.
    Return of content with shelf life is good, this is granted (An MMO should expect this as a bare minimum, not celebrate it).. But how long is it really going to be before people get sick and tired of that same formula, where they realize it's nothing new fundamentally, bar the difference of it being a new coat of paint with some new naming conventions.. Btw guys, look at our lovely new deep dungeon, you may find rare and notorious monsters loaming around which are incredibly difficult.. So you may want to avoid attacking them if you aren't a full party (Which many people were doing anyway with monsters like Anzu, Wolf, Worm, (Knight if Wraith nearby), because many of them presented legitimate threat), just hammers home the most fundamental part of Deep Dungeon, and exploratory anyway which is aggro types. But hey, be excited guys because we have Tetramanders this time (or whatever they decide to rename them)!

    As someone who has been on both sides of this argument, you need to realize that many people who are complaining and 'terminal doomers', are people that have played this game well when they were taking risks like giving Coven weapons which had the potential to rival or be better than both relic & tome weapons, or when they played around with FC content, or when they actually made GC items part of the core content loop, and not just rushing a risk-free formula to try and appease everything. Not only that but people that are well attuned with how XIV does things, and not only XIV, but also the community.

    I don't like being that one guy, but this exact same pattern has happened for the betterment of a decade. In about 2 weeks after the 7.2 launch, once people have cleared and once they realize yet again all they can fall back on is weekly reclears, then we will be back to the very same argument. We will be back to the very same issue that everything is so mundanely drip fed. Then Cosmic will come out, and it may feel fresh, give it a few weeks and how people consume it will be exactly no different to how Ishgard was consumed. Same thing with the DoH/L relics, same thing when eventually it becomes bot infested because they have managed to reduce crafting to where it is effectively just press 2 buttons. Will likely eventually be the same result with Occult Crescent, and the new deep dungeon

    The most entertaining thing about this post, is I actually want to be wrong (even if I know better), so do many of the doom posters, really (But many, including myself have simply exhausted the 'benefit of the doubt' factor). But any given piece of content can only be as fun as the core systems supporting it (e.g., the ability suite of crafters, gatherers, and combat), when you reduce that so much, you only inhibit the fun factor of any given feature you decide to introduce.

    Happy for them, really.. But it ain't going to preclude anything else.
    (5)
    Last edited by Kaurhz; 03-16-2025 at 11:33 PM.

  2. #2
    Player
    brinn12's Avatar
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    Feb 2022
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    292
    Character
    Lua Navkov
    World
    Brynhildr
    Main Class
    Black Mage Lv 80
    I lost all hope when Yoshi-P suggested that healers should play Ultimate, as a response to complaints about job homogenization. Players are frustrated that they only push one button — so the solution is to put them in harder content where they still push one button? Never mind the fact that less than 5% of the playerbase engages with this content, yet the director of all people still proposed it as a universal solution.

    Another questionable comment was telling people to play other games. Even a world-class neurosurgeon with multiple hobbies would quickly run out of content in FFXIV, if they weren't interested in high-end content. Any living human being can set aside 3 hours of their day to do 1 dungeon and 1 alliance raid, when they have a total of 9 months to do so.

    These two statements would spark huge controversy among shareholders of any serious company trying to profit from a subscription based product. Square Enix assumed there would be no consequences, since FFXIV was profiting in the short term, but we are starting to see the real impact now, as the game registers lows not seen since 2020, and Dawntrail has barely launched.
    (8)

  3. #3
    Player
    Astronema's Avatar
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    Jan 2014
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    339
    Character
    Astronema Borealis
    World
    Leviathan
    Main Class
    Archer Lv 100
    Everything you want from the game requires an illegal mod... A blind person could solve half the games problems. It s like that scene from Futurama where the guy on the scooter is going to crash at super slow speed and plenty of time exists to fix things but nothing is done....
    (6)

  4. 03-16-2025 03:29 PM

  5. #5
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    Quote Originally Posted by Kaurhz View Post
    But any given piece of content can only be as fun as the core systems supporting it (e.g., the ability suite of crafters, gatherers, and combat), when you reduce that so much, you only inhibit the fun factor of any given feature you decide to introduce.
    100%.

    A huge part of why even dungeons felt interesting in ARR and HW was because back then jobs had a very high skill ceiling. There was always something to do and something to think about even in dungeons.

    With that high skill ceiling and depth, jobs become content in and of themselves. Learning to master a single job became fun. And it helps make content like FATEs and alliance raids interesting because even when you've seen the same mechanics a hundred times you may not have really thought through how to optimize on each job mapped to the fight.

    At least for decent players this does not exist anymore. Every job just feels like carbon copies of each other, especially the healers and tanks. I swapped to Red Mage and Gunbreaker in EW and just casually got 99s and 95s in Savage and Ultimate after mainly playing healers even though I've literally never played them before. This shouldn't be possible. It's because jobs are so braindead and so similar to each other now then once you have mastered the core ideas of keeping uptime there is nothing else to master on each job, except BLM before all the gutting. Now I actually struggled on that job in EW and it took effort to get good and learn nonstandard. But alas that is the only job where it takes any effort to become good at on top of the skill you've acquired from raiding in general.

    This 100% wasn't possible in Heavensward and to a lesser extent Stormblood. I toyed with Summoner in HW and just reading Hai Hai's guide and learning the triple weave opener took weeks to get to an acceptable level of performance. Now you want me to swap to MCH and pick up the job in a day or so before we do a week 1 kill of Savage and meet the DPS check? Fat chance back then! You'd be completely griefing your static. In EW and DT? I literally don't even need to practice on a dummy before going in.
    (9)

  6. #6
    Player
    Kaurhz's Avatar
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    Jul 2015
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    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Red-thunder View Post
    100%.

    A huge part of why even dungeons felt interesting in ARR and HW was because back then jobs had a very high skill ceiling. There was always something to do and something to think about even in dungeons.

    With that high skill ceiling and depth, jobs become content in and of themselves. Learning to master a single job became fun. And it helps make content like FATEs and alliance raids interesting because even when you've seen the same mechanics a hundred times you may not have really thought through how to optimize on each job mapped to the fight.

    At least for decent players this does not exist anymore. Every job just feels like carbon copies of each other, especially the healers and tanks. I swapped to Red Mage and Gunbreaker in EW and just casually got 99s and 95s in Savage and Ultimate after mainly playing healers even though I've literally never played them before. This shouldn't be possible. It's because jobs are so braindead and so similar to each other now then once you have mastered the core ideas of keeping uptime there is nothing else to master on each job, except BLM before all the gutting. Now I actually struggled on that job in EW and it took effort to get good and learn nonstandard. But alas that is the only job where it takes any effort to become good at on top of the skill you've acquired from raiding in general.

    This 100% wasn't possible in Heavensward and to a lesser extent Stormblood. I toyed with Summoner in HW and just reading Hai Hai's guide and learning the triple weave opener took weeks to get to an acceptable level of performance. Now you want me to swap to MCH and pick up the job in a day or so before we do a week 1 kill of Savage and meet the DPS check? Fat chance back then! You'd be completely griefing your static. In EW and DT? I literally don't even need to practice on a dummy before going in.
    This is probably one of the biggest factors I missed honestly when making a judgement on anything.. But when I looked more at how crafters were, versus how they are now from my own experience, I can at least relate to many of the problems that people have with combat. It was a game that asked for your attention and rewarded you for it if you gave it that attention. Like the inane amount of time it took to figure out how to utilize WWYW without completely obliterating your CP pool, or how long it took to figure out how to pull off a Byregot's Miracle > Byregot's Brow, or at which point it was best to use Brow over Blessing, or just in general the amount of debate going on to find optimal rotations, and with how varied many of them were because control scaled in such a way that it rewarded you for sinking millions of Gil into melding.

    I would honestly say though, it's not really for decent players where this issue exists, I would actually say it exists for casuals too.. I mean, I'm probably average or slightly above average if not for the fact I don't really engage with it, but functionally there's no difference regardless of the class I decide to play, bar the aesthetics of it... Viper and BLM were probably the exceptions to this, where BLM feels like a lot of it was intrinsically tied to the content you were doing, especially to make use of mobility. - I just generally don't get why they are insistent on removing versus reworking or fixing.. It's why I don't really have much faith at all, regardless of whether people say it's a step in the right direction, because that fundamental mindset is going to remain the same.. Don't fix it; remove it, then try and add something else to compensate for it, whether that's the introduction of ultimate to accommodate for making savage accessible, seemingly? Or whether it's putting crafters through the shredder and then releasing expert recipes to try and appease. It's funny here, because I would consider myself part of the core audience for expert recipes, but do I find them fun? No, because there's very few abilities to actually utilize where I can gain control of the recipe.

    It definitely wasn't intuitive at all back in HW or SB, (Why aren't you using Bane, bro, it's awesome), as there were always little things that would slip through.. I can understand why people took an issue with certain things, but with anything it's best to try and rework it to find the middle-ground versus removing it outright, and even when they don't remove outright, then it's usually subtly plunging into irrelevancy (e.g., GCs), remember back in HW you actually needed to run dungeons, be it sync or unsync, or had to spend enormous amounts of time farming Gryphonskins because the game actually made things like Arachne Web relevant to both recipes and the market, even well over an expansion later, and even if you didn't want to, because it was effort, then you could still sit there and sell Titanium/Level 54/55 gear.
    (4)
    Last edited by Kaurhz; 03-17-2025 at 01:27 AM.

  7. #7
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    Quote Originally Posted by Kaurhz View Post
    But when I looked more at how crafters were, versus how they are now from my own experience,
    Casual (in terms of raiding) players definitely had a great option in crafting if they didn't want to raid. It took so much time and was so rewarding. You could unironically be a crafter main in HW and maybe SB. It's a whole stream of content that they just gutted completely.

    Not everyone wanted to raid and it's OK. I had fun just making Ironworks gear to sell back then because it was so rewarding for the effort you put in. And the system had so much depth that it feels like there is always something new to learn right around the corner.

    Even if we reverted back to HW systems I think it's already too late. There are not just crafting simulators now but fully optimal crafting solvers that will find the minimum step rotation.

    https://www.raphael-xiv.com/

    With some little extra effort you could also easily alter the code to take into account conditions and use that to solve expert recipes for every proc you get.

    The sense of discovery is just completely gone now from all the game's content, and it's not just SE's fault but also because the community has grown so reliant on third party tools. There is a counter to this and it's to produce innovative content that people don't know how to optimize yet. But that's probably something you can't expect from SE.
    (4)

  8. #8
    Player
    Kaurhz's Avatar
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    Jul 2015
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    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Fagotura View Post
    Casual (in terms of raiding) players definitely had a great option in crafting if they didn't want to raid. It took so much time and was so rewarding. You could unironically be a crafter main in HW and maybe SB. It's a whole stream of content that they just gutted completely.

    Not everyone wanted to raid and it's OK. I had fun just making Ironworks gear to sell back then because it was so rewarding for the effort you put in. And the system had so much depth that it feels like there is always something new to learn right around the corner.

    Even if we reverted back to HW systems I think it's already too late. There are not just crafting simulators now but fully optimal crafting solvers that will find the minimum step rotation.

    https://www.raphael-xiv.com/

    With some little extra effort you could also easily alter the code to take into account conditions and use that to solve expert recipes for every proc you get.

    The sense of discovery is just completely gone now from all the game's content, and it's not just SE's fault but also because the community has grown so reliant on third party tools. There is a counter to this and it's to produce innovative content that people don't know how to optimize yet. But that's probably something you can't expect from SE.
    Definitely agreed..

    Generally speaking it is too late unless they seriously gutter it and built it from the ground-up using mini-game-esque abilities as the core of the system, rather than using it like something you could learn and do insane things with like crafting Twinsilk on level 15, and/or reaching a 999 step count. That, in my opinion should be the core. Like, realistically with the right abilities, crafting could function on as little as around 11-14 abilities and still be exceptionally fun to engage with (but alas we know that won't happen), even if it was utterly broken to do those things, you really had to deepen your understanding -- and the game rewarded you for it with insane things like that.

    It had a lot really, even if you didn't want to raid, you could still pretty actively do content like Coils undersized, they were pretty fun, and they gave players a lot to work with between Neo-Aetherstones. Diadem for as fatally flawed as it was, still gave some people a lot to do as well, and really sent home FC-based content.

    Ironworks crafting was absolutely peak, it generally was anyway, I had an alt back then which I kept on entry standard stats, and just bank a significant amount of Gil selling gear progression items, before Scrip and co., took over from 60+. Same with crafting items like Star Velvet, and then you even had the accessible crafted versions with +5 item level released later on like Sky Rat and Sky Pirate gear... I told myself this expansion I would neuter my own stats by going with pure Scrip for everything end-game, but can't even be enthusiastic about that because it's just so shallow, that the only discrepancy between that and going completely bonkers is an additional 1-2 HQ materials from dissolvents.

    You can definitely rework something like Raph for expert recipes, if you want to find the on-step optimal ability to use. These days there isn't really much discussion, it is just whoever gets the first-best rotation out of Raph, then it's a straight C+P.. Someone said crafting is still one of the more nuanced versions of any MMO, and it just might be, but functionally it doesn't even matter as the end result is just press 2 buttons and be done with it.

    I think the problem really just stems from both the third-party aspect and with SE.. When you deliver the same rote content, with the same foundational systems, then it becomes less about the sense of discovery and more about just achieving the fastest result, everything else be damned.. Now obviously third-party is the reason for that, but we honestly wouldn't be in that state if they weren't so risk averse.. Since it's just a matter of applying that blueprint to the update.. Same with guide-making, you will never really find guides like OG crafter/gatherer guides which went in-depth into the intricate systems (thanks Ingenuity), it's just a matter of template and then adjust source material, e.g., things like Desynthesis.
    (4)
    Last edited by Kaurhz; 03-17-2025 at 04:13 AM.

  9. #9
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
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    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Fagotura View Post
    The sense of discovery is just completely gone now from all the game's content, and it's not just SE's fault but also because the community has grown so reliant on third party tools. There is a counter to this and it's to produce innovative content that people don't know how to optimize yet. But that's probably something you can't expect from SE.
    Or players could break their habit of immediately going to the outside tools/guides, choosing to discover the new content through their own experience instead.

    I doubt any game developer is going to be able to come up with innovative systems that stymie the third party tools for more than a brief period at release. What's created by code can be changed/revealed by someone writing additional code.

    I'd also say it's not SE's fault that players have become so reliant on third party tools. It's a habit they've usually brought with them from other games they've played.

    IF they don't like the way it's impacted game experience, then it's up to them to move away from using the third party tools and content creator guides.

    Quote Originally Posted by SongOfTheWind View Post
    Yeah, to play other games while being subbed. Devs never offered us to unsub, just very generously suggested taking a break while still paying.
    I have yet to see them ask any player to keep paying while they're on a long break.

    That's the player's choice to keep paying, not a request of SE. And most of the time, it's because they're too obsessed with owning a house they wouldn't be using but are too selfish to give it up so an active player would get a chance to own a house.

    But it's up to them if they think the house is worth the $90 or however much they'll be paying to keep it while they aren't playing the game.
    (2)
    Last edited by Jojoya; 03-17-2025 at 02:06 PM.

  10. #10
    Player
    SongOfTheWind's Avatar
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    Apr 2024
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    257
    Character
    Freja Heleh
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    And on that front, why do they make unsubbing so difficult? Isn't the official policy to play other games after all?
    Yeah, to play other games while being subbed. Devs never offered us to unsub, just very generously suggested taking a break while still paying.
    (9)

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