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  1. #1
    Player
    Vintersol's Avatar
    Join Date
    Oct 2024
    Posts
    72
    Character
    Evora Vintersol
    World
    Alpha
    Main Class
    Dancer Lv 100
    I have so much to do, that i don't run out of content the next years. I started at the end of Endwalker and haven't been processed through the MSQ before DT came out. I'm constantly finding something new (for me). After nearly one year i found the Wondrous Tails thing or the weekly book to complete things. I don't read much guides or look for something in particular.
    (0)

  2. #2
    Player
    Misutoraru's Avatar
    Join Date
    Aug 2013
    Posts
    947
    Character
    Misutoraru Valkyrie
    World
    Cerberus
    Main Class
    Astrologian Lv 100
    I don’t keep on subscribing though out the whole period and always take breaks when I feel burn out.

    It might just be me but just simply playing catch up will be enough to keep me for few months to half a year. Take a few months breaks rinse and repeat. This is probably the main reason I keep coming back

    Never in my life have a MMO I could take breaks and still able to catch up and play with my friends, many MMO I miss one day and it is a gap that would only widen and never able to keep up. XIV dungeons and raid also quite friendly where some MMO not only need to read through an essay long guide but need some external plugin. It feel like a 2nd jobs. Last time I want is a 2nd job when I finished my day job and family job,
    (1)

  3. #3
    Player
    Doomfist's Avatar
    Join Date
    Apr 2024
    Location
    Luwateninyawawsa
    Posts
    51
    Character
    Fionn Flamecrest
    World
    Carbuncle
    Main Class
    Paladin Lv 100
    Right now it's savage raiding in PF, I run into familiar faces often and this is the most social interaction I have in this game.

    Outside that I dabble in cosmic, which finally got me a crafter high enough to do the crafter beast quests.

    Eventually I'll have no motivation to do anything in FFXIV and quit to play other games, but I always come back after a time.

    Though I also enjoyed Dawntrail's MSQ and the 7.X patch stories. I like them much more than the Endwalker patches which actually lowered my motivation to play, especially in 6.3
    (0)

  4. #4
    Player
    Andanie's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    88
    Character
    Kristopher Greyson
    World
    Brynhildr
    Main Class
    Pictomancer Lv 100
    Roleplay and housing. If I lose my house I'm out. If WoW housing is really good and I find ways to adapt a few of my fave characters into other games, I'm out.
    (0)

  5. #5
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,316
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Attachment to my character is my primary answer. I do like visiting the world of FFXIV and I enjoy having a house.

    Second was having goals. Since I ignored most classes until Endwalker came out, it took me almost 3 years to max out all jobs and crafts/gathers and that kept my interest. After that I did some old Relic weapon questlines for Glam that took up a lot of time, and then also checked out a bunch of content I ignored over the years. There is a lot of it.

    Now that that's done, I am playing less. I do enough daily roulettes to hit cap on the 450 tomes and do my weekly normal raids once a week. I do enjoy the combat in this game and the jobs I like to play, which is varied since I can pick out anything and just play it as I feel like it and sometimes gearing a new job will keep my interest for a while.

    Outside of that minimum time investment I'm playing other games (BG3, Clair Obsure, ESO) until the relic weapons come out, then I will play more for those.

    $13 a month (bundled) still feels worth the enjoyment I get overall, but if it wasn't then I'd just unsub.
    (0)

  6. #6
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    I am not subbed since some time, I used free login to play a few days PvP lol.

    I think what isn't really talked about is how the game is preparing for the end of life status already. You will need trusts or squadrons to clear content. And all the dungeons that were redone, suddenly have mechanics that are solvable by NPC party members. At the same time new dungeons are made in such a way, that they are directly clearable by NPCs.
    I fear it limits the creativity of devs in how to make mechanics. Like a self fulfilling prophecy that no dungeon will ever be totally different again. And this doesn't motivate as a player.

    Did PvP ranked occasionally, it is no longer to my taste. And the series rewards are coming back, so it no longer matters really to participate.
    Deep dungeons are nice, but hoped for something radically different from previous deep dungeons.

    I also feel like it is difficult to join more difficult content, like cloud of darkness extreme or criterion dungeons hardmode, or eureka/bozja raids. Many things are organized by discords, players are scared to enter it just casually. And everything gets explained on voice chat. I just want to play the game when Im playing it - I do not want to plan my gaming time like its work. In other MMO this is more straightforward. You just login and can do whatever. You dont have to wait hours for a fate to appear - you can just directly queue into it without punishment of losing levels to grind hours again to relevel...

    Game increases to be catering to casual playerbase, I think since Stormblood. I can understand why, but I am not that target group. And it was not when the game was launched.

    The game is visually pleasing and has nice audio, but gameplay and system design wise it no longer grips me.
    (1)

  7. #7
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,790
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    I think what isn't really talked about is how the game is preparing for the end of life status already. You will need trusts or squadrons to clear content.
    It's not talked about because that's not their intention with it. Obviously, this was their intention with FF11, but in FF14 there were a number of other reasons for it:
    • AI was being developed for the NPCs for solo duties anyway. You could already see them working on it throughout Stormblood as the NPCs became really good at mechanics such as entering stack markers, spreading, etc. This culminated in a demonstration of the soon-to-be AI in Ghimlyt Dark.
    • There were so many dungeons that people were waiting ages to get a queue pop. Not due to lack of people doing roulettes, but simply the sheer amount of dungeons was making any individual one harder to pop.
    • A lot of FF players just play the single player FFs, and they want to lure them in by saying they can just do the story first, which is obviously a trap because along the way many of them will end up socializing and come out of their shell. That's how socializing is for a lot of people. They're afraid of it until they get pulled into a group - such as an FC, and a significant amount of FF14 players can relate to having been shy at first and then getting dragged into the social fabric of the game. It was a smart business strategy to do this when the technology was already being made for solo duties anyways.
    And all the dungeons that were redone, suddenly have mechanics that are solvable by NPC party members. At the same time new dungeons are made in such a way, that they are directly clearable by NPCs.
    Mechanics have always been solvable by a computer in FFXIV. There are bots that clear ultimates. Most of the changes to dungeons were actually to make it intuitive/obvious to a new/returning player, whereas their old philosophy was to make it so you have to wait behind the purple line and discuss strategy, read status effects and figure out the mechanics such as untelegraphed stacks.
    Many things are organized by discords, players are scared to enter it just casually.
    Game increases to be catering to casual playerbase
    You see the contradiction in what you said, right?
    (2)

  8. #8
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Jeeqbit View Post
    It's not talked about because that's not their intention with it. Obviously, this was their intention with FF11, but in FF14 there were a number of other reasons for it:
    • AI was being developed for the NPCs for solo duties anyway. You could already see them working on it throughout Stormblood as the NPCs became really good at mechanics such as entering stack markers, spreading, etc. This culminated in a demonstration of the soon-to-be AI in Ghimlyt Dark.
    • There were so many dungeons that people were waiting ages to get a queue pop. Not due to lack of people doing roulettes, but simply the sheer amount of dungeons was making any individual one harder to pop.
    • A lot of FF players just play the single player FFs, and they want to lure them in by saying they can just do the story first, which is obviously a trap because along the way many of them will end up socializing and come out of their shell. That's how socializing is for a lot of people. They're afraid of it until they get pulled into a group - such as an FC, and a significant amount of FF14 players can relate to having been shy at first and then getting dragged into the social fabric of the game. It was a smart business strategy to do this when the technology was already being made for solo duties anyways.
    Not sure what you describe as "AI". To me it is just scripts. We in gaming called any NPC simulating something like intelligence as AI in the past, but nowadays, it is not real AI like a model AI that can make their own decision based on the situation. A NPC will never go to a different spot to evade, it will always be the same in my experience.

    And ehh too much handholding, it is a MMORPG, it is online with other players by design, it shouldn't cater so much to players playing solo the whole time.
    Ofc it is smart when you expect less players in the future. But you get less players by having uninteresting same dungeon designs.

    Quote Originally Posted by Jeeqbit View Post
    Mechanics have always been solvable by a computer in FFXIV. There are bots that clear ultimates. Most of the changes to dungeons were actually to make it intuitive/obvious to a new/returning player, whereas their old philosophy was to make it so you have to wait behind the purple line and discuss strategy
    Yeah, they said it to make it more "intuitive for new players". I can't remember too many examples right now because I haven't played for months, but one example is copperbell mines - the slime boss mechanic is gone, it was such a simply mechanic, but "AI" anticipating where a tank brings the boss, is not reliable enough. So it got removed.
    Same way the end boss used to have adds that break the wall to new adds to appear? Guess can't have that, too "dangerous" to new players. Yes, you went from using brain 10%, to mindlessly pressing buttons ignoring what ever happens, you cant die, you cant lose, just press your button like a bot.
    One of my favorite bosses was the snowcloak 2nd boss. The snowball mechanic where you push it into the boss to instantly kill him more or less if executed well. Now that fight takes a few minutes, because it has become another mindless button smasher. NPCs don't know how to hit a snowball facing the boss at the right moment. They don't know if it is better to use a small or a big ball. That kind of decision making requires a human. Because SE didn't code for it. And instead of coding something so difficult, they just removed the mechanic.

    Calling it more "intuitive/obvious" is really just an excuse for dumbing down dungeons for NPCs. As well as dumbing it down for casual players, who find out in a lvl80 mainstory end dungeon how to do aoe rotation, back then during shadowbringers expac...Instead of earlier.

    Quote Originally Posted by Jeeqbit View Post
    You see the contradiction in what you said, right?
    I noticed it when I wrote it, that it may sound that way. But still kept it. Because it doesn't contradict to me - I want the difficulty of the content and how we use skills to be higher, but I do not see a reason to make actual access to content difficult. Because that is not really a "difficulty" - it shouldn't exist once you have unlocked a duty. It is like an artificial resistance from doing it. Making players unsure if they are prepared enough, when they could just go and do it.
    (2)

  9. 05-07-2025 09:53 PM

  10. #10
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    660
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Not sure what you describe as "AI".
    Let's not get too caught up in semantics over what's "real AI" or not. Jeeq is still using the term AI correctly regardless of modern computing using the term for general AI as opposed to games using scripted "AI". I wouldn't be opposed to it being called scripted intelligence (SI) instead, but everyone and their mother has been calling computer controlled characters AI for decades, so any other name for it would just be confusing at this point.

    Semantics aside; I'm of the similar opinion that dungeons have less complex mechanics partly thanks to Duty Support/Trusts and their AI either not being able to handle them, or would lead to less interactive gameplay if they could. The 2nd Snowcloak boss being a good example you provided; it'd require the AI tank to decide a snowball to aim the boss at (it's not hard to decide to aim for a larger snowball, just tell the bot to aim for the snowball with the highest "size" value), and another AI bot to smack the snowball towards the boss when it's charging up its AoE (tell the bot to smack the ball with the biggest size value from an angle that aims at the boss). This isn't impossible to make, just cumbersome, and the end result really just lets the player not have to actually interact with the mechanic because the computer will do it for you.

    I think Square just doesn't want to program for these unique mechanics rather than it being "impossible". Easier for them to just redesign the boss from the many design templates they probably rely on and call it a day.

    The biggest problem with modern dungeon design though is just their current design directives and philosophy. They're too concerned with shoving a bunch of "think fast" AoEs where you can't stand still for 3 seconds, with which they'll justify obliterating caster design.
    (7)

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