I think they could make adjustments to the story in response to feedback. But without altering the actual plot. Just things that people have pointed out like Wuk Lamat being afraid of heights then jumping from great heights without issue, not repeating things as much, moving some dialogue from Wuk Lamat to the scions who understand the subject better, adjusting the part of the track that Smile starts at (if it started from the beginning it would be less obnoxious, but currently it starts midway through and blasts your speakers), more solo duties for things like cooking, the train part and Wuk Lamat winning the Alpaca. Send in a few more scions into Living Memory. Just stuff people have pointed out a lot.
They can't really reverse the story. Some people did not like the first half of the story, and some people did not like the second half, so not everyone's going to universally agree with eachother on which half of it was a problem.
I think another problem with it was that, according to interviews, it was basically a story about AI, how we will begin to make AI versions of ourselves (people are already) and then run out of earth resources to power all the past AI versions of ourselves. Which we are seeing play out with heavy investment in nuclear power for AI and companies like Google/YouTube frantically trying to delete the accounts of inactive/deceased users to help keep disk space sustainable. The fact this was the inspiration for the story but that it wasn't entirely obvious is maybe a problem, because instead of understanding the "point" of the story, a lot of people are wondering what it was all about.
Really another thing that would probably help people get through the MSQ at a higher rate is having characters voice act while following you around like many single player games do, as opposed to having to enter a cutscene.
One commonality in threads over the past few months is the question: "Who is this content for?"
It suggests SE does not understand its own player base. There is no simple fix to this, but a well-designed, comprehensive player survey would allow SE to gain a much better idea of what players want, rather than their current practice of asking a half dozen streamers.
This should be common practice in any subscription-based product, particularly when the evidence mounts that the studio is completely out of touch with the desires of its subscribers.
Calling it now, the liveletter will be the same formula, but they will also plug like.... two, no three different merch collabs.
This game is spiritually dead, we will see more game references, ff references and gundam forcefully rammed into the game at the expense of the worldbuilding, the story and whenever the writers can't solve something by READING THEIR OWN LORE, they will crutch it with dynamis or Sharlayan.
Thats the formula right now. Mixed with horrible anime humour and dialogue.
Only speaking for myself, but with respect to my confusion about what's been happening I think I've just been your average idiot. The devs are not stupid people. There are quite lot of them (even if they think they are just this small indie outfit with no resources), and there is a lot of experience.
They know what they are doing.
There is something weird going on. But it's not accidental.
MSQ rework is a given. I'm reminded of Stormblood insomuch that it feels like Alexandria and Tural are made by completely different teams. Alexandria's team is fine, Tural's is *not*.
But that aside, right now there's a *huge* focus on fight mechanics and "gotcha" moments, and the compensate, jobs are simplified to the point of being bland and uninteresting. Fights themselves are almost exclusively about memorization rather than execution. This is bad game design and needs to stop.
The entire game has been geared for progression raiding and it's suffered as a game because of that.
I wish they made classes unique as well, they are to braindead and easy, you can go thru dungeons spamming 2 button aoe rotation and just stand afk as mobs have 0 imapct on whats going on but be a silly damage spongy roadblock
I wish open world was more engaging, when i went thru the story, everytime there was a quest item to pickup inbetween mobs I put sleep on the mobs got the item and moved on as punching sponges with no reward hurt my soul, in no other game have I witnessed open world mobs be that useless than they are in FF14
They should include danger in savage/ultimates. When you can anticipate a certain thing happening everytime at the same time, its no longer a "hard" fight as you just have to run in a few times lol
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