that's often why I say savage and ultimate aren't hard because once you know the fight the hardest part is to do a decent rotation for damage like yes learning is hard but when you know the whole fight it is just a puzzle game nothing else reallyI 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
It's still about execution, the execution is just entirely railroaded into one correct choreography.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.
And to a certain extent that is necessary, mechanics that are just a free for all "move somewhere that's not in the big orange bad" aren't very interesting.
But 8+ minutes of nothing but remembering to move to X in Y pattern when Z mechanic happens and everything else is basically on auto pilot is equally as uninteresting.
Last edited by Absurdity; 06-14-2025 at 01:55 AM.
same like ya I aren't that old but you know I don't wanna give more time to a other MMO like I don't know I feel to old to redo everything. I am also sure that alot think like me I have put almost a full year online since shb I don't feel I could do that Toa other game over all. or just finding a game I will love as much as I love 14
So a while back, they committed to at least 5 more years. Then at the 10-year anniversary they committed to at least 10 more years. This is the timeframe Yoshi-P hopes to continue for at least.
FF11 is still around and even got another expansion after years. Their issues maintaining it were actually more about the lack of technology to maintain it with, and the fact very few people have the skills required to use their old technology. As such, they have switched to virtualization to make it somewhat easier, and are trying to get it to a point where more modern developers can work on it or switch between modern projects and FF11.
It also takes time for an established MMO to reduce enough in population. It's not as simple as next expansion, it's all dead. The fact people repeatedly and consistently claim they are quitting or dissastisfied here but then continue due to sunk cost, friends or housing should demonstrate that.
I recall there was a time when Yoshi-P said the more likely scenario, if it was necessary due to people thinking it was an "old game", would simply be to get FF14 and rebrand it as FF17.
Further evidence of their commitment is actually the graphics upgrade itself that is happening this expansion. They said this was the "first graphical update", suggesting a belief there will likely be a second one at some future date - not something an abandoned game would bother with.
Not so much abandoned, more so neglected and mismanaged
This is a key point because encounters that are designed this way tend to have a very short shelf life.It's still about execution, the execution is just entirely railroaded into one correct choreography.
And to a certain extent that is necessary, mechanics that are just a free for all "move somewhere that's not in the big orange bad" aren't very interesting.
But 8+ minutes of nothing but remembering to move to X in Y pattern when Z mechanic happens and everything else is basically on auto pilot is equally as uninteresting.
It's hard until you repeat the fight enough times that it becomes trivial... Then what happens with the content? Becomes a boring reclear farm, because not even playing a job at its skill ceiling is engaging anymore. And it's ironic because reclears would be the perfect moment to challenge yourself and try to get faster clear times by playing your job better. Yet there's almost nothing to look forward in that regard anymore.
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