That is still nothing NEW, your examples there are literally the same thing with small tweaks. Its legit become so bad and lazy they are giving out OLD RARE REWARDS like candy, because they can't even design new rewards for their content.They have genuinely gone in a full circle trying to please everyone:
- Wait times between NMs = complaints
- No wait times between them = complaints
- Big relic grind = complaints
- Big relic grind, but not as big = complaints
- Relic grind but new content = complaints
- Relic grind both new and old content = complaints
- Tomestone handouts = complaints
- Full circle repeat = complaints
I do believe that in many cases it's possible to satisfy both sides of the playerbase when they are opposed by giving them an option/choice. But there are going to be situations where you actually just have to choose one or the other as a game designer.
It may not be new, but my point wasn't that they were all that new. My point was that the technical nuances of the content will never please all players, even if they try to, because of players being on opposing sides generally. They could make brand new content that is way different but once again the technical nuances may upset half the players whatever they do.
There are actually new rewards from this though: the relic weapons, petalodus mount, probably other stuff I didn't get yet.
Last edited by Jeeqbit; 06-19-2025 at 08:30 AM.
I agree with you in certain content. Like in Frontline, a small but significant minority of players prefer Shatter/Secure to the actual PvP maps and would be annoyed if they were removed.It may not be new, but my point wasn't that they were all that new. My point was that the technical nuances of the content will never please all players, even if they try to, because of players being on opposing sides generally. They could make brand new content that is way different but once again the technical nuances may upset half the players whatever they do.
There are actually new rewards from this though: the relic weapons, petalodus mount, probably other stuff I didn't get yet.
But in many other situations, the obvious solution is parallel content with differing difficulties.
Take MSQ dungeons in DT. The high-skill players see improvement over EW, but many still call them braindead. Meanwhile the less-skilled players are getting walled by DT dungeons.
The closest analogy to instanced dungeons in EVE Online are the abyssals. They come in seven different difficulty tiers, each of which comes in six different flavors. They span instances newbies can clear to extremely challenging PvE requiring special ship fits and superior piloting skills. They also have a high degree of repeatability because of a large number of different spawn patterns in each room.
That is PvE in a game known almost exclusively for its hardcore PvP. It is way superior to FFXIV, in the way it allows all players to find an enjoyable niche, from 20+ year vets to someone flying their first frigate.
SE has the resources to provide compelling content for everyone. They choose not to.
Please quit telling me to unsubscribe; I already have.
Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.
#NeverForgetMao
Vive la résistance!
Two new parasols, one black and one white(uncommon), the /twirl emote(very rare), Rectangular Glasses facewear(extremely common), the Tipping Turtle minion(uncommon), and that ugly new hairstyle(extremely common).
Between the /twirl and the parasols, girly aesthetics win this patch.
What if the content has more than one level of difficulty? The monsters on the perimeter are simple while the ones deeper inside are more difficult. This would provide options for players and let them choose how they want to engage with the content.Island Paradise was just an example, but take as example, they do something completly new, never seen before, then they make the combat in it easy, what would happen? people which actually like even a small challenge start to complain, if they make it a bit harder what happens then? People will complain because its to hard, you see so or so someone has to take the L
The defining factor for me is being able to memorize an encounter. Learning a monster's patterns is fine, it can even be fun to do. When those patterns come out in an unpredictable way I find that much more fun than knowing that A will happen at 30 seconds and B will happen at 60 seconds.i mean the Monster will always do the same, they will always cast the same, the Bosses will always cast and do the same, there is no randomness, if you learn what A does you will always know how to react to A which is a form of DDR, the only Randomness there is if a other monster joins in or not
FF14 seems to have some kind of if-then logic. Some roles are prioritized for mechanics, but if those roles are not present, a different role can be selected. This could be used make fights a little more dynamic by adding different inputs. Instead of looking only a roles, look at HP or MP and change things up based on that. FF14 is as static as it is by choice. It doesn't have to remain that way.You know what goes against the DDR in MMOs? i saw a few days ago a video about a new game where you fight a monster and with every fight the monster learns through KI your movements, your attackpatterns etc etc etc and trys to counter it and improve on it, so every fight is something new and every fight will be harder because the monster learns from you, THAT is randomness THAT is against DDR and that is something you will never see in FFXIV
The trinity itself isn't so bad. What makes it feel out of place is that the roles that comprise it don't naturally fall into their intended niches. The roles have to be hardcoded into the game because of examples like yours.The MMO holy trinity is an absurd concept in and off itself, as the tank can uphold the illusion of being the biggest threat even against the most intelligent enemies.
Imagine being the dragon. There is this one guy in full body armor who scratches you a bit with his sword, and that other guy who hurls fireballs at you that really REALLY hurt. How dumb would you be to ignore the fireball guy, and keep hitting the armored guy - for the entire fight?
If tanks were crowd control masters and were constantly interfering with the dragon's ability to use powerful attacks then suddenly it would make sense for the dragon to focus on them.
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