

Try this thing they gave us a while ago.My "main" problems with Final Fantasy 14 is having barely anything to do and nobody really else to do it with, because casual content is lacking and Dynamis is still dead almost three years later.
For a theme park MMO, the lines are awfully short, even on the rides that are still working.
You might've heard of it. "Visit Another Data Center". It'll change your life!

That's what I'm saying. If you don't want to do the content there is, then that's fine. That's your choice. But I'm so tired of people constantly saying there's nothing to do, no, there's nothing you WANT to do. So go be mad then.
Through twilight, we endure.




I think if I had to sum up 14’s issues in one singular point it’s that DT’s relatively high content density but low attach rate and negative opinion shows that just releasing more content isn’t going to fix the issue; something is fundamentally wrong that means even content that should have high interactions rates doesn’t; I’d posit this core problem is the fact that the jobs aren’t engaging
Let’s take the easiest example of OC. OC has the problem where forked tower breaks the content loop of OC but I’m going to put that to the side for the moment. Even if we were to ignore forked tower OC still has a lot of content. The +1 grind isn’t short, there are alot of glams there with high requirements and some good titles. But most don’t want to spend a lot of time in OC: why? Because the job you use to do react with the content is bad.
Every piece of content is hampered by the fact that the fact that at their core the jobs aren’t fun. Square is currently tackling a side effect of this. Because of the binary nature of the jobs (either you spreadlo and survive or don’t and die or otherwise the raidwide was never a danger anyway) content can only be incredibly easy or annoyingly difficult. Attempting to put in a pseudo difficulty slider with quantum attempts to resolve this problem but I don’t think it will really work; because the binary nature of the jobs means that there is a proverbial tipping point where the pass fail nature of the jobs expresses itself


And this is damn right. Jobs are prysms through which content is perceived. If jobs are dull, they make even the most carefully fashioned content dull.I think if I had to sum up 14’s issues in one singular point it’s that DT’s relatively high content density but low attach rate and negative opinion shows that just releasing more content isn’t going to fix the issue; something is fundamentally wrong that means even content that should have high interactions rates doesn’t; I’d posit this core problem is the fact that the jobs aren’t engaging
In previous expansions, we did not had such breakneck speed of mechanics, but fights still looked more exciting, because we had to do the "plate spinning" part with jobs while solving mechanics. And the rewarding feeling of maintaining high efficiency output was pushing us to do our best.
Nowadays the jobs looks like they are on autopilot. Just press the buttons when they are off cooldown. The rotation and burst windows are tailored to align at the exact same moment with barely any player input.
Sigh


You gotta pump up the numbers on that list, those are rookie numbers.
The game has way more problems than that.
The problem with 'casual content' is how low the bar has to go. You essentially need content where 75% of the team can be dead and still succeed in order for it to pass the casual barrier of entry.




Mom said it was my turn to start a new thread outlining all of the game's problems on a new account.

As a newer player, locking a lot of huge content behind dead content that requires a vast number of players (and content that even a PF can struggle to remedy) is simply disastrous.
CBSIII should either add NPCs/duty support, or let the content be accessed without such restrictions.
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