It's been a few month since the release of occult crescent. To me, someone that spend far too much time in both Eureka and Bozja/Zadnor (that's I'll call B/Z from now on) – I mean, I got all their respectives relics – I feel like it failed to capture what made those content work, and still relevant to this day. I've thought about it a lot, and did this analysis that probably nobody will read, because it's far too long
What made previous exploration zones work
On the paper, OC kept the same gameplay loop as previous exploration zones, and that loop never has been that much interesting (farming mobs to spawn some fates or buffed fates, and running from one to another). But this time, the rythm is too fast : the gameplay loop always was repetitive, but the interaction with other players was what brought variety to the experience. IIRC, when talking the lack of exploration zone in EW, Yoshida said they understood we wanted things to do together. Everyone doing the same things alongside each other without communicating is not doing something together. The pacing at which fates spawn are brought down push you to not interact with other. If you don't return directly at the end of a fates then directly TP near the next, you'll miss it. OC is a constant rush that dissuade you to interact with other players.
The atma farm
I don't have much problem with the atma drop rates : that said we need a vendor to exchange atmas at a 2 to 1 rate (or maybe more). When you reach the end of your farm, the farm becomes really frustrating. Especially since only a small part of the map is still relevant. You wait for the fates and CE in that zone to come, but 5/6 of the fates that spawn are useless to you. As it is now, atma farm is the cover definition of "the first 80% of the project took me as long as the last 80%".
The shelf-life problem
Then there is the problem of the shelf life. What made people come back in Eureka and B/Z. For the first one, definitely the relics. For the second ones, the relics and B/Z being a perfect place to xp your job from 71 to around 85. OC doesn't have that.
We're a couple of month after the release, and I rarely see people with all their phantom jobs maxed. For now it's still well populated, but will this zone stay relevant after this expansion? There is a world where it ends as another Variant dungeon/Eureka Orthos. The atma farm is not enough to keep (some) players invested in the zone. This content hasn't been designed with long term exploitation.
Now I know that FFXIV always has been a game that respect your time, but it still gave you the mean play it for extensive period of time : that means was relics. Removing farmable relics and not replacing it by another content that served the same purpose is one of the biggest mistake, if not the biggest error SE made, and it seems they haven't entirely realised that (to me that's also why the game is bleeding players). The whole "Nothing to do" problems hasn't so much to do with different players wanting different things, but rather about having nothing to do during down periods. You could tell me that "nothing forbids me to farm roulettes or something else like that", because after all, you also repeat the same things again and again in exploration zones, so how it is different? Well, my first point is the difference : it's content that push interacting with other players, and often unknown players.
The incentives and phantoms jobs
Let's go straight to the point, gear as the main reason for farming isn't as compelling as a relic. Relics used to have some aura around them it wasn't some kind of tome weapons. Gear is obsolete by the next patch (or sometimes it stays relevant for 2 patches). It just doesn't have the same aura (ok this one is lame).
But there is more problems induced by switching the farm from weapons to gear. During the promotion, a lot of focus has been put on "trying different combinations of jobs and phantoms jobs and play with that". Yet with the time needed to upgrade one gear (I nearly finished my 8th phantom job, and only bought the airship, the speed map and the phantom jobs before concentrating on the gear and only just got enough silver to upgrade a full set to +1), it kinda push you to not switch job because you'll loose your gear bonus. You actually designed a system that go against how you sold your whole exploration zone.
Phantoms jobs have the same problems*: The time you need to xp them is not a problem by itself. But the xp process also goes against what was sold. You only reach that "try differents combinations" when you get them all to max level. During the xp time you stick with the one you have to lvl up.
So in the end, you sold us a content with flexibility, but the way you get the gear and the xp process of the phantom jobs push you to do the exact opposite stick to one job and one phantom job at a time. Bummer.
But that's not the end of it. For some reason, the survavibility in OC is the worst of all the exploration zones. I guess this was done to push people to play healers, but in reality, so many players just play tanks. You can survive a CE with 8 vulnerability stacks as a tank. And it makes the whole thing so frustrating for DPS. If your heal doesn't know the fight, isn't good, or you just don't have a heal in your current party, and since some of the design choices push you to not change jobs or phantom job, you're gonna have a bad time. For a little while I hoped the Phantom job bonus that seemed inspired from medals would give a hp bonus, which would give me more survivability, but it does not. It just make some game session everything but fun.
Forked Tower and its lack of normal mode
I'm not gonna talk about the whole entry method thing. This exist and was a stupid choice. But I feel like even now, the lack of normal version of the forked tower does disservice to the content. I guess SE is not dumb enough to gatekeep the rest of OC behind the forked tower completion, especially with how it wasn't a success. If they do, that's basically killing OC part 2, because most player won't even try to enter it. So from now on, I'll ignore this possibility.
FFXIV is a story MMO. Each content has and the story is what drive a good part of the players base. I'm not sure how receptives those players will be to the second part. It's kinda like telling people "you can watch Terminator, but not climax, but you can still watch Terminator 2". It's nice enough but something is missing. I feel like at a time like this, not sending a message that's basically "we only want the players that are ready to play high end content" seemed like the obvious thing to do. Yet, they chose the "too late, maybe next time". As it is now, I feel like giving a FTB normal mode should be their priority, but they seem to consider it's absence as non problem. Gating the mojority of the community out seems like the way they chose to go. It's weird to me. More than any speech they could do, announce a FTB normal would be a proof they either understood how it was problematic or at least listened to the community.
(Also, don't put TT card behind High end content. TT cards collection is something that always stayed reachable by everyone with enough time. Don't make that something only for people that do high end content. The pleasure of collection is to have them all, not all but one. You just loose interest in the thing if you can't have them all. It's the only reason some people bother with your insane fishing conditions and find fun in it. Make a fish that can only be fished with non tradable bait dropped on savage, and I'm pretty sure a lot of people that bothered up until that point just won't bother anymore)
Conclusion
So in the end, what would I do*?
I could stop here, but I can see people saying "yeah, you're criticizing but doesn't propose things to fix the problems" so here is what I would do :
- slow down the pacing a little, allowing people to actually interact without risking missing the next fate.
- Switch the farm to the relic again.
- Reduce the cost of armors (even if it means slightly boosting the cost of amelioration item, the idea is to get the non update gear pretty easily, which would push you to change job more often.
- Either reduce the xp needed to lvl up jobs, so you can experience with them faster, or better, design a system that allow you to give the xp gained with a mastered job to another job (even at a reduced rate)
- add a potion like Eureka potion or add a hp bonus to the phantom job mastery bonus to make non optimal parties of some CE less frustrating for dps.
- Do a Forked Tower normal.
But even if it's OC, what the game really needs is content with true shelf life, what older exploration zones used to be. I don't think it's a coincidence the game started to loose (then bleed) players when SE stopped adding content with shelf life.