FFXIV 7.0: How The Community Would FIX This | The Comments Section



Final Fantasy XIV 7.0 is only a year away, but already there are hints that things might be about to change for the future of the game. Is Square-Enix and Yoshi-P about to address this long time issue with the game or will it be more of the same?

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#thecommentssection #mmorpg #finalfantasyxiv #finalfantasy #discussion

Outline
0:00 Introduction
1:07 Pepecovfefe
1:14 Jon
1:20 Chris Preczewski
6:54 KnightWoof
8:40 Seraph
9:11 Abdy Rodriguez
12:07 BeenJammin87
14:12 Arturius
15:35 nathanielpizano
17:17 Ste Bro
18:43 Minakata Hizauru
21:03 TheNeoVariable

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20 thoughts on “FFXIV 7.0: How The Community Would FIX This | The Comments Section”

  1. ffxiv is a great game if you have limited time. it ALLOWS you to pop in, do your thing, and pop out. It allows you to enjoy other games and enjoy life outside of gaming.

    but as you stated and i will echo here: if you want to grind this game AFTER youve done the msq, level jobs, finish the raid…there isnt much.

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  2. 1) to piggy back off of Knightwoof, if perks are materia based and EASY to obtain then I can embrace this kind of change. Perks, god rolls, and the like has irked me since the "Gjallarhorn required" LFG posts for D1(and is arguably worse now). Keeping gearing simple and expanding on Materia makes more sense.
    2) I have a question Brian: where do you plan on streaming 6.x and 7.0 and if you do what platform/where would the vods be?

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  3. I want Yoshi P to add a end game skill tree or just a skill tree starting level 50 and also get rid of that Tomestone gear grind i mean how many times on every expansion also i would like for them to add different layouts on dungeons with different bosses depending on the difficulty and thats how we gear up what say you bryan?

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  4. Take it back akin to FFXI and have lots more horizontal progression. I quit because of the endless gear treadmill. Your gear is absolutely worthless literally the week you finally obtain it. It went from feeling like a huge adventure to an online hamster wheel.

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  5. I don't ever see this happening but the one thing I Would like to see them change in 7.0 is getting rid of the 450 tomestone weekly cap I'm sure it's there for a reason but I really can't come up with one. Tbh I just hate having to grind for 2+ weeks just to get one piece of gear or a few accessories and even if I am able to get a full set of 620 gear for example I still have to grind out more to upgrade the gear I just really hope they Change this in 7.0 but I don't see it happening unfortunately

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  6. My only gripe with Duty Support is that the game, in its current state, does an extremely poor job at teaching players the basics, especially for people new to MMOs. After they complete its implementation, I fear that some people progressing through the entire game using Duty Support will get eaten alive when they reach max level and try their hands at endgame stuff.

    The Sage and Reaper LVL 70 job quests did an amazing work at teaching the ins and outs of the job in an instanced duty, that would be great if SE took the time to design such quests for the other jobs and place them at LVL 70. This could be super helpful to some people and placed at lvl 70 like Sage's and Reaper's, this gives the opportunity to teach with a large part of the job's kit available, and without the pressure of being with other people.

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  7. I think you had some good ideas on how you could bring in a few elements you would like to see in the game without it greatly disrupting the "status quo" which I believe is the best way to introduce people some of the ideas you're pushing.

    For example, having special perks that are unique to criterion dungeons would be AWESOME! Hell, you could go as far as to give a perk unlock for each path that you clear, and then allow for that to change up how you approach the savage version. If this is supposed to be harder small party content, then why not allow for some playground aspects like perks to switch it up, especially if the rewards are just gonna be materia at the end of the day, lol. It's also much easier to get four people together with the same mindset of "let's experiment and see what busted stuff we can come up with," vs. eight people and I feel like the trade off for the potential chaos could be that the rewards are meh, or maybe like with Eureka/Bozja they only have special effects in the Criterion dungeon itself. You'll absolutely still have people who will try to optimize the fun out of it, (acknowledging that for them that optimization is the fun) but if the rewards don't seem like this weird FOMO-esque GOTTA BE THE FIRST TO GET IT thing, then it will allow for there to still be plenty of people who won't feel beholden to whatever "meta" might get created because at the end of the day, the chaos and experimentation SHOULD be the fun in that space.

    I also REALLY resonated with the idea of being able to utilize the trusts, and having it be flexible based on your party, so it's not this all or nothing system like it currently is. Sometimes I like to run with the trusts on my own for various purposes. Story immersion, leveling a job I generally don't like, or am uncomfortable playing, my own personal performance optimization, etc. But I really wish, and hope that eventually, the system has the flexibility to allow for two/three man parties and a trust avatar. That way if you invite a friend and they are new, and maybe even very self conscious about their first time getting used to stuff, it's like GREAT! Glad you're playing, let's party up, grab a couple trusts and we'll help you learn and get up to speed in a space where you can feel comfortable. I understand the importance of incorporating the system throughout the story up to it's current state and that this endeavor probably takes a good amount of resources for instances where they have to rebalance dungeons and mechs to accommodate the AI in this instance, so it will probably not even be on the radar until that project is finished, but I would love to see it come to pass.

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  8. I personally like how FFXIV is designed to put it down when you're done what you need. Sucks for those just wanting to play this as their only game though… I also wish they would take risks even despite how the game is made but I'm too invested in the characters, story, world and glamour.

    I'm glad I just play other games too (soon more than 1 MMO too). I bet you that you won't care as much once Blue Protocol or Throne and Liberty come out. If anything, you'll conform to your average FFXIV player that juggles multiple games like me!

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  9. i feel like they need to take inspiration from other games like Blade&soul/BDO/blue protocol/Throne&liberty and Wild hearts each of those are better in some aspects than FF XIV in their own way
    dont get me wrong FF 14 is a great game and i love Farming/grinding in it and most likely will be 1 of the first to get the next tome gear set fully upgraded from 650-660 wont take me long 4-5weeks to max tomes and then its just a matter of getting the correct number of alliance raid coins
    but yea they should take a page out of Wild hearts Play book because the crafting system is awesome and also the game is very addicting and the way crafting works in wild hearts you kill a boss/normal mobs you get half the mats in 1 go once you have all the mats you craft the weapon but you can pick and choose what Skills/perks you want the weapon to have and if you dont like the weapon you made you can just refund it all and get all the mats back and take another weapon route
    they should do something similar for FF 14 like you do a dungeon you kill all the normal mobs but at the end of the dungeon when you kill a boss you get the mats from the boss and all the normal mobs you killed to use for weapons maybe armor too and you take those mats to either NPC blacksmith&armorer or craft it yourself or to a Friend thats what they should do in my opinion

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  10. 4:10 …My daughter started playing FFXIV with me a couple years ago and it's awesome, she's on the PS5 right across the room from me while I play on my PC. Good times!

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  11. I'm fine with the gearing as it is. The ways to obtain it make sense, crafted gear is more than good enough for you to get your foot in the door of the harder content, and the best gear is reserved for those who do the hardest content. And just to be clear, I don't do savage or extreme content, so I'm always a little bit behind, and I'm fine with that. What I'm hearing from people who are currently taking a break from FFXIV is the content drought is brutal in EW. They want something like Bozja to grind and kill time in. Simply collecting 1500 tomestones doesn't feel like any type of challenge. It's very clear the dev team has their attention divided between 14 and 16. The .3 patch in nearly every expansion has been the money-maker (so to speak) but 6.3 was pretty lackluster overall.

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  12. Just throwing this out in the universe – I hate FFXIV’s crafting. It is the most boring part of the game for me and all of the buttons and options and everything is just too much to care about. I’m the kind of person that would rather grind for hours to get a boss drop than craft something. I think having multiple options to acquire the same thing would be good. Craft it or get it from boss drop. Find a way to equally incentivize both options. FFXIV’s system is just too much.

    GW2 really nailed my preferred version of crafting, in the sense that once you have the materials, just click go. Also, map out the crafting pathways so that people know what they need to make the thing they want. I don’t love GW2 inventory management, but once I have the materials, I don’t want to have to figure out the right order of buttons to then click that mean nothing and don’t correlate to RL processes at all, even though they seem to be trying to accomplish that. I just… can’t.

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  13. This was a really fun video, I always enjoy your content. 🙂 There are allot of ways to make FFXIV better, but most of all, is fixing the garbage netcode. Id like my abilities and visuals to be 1 to 1 buttonpress to cast. not a 1 second delay in everything. Beyond that, making more options viable, balance only matters in max high end content. I mean… free raises in all content makes any content easy for the simplest of players.

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  14. I wish FFXIV would model its dungeons more after its deep dungeons, and move away from its current hallway design. It'd be nice to explore rng dungeons (albeit fixed perhaps with its bosses and plot points), and fight adds with their own unique mechanics. In addition, instead of exploration zones, I'd rather they just incorporate the complexity of zones like Bozja and Eureka into their overworld, vs. separating them from the rest of the zones.

    I guess I want more integration than separation.

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  15. I totally agree there need to be a way for odd sized groups to have fun. More flexibility. Especially in Duty Support/Trusts. Nothing is more sad than having to de-party from my friend to run a dungeon, particularly for the first time as we both like to pause and look around and take notice of things… and then lore geek-out with each other. The "go Go GO!" of Duty Finder just doesn't cut it.

    Thing is, I remember back during ARR, you could do into otherwise "solo duties" (ie class quest duties) partied. I'm assuming they took that out due to people getting carried through stuff that was suppose to teach them how to use their class. GLD/PLD quest was particularly bad for that, back in the day.

    But I see no reason why the Duty Support/Trust needs to be locked out the same way.

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