[FFXIV CLIPS] MAYBE A SKIP IS FOR YOU! | ZEPLAHQ



Clips of the best streamers playing Final Fantasy XIV every day gathered here on our channel!
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21 thoughts on “[FFXIV CLIPS] MAYBE A SKIP IS FOR YOU! | ZEPLAHQ”

  1. I feel the reason people instantly wish to boost is because other than FFXIV and SWTOR, MMOS stories can be condensed to:

    Wow: Hello the world is fuck again and the other faction is on our ass, how about you go kill some wild life so we can establish a base and continue to endanger the planet we are trying to save? "Mmm…what does this have to do with the end game raid?" "Nothing, is just the mandatory tutorial time to validate the cost of the game, the raid will be a bunch of random creatures and people with military ranks in a none existent army who are as interesting as a leaf waving in the wind."

    Korean MMOs: You are the most godly being in existence but the other faction or the demon or dragon or demon dragon who only exist to out fashion you stole your powers so go grind them back by killing wild life and completing menial tasks for extremely lazy people. "Oh, ok"

    I mean is no wonder people will skip if they have the chance to.

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  2. so many people in here exaggerating the ARR grind, lmao. I've gotten to Shadowbringers and my character has about 3 weeks worth of time spent getting there. That includes the story, leveling up every job to each expansions level cap as I go, grinding for glamor, etc.

    if you can't stand a bit of world building and story telling how do you manage to sit through a movie that doesn't have John Wick levels of action in it? You're essentially paying to skip the parts that set up everything. imo raiding is the second weakest part of ffxiv, so when people get to it, don't like it for whatever reason, then say the game is bad when they skipped the best part of it, then yeah it's annoying to people who enjoy the game and want to see it grow.

    People also don't realize these content creators bitching about the game have their own audience, a chunk of which are probably just sheep following the herd and parroting the opinions of the content creator. When the creator skips the best part and acts like the games shit, congrats theres now a bunch of people that will parrot this and shit on the game and its discussions across the internet, just because its the internet, and drive away new people from giving it a try.

    That is why I get pissed about people skipping.

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  3. Y'all need to quit gatekeeping. More players is almost always good for an MMO, and regardless of what anyone thinks, SE is gonna get them zoomer bux.

    This game has an excellent endgame, and ShB's is prolly the best to offer. So I don't blame folks for skipping to get there asap, especially if they have 0 interest in the story and they have friends ready and waiting to play with them. If y'all really want folks to care about the game like you do, you should be encouraging them to use the new game+ feature to experience the story instead of being snarky jerks about how they're playing FF 'the wrong way'.

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  4. So many people complain about ARR's story seem to completely miss that it is written this way on purpose. You don't enter the game as an already established hero who can buy mounts and dispatch lackeys to do boring jobs. You start out as a literal nobody. You have no name, no friends, no reputation, and next to no money. The only thing you get is a membership card for the local temp agency, that says you will do any job so long as it pays. And that's what you do. Pest control, delivery, gardening, picking up trash. Anything that needs doing, you do it. Over time, people get to know you, and you build a reputation as dependable, tough, and trustworthy, so you get better jobs. You get noticed by more important people, until you're services are being requested by city leaders and elite armies and secret organizations. This is what "zero to hero" looks like when you don't have a cute 3-minute training montage set to a catchy song.

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  5. i'm gonna be brutal honest, but i feel like i need to get it out of my chest, i don't like the kind of people that skip story, it speaks volumes of what kind of culture they come from and it's often a reflection of who they are irl, i always loved the final fantasy community because it was full of passionate people who enjoy every aspect of game, be it its music, art, and story, people who are more appreciative of the artistic qualities of a game….

    Now it's like i see more of the: "Hurrrr… durrrr…. dumb music don't fit" crowd, And I know i'm sounding like an elitist pretentious prick, but to be honest, i want to play with other elitist pretentious pricks :/

    Theres a fucking reason because i play FINAL FANTASY XIV online and not GTA or CoD.

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  6. I love the MSQ story. It's the best aspect of the game for me. However, I don't get why fans of this game shame others for wanting to skip the story or why they care to begin with. I have never seen so many people in a community for a game tell others how to play the game and judge them for not being into what they expect them to be into. Who gives a fuck if someone skips the story?

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  7. I could see the counter example mainly being that its like eating your peas. Theres so much delicious food on your plate, but it is just COVERED in peas. You can't even touch the juicy steak until those peas (As yummy as may be) are eaten off of it.

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  8. Bah, most ppl playing this game have been playing the same game +5 years or similar games even more years. You don't place +10 years of experienced programmer with beginner's task even though his previous company was using slightly different variation of language.

    Unlike your belief, going through story line never teaches anything helpful. You're just doing it once, and carried away mostly. There are a lot of dungeons and it's impossible to remember every mechanics inside out by running them once to fulfill quest completion. So, skipping the story doesn't really hurt anything, especially who doesn't care about storyline at all.

    Skill set? Lower level dungeons deliberately block high level skill usage. So, in terms of learning skill usage? Not helpful at all.

    A skipped player with hardcore WoW raiding/mythic experience always plays better than a newbie who just maxed out with story. Period.

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  9. Tbh i skipped arr and honestly i dont think i wouldve made it anywhere near this far i kept play it. I learned all the mechanics by spamming dungeons to get through 1-50 and HW is where i had heard it got good so i played the whole story from there.

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  10. Daily Reminder: TEA Progression during World First race for the Golden Heart mechanic was identified and solved due to 6 year old quest dialogue.
    Yes, you read that correctly.
    The golden heart mechanic was a section a number of teams were stuck on, and the mechanic was solved by taking the wording of quest dialogue from HW literally, which then lead to identifying the necessary steps for the enigma codex. While not the entire reason it was worked out, it was one of the "What if we try this" crazy things attempted, that actually worked.
    Imagine if you came World 2nd, because you skipped some story 6 years ago. It could happen to you.

    Jokes aside, lets talk frankly and honestly about skip vs no skip.
    First off lets get something out the way. You can skip and be fine, it just means you need to actively learn concepts you would have passively learned while leveling.
    The idea that someone skipping = bad player is a gross exageration of the issue and really doesn't help explain to players why skipping should be a last resort.

    So why should skipping be a last resort?
    If you're coming over from WoW, you'll be familliar with the basic loop in leveling. You get new skills, you get to play with new skills for a while, then you get even more new skills. Rinse repeat.
    Dungeons come up fairly often but are designed around being an insular piece of gameplay content as a sort of "playspace' within which you can get a feel for the format of content with a clear start and finish, while along the way you're introduced to major and minor narrative and world figures. In essence, its a walled version of the broader sandbox.
    While much of this is true too in XIV on the narrative side of things, this does work slightly differently in XIV.
    In XIV, while a lot less hars than it used to be, it is still structured under the assumption you are entering into content with not just the skills you are expected to have, but also the skills in your toolkit you are expected to be missing, by means of either mechanics or a format of pacing and mobs that make you consciously aware of "man I wish I had something like X" or "This feels so frustrating having to single dot targets" or "This would be so much easier if I had some way to do a ranged pickup" and so on. Typically, it is shorly after these dungeons that such skills in your toolkit appear. The purpose of this being to turn the class growth mechanism on it's head compared to the conventional approach, where instead of giving you new toys to play with, they put you through situations that make you wish you had a given thing, then within a few levels you find you get it added to your toolkit, while still fresh in the memory of "OH! This is EXACTLY what I would have needed then!".

    Now admittedly, this is VASTLY watered down as a concept compared to how it was in ARR, HW and even as late as SB, with ShB not quite abandoning this philosophy, but easing up on some of the more harsh chokepoints on it.
    However, that said, the game does however still make heavy use of the other side of this with content complexity, with each dungeon introducing concepts mechanically that are then reinforced through the dungeon, after which they become part of a body of game knowledge that you are asumed to have learned as a result, with successive dungeons focusing on adding further new concepts into the expanding lexicon of mechanic concepts, or, building upon the mechanic with iterations of it, with the base difficulty of the mechanic not being factored into the complexity value as its asumed you already know of this, so can focus on the new concepts that alter it.

    This is large done through a game design concept known as "Introduce, Reinforce and Test", and is largely responsible for why the average pug player in XIV has a solid understanding of concepts equivalent to heroic raiders on average, even if execution may not be on the same level. In addition, more advanced concepts regarding uptime optimisation are generally known by your typical pug if going by the standards of typical MMOs with uptime for most players being upwards of 60-75% as a floor, with players with strong optimisation skills performing at 97-99.7% uptime respectively. Raid participation is high for an MMO with 30% of the playerbase raiding savage or above, with Ultimate (Post-Endgame) participation rates on part with high-endgame participation rates in other MMOs. This is an often overlooked and taken for granted strength of the playerbase in XIV and by extension of great benefit to the game's design and content diversity.

    This in turn allows for enrage to be used as an actual mechanic typically, rather than just a way to force end a fight that's somehow still going when something clearly has gone very wrong. This is usually felt in the first half of a savage raiding tier's lifespan, where as in ultimate you generally find enrage is a little more lenient, albiet your uptime takes a far greater hit to balance it. Its this high level of gamesense and technical understanding that's found in XIV's average playerbase (compared to other MMOs), that allows for accessible content without dumbing it down for the most part. Again, compared to other MMOs. Those of us who have been playing XIV exclusively for a long time or perform at a higher level than we realise often take this for granted and don't realise how good we have it as a playerbase compared to some other games and I've had shock from some players before explaining the horror stories I saw in WoW in my time before coming to XIV in ARR 2.1. Anyone remember the cata pug minion and why that had to be added for example?

    The point is though, to come back to the topic of "Why last resort?" is tthat, the game does a fantastic job of teaching you things without you even realising it by putting you in situations where you develop a contextual awareness of your class, how it's skills flow into each other, a feeling for the game's ticks, the basics of greeding and so on in such a way that you go from "how do I gcd tho" to finding yourself suddenly realising you've been working with a GCD map, adapting situationally and learned to adjust on the fly with no real idea of when the game taught you how to, its just suddenly there. Essentially the knowledge floor in XIV is the line typically used for above average players in WoW due to this.
    This is the result of the passive learning process XIV makes heavy use of and it guarentees (to as best a degree as is possible) that every player, casual and would-be-raider alike, enters endgame with this skillset to some level, and as a result the game takes advantage of the security of this in it's content design. I'm not saying all content is super hard, but I am saying they aren't scared to asume you know your class to a floor-mid floor level, nor are they scared to asume you know how to identify mechanics even with overlap, and intuit execution order while maintaining uptime. Which is something WoW for example has always been unable to do so, because it's always instead opted to use max level dungeons as this proving ground pre-raiding instead.

    By skipping this, you are saying "I accept the risk that comes of this and accept I need to take it on myself to actively learn the contextual and mechanical knowledge and awareness asumed of me that I would have gotten by leveling. And no, I'm not talking about reading a tooltip. A tooltip doesn't tell you how many casts you can land inside a burst window, a tooltip doesn't tell you how many GCDs you can spare to not generating resource before you enter a punishment/recovery down phase in your DPS, a tooltip doesn't tell you at what milisecond after a GCD should you hit an oGCD to transition a rotation phase to maximise uptime within it (Warrior fell cleaves for example.), A tooltip doesn't tell you how to time application of mitigators within a 0.3s window (including accounting for proliferation time) just to get a few more GCDs and shorten soft enrage 3 minutes later.

    If you're familiar with MMOs, if you've played them before, if you've ever actually understood why your rotations worked (No, just learning the buttons you press from a google doc and simming does not count, but they are still important entry level knowledge for raid rotations), then you're almost certainly going to be able to actively learn this. However, if you asume you'll manage and you don't. You will be the former mythic raider now actively holding back casuals from completing normal content. It happens more often than you think.

    Ultimately, at the end of the day. XIV is an oGCD based combat system with a GCD, WoW is a GCD based combat system with some instants and a oGCD here and there. As such, it has similarities shared with WoW for that reason, they share an ancestor, but there are key differences in the combat system that are not immediately obvious and become major stumbling blocks for Heroic and Mythic WoW raiding refugees, since the games are similar enough that it feels like it should carry over, but enough of it doesn't that it leads to alot of bad habits that take some time to really unlearn. Leveling will do this for you by endgame with no issue (except if you're a mythic raider, I find mythic raiders generally retain a lot of these habits till late EX/early-mid Savage). In some cases, I've even seen it take a month or so to really shake some things that was hurting performance in raids, and ended up costing people even more time than it would have if they leveled properly.

    Essentially you're making the bet you'll be able to teach it all yourself, and you might, but you might not, and if you get that bet wrong you're just giving yourself more work to do than you would have otherwise, where as if you hadn't skipped you would have certainly been fine. That's really what it comes down to in the end. It's your call, but you should really understand what that call is.

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  11. You want to skip? Fine, do it. But:

    1 – If you die several times in a high level dungeon, to a mechanic that you don't understand, but that was seen several times in other lower level content dungeons/raids/trials, DO NOT SH*T ON THE GAME. Search the answers, you have internet for other reasons than only playng FFXIV.

    2 – DON'T YOU DARE TALK ANY SH*T AT ALL ABOUT THE STORY IF YOU DIDN'T PLAYED THROUGH IT! And if you do, know that your opinion will be severely downgraded compared to someone who did it.

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  12. I mean she's right. People who genuinely don't like story and only play games for the gameplay will WANT to skip. That would get them more into the game than any story that it could give.

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