FFXIV Lack of Mid-Core Content Is Not The Problem
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It’s not the ONLY problem, but it’s the most prevalent one.
This game has more people playing for RP than PvE, this is the real problem.
Criterion is still ass for rewards, $60 for 2 hours worth of story content is crap…
I agree with zepla's opinion. Its the most prevalent problem.
There must be more rewards for doing old content / content that was already done if its with new players.
This is to incentivize players that want to discover old content like coils of bahamut with a party.
Furthermore, yes pve zones like bohzja is key to mix many player types.
The lack of the secondary trial series is noticeable, and also the class quests.
In shadowbringers it was a nice change of pace but i feel it's a great narrative content
I am not too worried about the apparent lack of content in Endwalker, because there are TONS of good and great games to play these last 3-4 months. I never had so many choices to have fun and there are still new promising titles in the future!
As a player that often goes for ultimates I agree that the mid-core feels lacking. Even savages nowadays are feeling more catered towards ultimate level players. (Wtf was P10S?? felt more like a ultimate than a second floor fight).
I think the encounter team is trying to combat third party tools because ain't no way Omega or the last tier was tested correctly. There is barely any time to react to anything. As a 40 year old player I think I got as far as I can go right now. I can't really react in time if they go a fraction faster next expansion.
Add that to no Latam servers so I'm stuck with 200ms I guess I'll just decorate my house and stand in Limsa judging glamous

I would turn down a notch in the "one person fucks up and it's a wipe" for savages so the middle core can actually have something to do without going insane. I'm sure if you can clear this savage tier you can clear any ultimate. Combating third party tools is a lost battle anyway so I feel that making everything as reactive and convoluted as possible a bad design… unless they want to go for the WoW approach. Which I think it will be terrible for the game overall.
Anyway, thank you for coming to my TED talk.
I wonder if some players are just flat out insatiable; they want more and more and more and they want everything to be perfect. Just seems unreasonable to me
My 2 biggest issues, no alot of mid core. I work a rotating shift and have 2 kids. No way i can join a weekbstatic for the hardcore raids at least not until they are older. Second is i hate that the tombs we need for better gear is behind running old content that i am just sick of seeing at this point. It wouldnt be so bad if they roulette paid out more but most of them pay 10-20 current tomb and then they want to charge you 800 for 1 piece of gear. Yeah no thanks.
I think the real problem is doing the same thing they did with FF16. Trying to attract new players at the expense of established ones. Which is why you get stuff like island sanctuary. I think this also ties into the current state of tanks and healers. Trying to make them more actiony. A part of me also thinks they convinced themselves people only do eureka/bozja for the relic so they thought tomes was a good idea. As for wayfinder and new world. Both have an aesthetic I'm not into. And I really dislike wayfinder art design. BG3 and Remnant 2 are my saving grace right now.
endwalker has been the worst expansion yes and il fight to the hill on that because i play since 2.0 and god its AWFULL
You mean just another problem with FFXIV I've said how I feel about the game but one of other things that bothers me is new classes or Jobs with some linked behind new higher-level content which is ok but what about Redmage or Samurai being Level 50 right out of the gate or any of the new classes an epic failure not making all of them start at level 1 then the lower level areas outside the main cities or Instances leaving these areas empty of players when I played the other day outside Uldah I ran into maybe 4 people starting new.
I've always treated midcore as part of a difficulty scale not a type of content so this may be a bit off topic. Square has over time created a larger rift between the two ends of its content difficulty wise with the split of hard(end game) difficulty and story mode content that started in Stormblood. I feel there is no desire to try and teach players to play better as all resources to do so are outside of the game and the higher skill community has always been terribly hostile to people who dont already know everything. Its an over exaggeration but its almost to the point where to do content after story mode difficulty you need a static with comms and/or review a bunch of out of game data because the game doesn't do a good job preparing a player to succeed beyond that.
I had watched recently a video about it being rude to suck at wow and to a point bridging the gap past casual content is getting to a much lesser extent like what was talked about there. There isn't really a bread crumb path to allow players to grow in steps the best we have is Stone, Sky, Sea for practice. It doesn't feel like you can get into fights blind because of the expectation of having to know everything down to the team strat. Having clock spots, or called positions, turning the fights into a choreographed dance that you must know all the steps before even trying.
When i hear 'not enough mid core content' thats what i'm thinking about. Content to challenge you but not require prefect teamwork. Stuff to help you grow towards that hardcore end game challenge.
That's is the reason I always finish every expension in 1 – 2 years period casuallly because don't want to burn out.
Personally stormblood was the worse expansion, I played Endwalker way longer than I did stormblood… yeah endwalker isn't the best end game content but stormblood I didn't even make it to the end game content because the story was imo so boring.
EW started off hot, but what's missing are a couple of regular things found in older expacs:
1) a relic grind zone to keep people here
2) regular cycle of dungeon releases (4 man hardmode ????)
3) story story story. We know it's winding down, but what's been put out isn't enough to convince people to want more from Dawntrail
4) no Bozja-like zone–again, paired with issue 1)
In my personal opinion, I'm not that excited for dawntrail until I see more. I went back to singleplayer games until the next patch …
6.0 was awesome, the rest 6.1+ feels like a bad filler. Problem is we got through 6.0 in two weeks and now we are stuck for two years in the crap content. Endwalker was great, problem is that it also ended for me with the 6.0 story. I never cared less for FF14 story than to everything that came after 6.0 … This is first time I canceled my sub in years.
I’ve been complaining about since 6.1. We need a Eureka/Bozja zone! I was hoping that island sanctuary would be a decent replacement, but it isolates more than ever. For what it is, it’s fine. For what it took away, it’s awful!
I really don’t like how IS is an AFK grindfest that you can’t even do with your friends. Once you level cap it’s basically just a stock market simulator, and that makes me real sad. Idk i just feel so isolated when I’m there, and there is NO incentive for your fiends to come visit unless you are an exterior housing fiend. Like I wish we could have different layouts at least, maybe have interacteable minions. It feels like the experience is exactly the same for everyone, with very minimal customization. Like maybe it’s a decent venue to afk with friends if you just want to watch YouTube or what ever else.
And I know IS’s development didn’t take away resources from the battle content team, that’s variant and deep dungeon, but still I can’t escape the feeling that IS was meant to replace that content, and honestly it feels extremely small all things considered
The reason I listen to your criticisim rather than most others is because you are contructive and not critical. Ppl saying "this game sucks" and then making demands does not add to my gameplay. The flow of ideas of what content and how to implement it does add to my enjoyment of the game, because of the creativity flow.
I'd love to see the game to keep the traditional base storyline, trials, alliance raids and normal raids with good stories, exploritory zones, fates, pvp, crafting and gathering types for base items, scripts, glams, and housing. This stuff is good and it works. Even VC dungeons are enjoyable content, I just wanna be able to have more things from it to show I enjoy the content while standing in Limsa (aka more rewards).
-I want more housing districts, as a hellsgaurd I want a house in either Ala Mhigo or the northern reaches of othard. But Norvrant, Sharlayan, and Thavnair are also such beautiful areas!
-A new crafting/gathering area like the firmament, which because we are going to some form of Tortuga, now would be a great time to add it
-Keep up the good work with pvp, more ways to spend wolf marks plz! Pvp is great because you can do like 3 or 4 frontlines in an hour if you dont have as much time to play that day, and CC is so fast that its a great way to burn off the last 30 minutes or so before calling it a night. Pvp is a great way to feel like you did something without feeling like you need to "complete" it.
Even though the traditional content works, I still want to see the devs try to experiment with more types of content, not to replace what traditionally is there, but to add more stuff to do and thingys to get.
-I want objective based world content like with guild wars 2, where you go out and complete a series of stories and touch random glowy thingys and you get bigger rewards in experience and gold. For additional rewards in our game, they can easily tag on MGP cards or materia if its too much of a burden to make a glam for every zone.
-Deep dungeons take too much time, so I want a series of bosses that get incrimentally harder that are meant for 4 ppl and dont change when there's only 1, since I love the challenge of being a badass.
-As a hellsgaurd, I feel a lack of identity. We're just cannonically bodybuilders with abandonment issues, so I want something that gives more depth to us. Even if its not MSQ, can we have an epic journey to Fireplume mountain to resolve whatever is making parents boot their kids out. This story could actually take us into hell to kill whatever the hell the hellsgaurds are gaurding the world from. I dont want this to be instanced though, so I dont get booted out for being there too long or afking and I can send messages and que for things while Im "home"
Square needs to give a higher budget to the XIV team, they did something amazing with a low budget and I can't wait to see what they do with a good budget. As a 2.0 player, I noticed that things I wanted would eventually come into the game, so I feel confident that I will get my money's worth with every expansion.
Personally I think they need to add something or multiple things to close the huge gap between the causal content and the high end savage/ultimate content so people can improve and get more confident because right now there is such a huge leap in differently between those two types of content and atleast i believe there is nothing to close that gap and most people will just find it too Daunting and scary to ever try it myself included
The elimination of relic zone is by far the best thing about Endwalker. It's been tried three times and it has failed three times. The first iteration of it was so bad, it was completely removed from the game (Diadem). The second iteration of it (Eureka) saw less than a 3% global complete rate not including the Baldesian Arsenal. If you were to include BA, the completion rate is likely below 2%. The third iteration was the Bozjan Southern Front, Zadnor, and everything within the Queen's Blade quest line. It too saw an awful drop off with about 20% completion in just two zones, rivaling Eureka's first two zones. Keep in mind that the questline had high end armor, unique rewards, and served as a substitute to the Deep Dungeons for leveling. With all of that, people STILL preferred to avoid the entire region altogether, choosing the world map until they were essentially forced to complete Castrum Lacus Litore, where they gave up the quest line, or were forced to because of the awful drop rates of Palace of the Dead, neither of which garnered any favor with the larger community. Going back to the open ended Anima Relic system that you could just feed poetics into was by far the best decision they made.
And I know a lot of people in the FF14 community will disagree on me with this, but once again, FF14's design gets progressively more antagonistic towards new players and those at the lower end of the skill curve the further you get into the game. And rather than try to fix this problem, they've doubled down instead with each expansion. It sucks to have to design to the lowest skill curve, but the decision to remove indicators halfway through the game is still by far the worst decision I've seen any design team make. But hey, I'm wrong here according to most people here. But in my opinion, you need to rethink how you're handling side content, especially when even alliance and normal raids are seeing a dip in completion rates during longer patch cycles.
After over 3000 hours I got pretty burned out. Now I am back a year later and having a blast and a huge amount of fun like I used too. I really needed that break as I had gotten to a state if burn out that I started hating the game. Probably also helps that I no longer feel any guilt for not playing wow anymore
Everyone that follow Zepla know she was voicing frustration about not having a relic zone back in February 2023 when she started to play Genshin Impact. Now she is playing Elden Ring.
I have to say with the news of Square Enix taking a beating and losing 2 billion in market value bringing FFXIV is now insulting to me even with my opinions on FFXIV it seems like Square caved because they screwed up with FFXVI being console exclusive and lack of cross play or access to other platforms! Square Enix better step up their game and stop being a Japanese hardware supporter like they did with Sega Dreamcast along with EA which helped kill the Dreamcast. The bottom line is you should be able to play games on the console of choice.
I don't feel that the extended patch cycle has affected this situation that much. If they had added these extra weeks back in either Stormblood or Shadowbringers, that would not have made a difference because in those expansions there was always something to sink your teeths into.
See im the complete opposite when it comes to blue mage Brian. I think they could not have made a worse piece of content. The only time i ever use blue mage is Moogle tombstone farming when able to, and when im not its practically just stuck in limbo for a couple of months. Not to mention i find leveling up Blue mage very tedious because if you don't have people to help you level from 1-80 it takes a absurd amount of time to do it solo.
When you look at the reaction of the crowd after the announcement of 2 dyes, which was short of a standing ovation…. you'll know where the real interest of the 14 player lies: social hub. They don't care about the game as a game, for them is all about the story and their safe space. Have you seen the PF? Both Arthas and Xeno have explained this for years. If you want to play high end content, you do what you do in any game: you GIT GUD!!!!