Solving Dead Content in FFXIV! – This will work!



LET’S SOLVE THIS PROBLEM! I think I have a genuinely awesome solution here to solve the FFXIV dead content problem! If you can’t complete the MSQ Trials you’re stuck on, what are you meant to do? Players are raising this as a concern that it’s becoming too hard to progress past some fights in the game! Titania, Praetorium, Zodiark, The Final Day

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Timestamps:
0:00 How to fix queues!
0:30 Not a bandaid queue fix!
0:43 WHAT ARE GOOD REWARDS IN FFXIV?
1:04 FFXIV Hunt trains are super effective
2:03 Expert Roulette
2:20 Nuance and relevant FFXIV content
2:44 HOW TO FIX THIS FFXIV PROBLEM
2:50 Shoving more tomestones in is NOT a solution!!!!
3:17 SOLUTION 1 – Different Difficulty Daily Roulettes
4:13 FFXIV Daily Roulette Difficulty calibration for trials
4:34 SOLUTION 2 – Brand new reward structure!
5:00 Not mentor roulette!
5:26 How this new spammable roulette would work
6:23 How you’d get currency
7:00 Perfect example of why this would work in FFXIV
7:50 Requirements to enter this roulette
8:51 Roulette algorithm
9:33 How does that sound?

Yesterday we identified a huge problem with 14 in that some of the content in 14 simply doesn’t have enough incentive driving people to do various forms of content. Such as the final trial of Endwalker to complete the MSQ.

Now I want to discuss some of the various options that could be done in order to try and solve this problem!

So the first thing I want to address is trials and specifically what the person in this reddit post is talking about. I think fundamentally we need to compare all content types reward structure to the current meta, which I realize is a player created phenomenon like I don’t think hunt trains ran 3 times a day on Gilgamesh at the exact same time every single day was an expected thing when hunts first came out so many years ago.

But they are currently such a powerful alternative option that I myself don’t even run experts anymore, they award boatloads of materia that still do sell well– you can easily come out 200k richer from a hunt train, they are very fast 10 weekly capped tomestones per hunt and they go by really really fast.

So that’s really the big comparison point that I personally as a 14 veteran judge other reward structures by if we’re going by a pure time optimization. It takes about 2 gilgamesh trains, specifically 45 hunts, to cap 450 tomestones for the week and for a casual player that’s amazing.

Expert roulette gives 90 tomestones and takes around 17ish to 20ish minutes to complete depending on your team’s comfort level and if you get dead ends which seems to never end well if I don’t enter on healer in which case makes it over 25 minutes.

Of course there is some nuance here, just saying it outright so people don’t take it wildly out of context, but say I am farming extreme trials on loop for a week obviously I can cap tomestones that way done that many times with new extremes.

So now with the baseline listed let’s start proposing some methods to fix this.

And no my answer is not just shove more tomestones into the currently existing roulettes. I think that too reaches a limit where it becomes relatively useless. I’m far more convinced about my second idea I will propose here.

First solution up is break up the trial roulette into like super easy ones like the a realm reborn ones, like ifrit or titan are super easy– and then at least one other trial roulette for newer content so this would be things like Endwalker or Shadowbringers trials. I think one would be hard pressed to not say Titania normal is decently difficult for a team of sprouts, talking to other players Titania normal was actually the straw that broke the trial roulette for many people because of her difficulty relative to rewards.

So breaking trial roulette up into essentially trivial trials versus harder ones would allow the rewards to really be calibrated to a particular set of difficulty, like 15 tomestones of astronomy makes sense for a realm reborn trials but when you look at the final Endwalker trial not nearly enough.

The second solution I can think of is to create a brand new style of roulette that would be able to put you into quite literally any form of content, and no I don’t mean mentor roulette– especially not that since it’s locked off to the rest of the playerbase and is overall radically different than I want.

But this would be a roulette anyone could access for a special reward, and it would not be locked to be daily. You can run it an unlimited amount of times nonstop all day every day if you wanted.

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18 thoughts on “Solving Dead Content in FFXIV! – This will work!”

  1. Splitting the trials up and calibrating rewards would be nice. I'd also want to see a harsher penalty for bailing on sprouts than a half hour in the penalty box. Like oh idunno, let's say you bail on a castrum or titania while there's first timers in said group, no tomestones at all for 24 hours

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  2. I always thought that a queue system with a option to be like "I don't care what role I get, I just sign me up for all of them" would be good too. So many people have a Tank, Healer, and a DPS that they are confident with! why not let them queue up for all three or, atleast two of them? might keep content fresher to not know what perspective your gonna be playing it from that day.

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  3. Cool idea, but I'm thinking about the time implications here. Sometimes I avoid the Alliance raids because of that one ivalice raid. What's to stop people from avoiding this new roulette if they are concerned about the time? If I have to log off 45 minutes I'm not touching this.

    This is not a bad idea.

    And aside from Crystal Tower, none of the alliance raids are required MSQ. What if you split that roulette into three. One for trials, one for dungeons and one for alliance raids? That way the player's can make a judgment on time.

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  4. I like the idea of an "everything I unlocked" roulette with a dynamic reward system but having so little control over what type of content you get might make people stay away from it or leave the party and take the penalty. Forced ilvl make sense too at least to the minimum ilvl of the latest MSQ content. Having unlimited bonus rewards tho feels more like a chore than an incentive, it would be better to have a standard dynamic reward but a once a day daily bonus too for people that might accept doing it once a day but tire quickly if they feel forced to continue to grind it.

    Maybe add some check boxes for the roulette, like I'm fine with playing any of these roles, any of these types of content. Like I want to play dps but I want trial and dungeon content. Or I want to be healer or dps, with alliance and raid content. Next issue might be making the other roulettes obsolete… giving completely different rewards might as you say be the only solution to that.

    People will find out what combo of roles and type of content gives the most rewards for time invested and will try to farm it. I think the roulette should be 100% solo so the game can feed each person to the content where they are needed most and that they agreed to doing. Even bring just one more friend will limit what queue the players can be feed to, so a friendless roulette I think will be the best.

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  5. I think you are on the right track, but adding by adding new currencies you are just adding a new moogle tomestones, which requires that players care about the rewards. I think that just following your idea of scaling the rewards and applying it to the existing queues would be a far more appealing option. For example: Ifrit Normal/Hard should give nothing but the base roulette reward while the ShB and EW trials could give 8x plus for the relative difficulty. In this case, getting the EW final boss could be really really good. (note: numbers can and should be changed with testing). If just giving a multiplier across the board is too much, it would also be possible to give separate multipliers for experience, tomestones, gil, etc.

    This would essentially expand on why no one is fussed for getting the highest level (aka hardest) dungeon in leveling roulette. Getting the current dungeon gives both level appropriate EXP reward from bosses and the roulette's bonus experience. As the roulettes bonus by itself is also good, getting something easy like satansha means that you have an easy half level (or whatever the exp is). This is what the devs should be striving to make work in the roulettes and it would probably help keeping people from exploiting the iLvl trick to always get Crystal tower in the alliance raid if the rewards for the Ivalice/Nier raids were like 3-5x the value of Crystal Tower.

    Then again, I level just about everything so that only things I care about in the roulettes is the exp. The tomestones aren't really attractive either way, so many adding an additional roulette currency would be good assuming that the rewards are sufficient.

    Reply
  6. So – after watching this video I decided to spend a couple of hours queuing for Trial Roulette as DPS.
    ….

    Of the nearly 8 different trails I got (they popped super fast), only 1 was of non-ARR content (Seat of Sacrifice). And of all the ARR trials only 2 where with a new player. While I know there is incentives to rerun the ARR trials (like farming for relic weapons – various story points ect), I wonder if Trial Roulette is suffering from people cheesing them for fast runs.

    I love helping new players, but I wonder if all the cheesing of the roulettes is hurting players deeper in the game. Maybe just a quick toggle of prefer playing with first time players for roulettes, similar to Join Party in Progress, might help them get the parties they need?

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  7. I think the interesting/core part of your idea is the separate currency you are proposing. Usually I cap on my astronomy tomestones relatively fast after the reset via hunt trains or S rank hunts. This is not only because of the superior tomes/time ratio but also because there are achievements and mounts tied to the hunt. Therefore I have absolutely no incentive to queue into e.g. trial roulette as a level 90 job and instead hand the XP bonus to some lower level job. But at this point I am already excluded from getting the final Endwalker trial without even intentionally trying to dodge it.

    An additional reward that you only get on a level 90 job (and with reasonable ilvl of course) might already get a lot more level capped players into the roulettes and hence speed up the queue times for the final Endwalker trial and the likes. A new type of roulette might not even be necessary. On the one hand such a roulette might be really cool if you're into that. But in that case you can already unlock mentor roulette and be on your way. On the other hand you get almost no clue about how long your duty might take. I fear this could drive a lot of players away from that roulette.

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