This Just Feels SO GOOD: XIV's Gorgeous Design



FFXIV’s side activities are the perfect example of giving players variety, and ultimately, fun. When everything you do gives you a little bit of progress, then you’re happy to do anything. Other MMOs need to take note.
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49 thoughts on “This Just Feels SO GOOD: XIV's Gorgeous Design”

  1. Not going to happen… modern Blizzard devs want you to play their game every day and not play anything else where as FF14 devs are ok with you taking a break. Blizzard forces you to log in and do your chores else you 'fall behind'. The design philosophies are night and day.

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  2. Unfortunately you are a massive hypocrite. You criticise the time-gated currency caps in wow then celebrate the FF system that at it's core RELIES upon caps to make it work for all of it's players. With out that cap, tomestone grinding on raid release would be fking miserable as inevitably the expectation would be you would have grinded every possible piece of gear by raid night one comes along and no you wouldn't be doing that with maps or rare mobs or anything of the sort because it's no where near the most efficient way, it would be miserable. The azerite grind wasn't gated, it fucking sucked, stop basically asking for it back.

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  3. When something you need is locked behind RNG, RNG sucks. Bad game design makes players hate RNG. But when done right, RNG can be quite fun! It just must be rewarded with something that's a bonus, not with something that you end up having no other way to acquire than to get lucky.

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  4. Happy to see my footage @7:11 Bellular! I agree, hunts are a great and fantastic way to just get some spare materia, cap tomes quickly, and just chill. World bosses didn't ever really feel the same in WoW, oftentimes because they tended to drop only gold or minor trinkets and things (or had very rare drops that were rarely seen), plus Bell's aforementioned do-it-every-day requirement.

    There are top end maps for Levels 60 (Aquapolis), 70 (Uz'nair), 80 (Lyhe Ghiah), and 90 (Excitatron), with the shifting altars that you had shown available at levels 70 and 80 (so far).

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  5. On the note, they really need to change the gear treadmill system. It was implemented as a counter balance which doesn’t contribute much to why that system need to exist when the game can run it fine with making contents more accessible and has replayability.

    Due to all the contents can run regardless of ilv requirement, they should just open up that more for those that progress backwards. That’s the case of the contents right now once EW finished.

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  6. Tip for treasure door, you can roll /dice or /random. If the number is odd, pick left. If the number is even, pick right.

    Despite saying RNG but it’s only when you pick the correct door though. Not sure ppl I have seen ppl that keep pick the correct one a lot of more as they know which door and how 50-50 tend to work.

    One rule that you don’t pick the same door after 3 times the same side and if the door from previous player start for left, you need the right door in the next run. Unless the door is glowing rainbow.

    Addition to hunt, you need max level character to get clusters and exchange for materia. You can also use transmutation them to get crafting and gathering ones. Ppl make a bunch of gil just by doing that at the launch of a patch.

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  7. And this is what WoW players don't understand when they are told FFXIV has more content. For a WoW player the content is limited to PVP, dungeons and the last Raid. They don't get that there can be OTHER things like Maps, Alliance Raids, Deep Dungeons, Stuff like Bozja and Eureka, Hunts, Gold Saucer, TRIPLE TRIAD, Housing…there's so much extra stuff to do and have fun other than mash your head in the last raid killing the same bosses every week.

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  8. I think the bigger factor here isn't that everything has a sprinkling of rewards/tomestones on it, wow tried that back in early MoP, just about everything gave valor points. The bigger key factor is just reducing the amount of chores in the game.

    Like I said back in MoP, as well as at other points in time WoW has had lots of varied little bits of content, but often times player response would boil down to "why should I do this?", and so the devs would attach player power rewards on everything, or the devs would add in a new source of player power to create a reward for new content. Then players would need to min/max the best ways to reach all of their weekly caps, and spend all of their in-game time working on this stuff. But players weren't asking "why should I do this?" because they needed a reward, they asked it because they already had so much other stuff they had to do, that new content needed rewards to justify doing them instead of something else.

    Less rewards, less things that you "need" to do, means that players have more free time to spend on the things they want to do. Things like housing, glamour, role-play venues, what do any of these things have to do with player power or player progression in FF14? Nothing. In fact, these things typically cost resources rather than generating them, yet they're extremely popular in FF14. Now sure, wow isn't completely devoid of these types of things (I assume, been a while since I touched it), things like the brawlers' guild and Lei Shen's treasure runs were good examples, they were interesting and fun, if you could find the time for it (also these were both solo-content, which isn't bad, but having fun group content is nice as well).

    tl;dr: don't make players feel like they 'have' to play your game. make them 'want' to play your game.

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  9. him saying "imagine doing expert roulette everyday to get mats, it would feel awful" my first thought: "in lost ark i need to do chaos dungeon everyday and una's tasks to get mats to upgrade my weapon to progress… i think its true" XD

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  10. I never felt punished or anything by putting time on FFXIV, its really a great game with many good points and of course like every games; some bad points, but at least ffxiv doesn't feel like being a chore cause you can just do whatever you want provided that you have the level or item level for it, which is soooo good compared to other mmos.

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  11. I've been playing FFXIV religiously since 2020, and all without having completed a single extreme/savage fight (or its version of hardcore-raids). That goes to show just how much horizontal content this game has. At this point, I pretty much log in everyday to do my dailies, exchange the dungeon drops for a currency that allows me to get cool minions/vanity pets (and at times mounts), and cap on the game's general currencies to either upgrade my gear or exchange them for crafting mats to sell (effectively giving me something of a passive income in-game). This game is really good at making me feel like a daily adventurer who trades in the spoils of their battles for rewards, thinking next of what to explore and do with no pressure that I have to do hardcore raiding. The only time this daily schedule of mine is interrupted is when a new patch/expansion drops, and I'm "called" to continue the story and its new fights. It's certainly an immersive game.

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  12. great video, very interesting to see a comparison – I haven't played MMORPGs since 2016, pretty much just follow along on here haha. Damn those combat scenes and the UI text from FF14 remind me a lot of Rift in places.
    Question – isn't the "sprinkling of rewards" just the same thing as Artifact Power was in WoW which everyone optimised the fun out of and hated? Is it just a difference in terms of cap quantity (hours per week required)? Hmmmm

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  13. i find it super interesting how michael is approaching his time at 'end game' (as in, end game is whatever you say it is). i just cleared P3S with my static, and i have never done a single hunt or treasure map in the game. watching this video makes me wanna try it out!

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  14. As long as I've been playing this game (since around the end of ARR) I have never taken a single person to do maps for their first time who didn't have a ton of fun and love the content.

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  15. I also like to point out that part of the fun of treasure maps is that you are unable to outgear the dungeon, and half of the fun is the scramble as the party (especially the tank!) realizes 'oh we can't fully turn our brains off because these mobs got HANDS'

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  16. bellular, your a new player. of course the "game design" feels fresh and fun. but this content has been copied each expasnion and that also needs to be talked about. treasure maps came out in 2.2. what is that almost 9-10 years ago? Is asmongold and bellular to dumb to realize that. i wonder what theyd say if they played this game for as long as i have.. hell eveN 2-3 years id see the flaws and lack of innovative design/ shake up for old players who want something.. anything new

    oh and hunts.. dont even get me started. i use to enjoy em way back in 2.x when whoever fc got there first would take em out and everyone late would cry and the drama of FC meant something. People were known for early pulling… and taking em down as a smaller group. eventually people decided it was content where lets optizimize it and hold hands while we all press 1 2 3 together. I guess the point is yeah its fun at first, but its nothing new at the end of the day.
    Also yosheep has brainwashed the community to defend the games lack of fun for "yosheep said to take breaks". Tenaka wouldnt of done me like this

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  17. I diversify my FF experience.

    I like doing MAPs with friends and FCs when the mood strikes (We'll usually stockpile a few)

    I like dedicating a day to Gathering or Crafting. Leveling them mostly through Ishgard means I don't have to put up with leve quests and it usually puts a few gil in my pocket with any leftover materials. it doesn't grant as many scripts, sure, but those I largely get from the Custom Deliveries for ease and convenience. 🙂

    I'm on a couple of Hunt Linkshells, so when they shout out about a hunt train in the current area, I can join in… or if I'm busy I skip it. Sometimes I use the Hunt Trains exclusively to boost my capped tomes, and use my Dailies for leveling the stragglers.

    There's more than one way to play and that's a major strength here. ^-^

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  18. What if they updated WoW's archaeology with treasure maps similar to FF with some either custom dungeons or even to save time, updated versions of existing dungeons with new mobs and tradeable cosmetic loot.

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  19. Yep, treasure maps and treasure dungeons are fantastic in FFXIV!
    I love how they troll you with the gates too! FFXIV is great at respecting players gametime by rewarding in multiple ways even in side events.

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  20. I did a full hunt train with even a derail for an S rank and got 400/450 astronomy for the week…and i can still do pandaemonium so by the end i have all week to try and get 10 astronomy lol

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  21. A quick note on S rank hunts. They have a much longer respawn timer than A ranks.
    They also have a very specific spawning conditions, thats different for each one. For example for the S rank in Labyrinthos you have to spam summon the Tiny Troll minion on spawn points with the weather conditions of Clear/Fair Skies in the day daytime. After the cooldown is reset its a random spawn chance for each trigger.

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  22. I recall mentioning all those things back in the early days of WoW and getting blasted because it's dumb and makes no sense and so on.
    It's funny that we all want WoW to be a fun and enjoyable experience but time and time again the people speak with their wallet and their influence drowns any reasonable solution.
    I've mentioned that classic WoW had a race and I got made fun of because it ain't raid/endgame content. Even though when the goblins where introduced they where trying to make their own Golden Saucer but it didn't go through.
    I also mentioned more enjoyable ways to approach professions and that was what archeology was at its launch and core especially being tide to pet battles.
    It's funny that people go back to "WoW is known for stealing content and making it their own" yet when it came down to anything that's a boon for WoW it automatically turns into it can't and shouldn't happen by the same community at large.
    With there being access to other dimensions and "portals" the player base ignores the possibility of the content that exist in games like diablo. Yet whatever, there is a reason why WoW refuses to become something better that their consumers desire while Final Fantasy doesn't shy away from it.
    Since an easy comparison I can make is what WoW did during MoP that's 10 years ago and WoW has/had that FFXIV is gonna be introducing soon with island sanctuary.
    It's a shame that the WoW team and WoWs vocals community forgo enjoyable experience because it has to be this chore of a time for the time invested in WoW to have any validity. They are the source and root of WoWs woes.

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  23. The problem with WoW is, even if Blizz would change the rare spawns from a daily loot to as many as you like they WILL in the same move reduce the dropchances to even less than they are now to keep people occupied the same amount of time.

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  24. Have you done any of the SHB/SB portals?

    There are two styles of map dungeons. Right now, EW only has the first type. SE will be adding a second roulette wheel style dungeon in the next couple patches. It is my favorite of the two dungeons you'll see. I'd definitely recommend doing a SHB map night just so you can see both styles of dungeons.

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  25. i ffxiv play just mostly hunts for tomes on weekend and maybe a do couple frontline to passively level another job i might play at max level then raid a couple of hours on weekly reset,
    pretty chill exp.

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  26. The absolute hogwash wives' tales we make regarding how to choose the right door is usually the highlight of these maps with friends over voice chat.
    /random, democracy, using AST's Draw, feeling the aether, "All Left Doors Day", you name it.

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  27. I'd add a mention of the weekly Journals, encouraging players to run current AND past content with decent rewards. Guaranteed 50% of a level in XP and a big pile of poetics, with a decent chance of landing more current currencies or gold saucer points from a bit more gambling in the form of the connect-4 stamp sheet. Great way to feel like you're working on multiple goals at once, while also seeing some older content you may not have seen for months or even longer (or going on a solo power-trip if you choose to go stomp some if them without syncing your level down).

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  28. Similar mechanics also exist in Old School RuneScape and Lost Ark, which makes me wonder why this kind of systems so rare in MMOs.
    The concept of a "treasure hunt" type of content solves a lot of problems with MMOs, it's kinda crazy.
    (base assumption for further statements is that Treasure Hunt mechanic is well designed)
    1. Rare drop of "map" items makes people excited to try the content. As long as rewards stay worthwhile, people will always do this type of activity, which also creates a system for rare items with equal opportunities for all players.
    2. Map drops durning a more tedious, but "efficient" content, makes them a good way of distracting players from a daily grind, which fights against "more efficient, less fun" style of play.
    3. Having maps cover less populated areas of a game, makes player explore more of the game world, allowing them to find side activities they otherwise wouldn't find.

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  29. I started FF XIV a few weeks ago after being a WoW player off and on since near the end of BC, and man, I'm having more fun than I have had in WoW for a LONG time. It feels like I can do the stuff I wanna do and still feel like I'm progressing.

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