What would YOU change in FFXIV?



Links to the videos used: Gemm6905: https://www.youtube.com/watch?v=hToWKu79Jm0 Darrizard: …

source

29 thoughts on “What would YOU change in FFXIV?”

  1. We have 800 glamour dresser slots plus the armoire now so that's not really a big issue. The problem is we only have 20 glamour plates to actually use that stuff. That number needs to be doubled.

    Reply
  2. 8:37 Maybe Endwalker patch content is so lacking because they are putting so much into Dawntrail, including updating the glam system to be more like transmog window, or many more glam dresser spots?

    Reply
  3. Why when im crafting do i have to constantly back out and go back in to crafter log to craft another recipe. I understand when you change classes, but if im crafting 5 diff weaver recipes let me just craft them all without having to stand back up back out each time.

    Reply
  4. I have a solution proposal for the glamour problem that can also give us some casual content to do. But first some context.

    It has been said that the problem to try to replicate a WoW style glamour system is the player data and server load on having every single piece registered

    I know some would think: just add more database space per player to store all inventory/glamour etc but as a programmer myself that has been on project dealing with spagetti code, is not that simple if you want to keep performance, is not just space, also some indexing on data and the data chunk size transfered.

    As on this video is said even that is not perfect as it is with the limitations they have if servers have not the load capacity to such extend

    Info stored on inventory per gear item is not only the "itemID" as with consumables, but also the materia slots, bind %, dye, signature and who knows how many more internal data

    Glamour dresser tries to lower that data stored to id and dye (and on next expansion that dye data will be doubled or they just use the same "slot" of info maping all the combinations on an single dye ID

    Anyway, Keeping a "checklist" for every player for every item and every dye just for glamour would still quite a lot

    So whats my "middle ground" solution?

    To miminize the data stored and transfered they could be a checklist not on every single gear item, but on Sets of gear. So the glamour dresser stores all the gear set pieces and saves them as a single data as with the achivements do so you can claim savage seasonal gear, reducing by a lot the data needed

    They could be a repetable quest to, in order to save a gear set you need to deliver every single piece to an NPC not unlike the newest relic weapon quest

    That would make people try to get them all to store them as a set.

    But if random gods are not with you, maybe a by trading X number of the set even if not the different pieces, can unlock the set anyway.

    If sets are just as small as the 5 gear/4 accesories you are decreasing the storing load by some degree, but if the set can be by ilvl/content tier it can be even more streamlined.

    Sure more recent gear would not have the "just deposit X number of this ilvl gear items" but that can be changed later.

    As for gear that is not from drop dungeons/raids/etc like crafted ilvl 1 the mog station ones they can find a way to group them or well just keep the slots of the glamour dresser for those alone

    Heck, they can even have achivements for collecting all gear sets for all classes SO YOU CAN GLAMOUR WITHOUT JOB RESTRICTION

    As for the dyes, as my propossed "set dresser" would only store a set and not each dye per gear, a "color pallete" achivement could be also be implemented on the glamour dresser so you can unlock a color by trading X number of a dye item on glamour plates so you can use that dye without the need to use space on your inventory but a "dye prism" for each time you want to apply an unlocked dye to a gear piece on a plate so the dye market does not crash as much as you still nees to use a consumable to change it.

    Sorry for my bad english as I am just a Mexican Final Fantasy fan

    Reply
  5. change the Healer back to what it is … , and change all 80-90 dungeon to be more harder cuz what it was rn. it too easy for people who play 1-80 MSQ and still asking for holding hand dungeon

    Reply
  6. I actually would love to go back and do all the old savages or collect all the gear from boz and eureka but i simply have no space for rewards. I can't keep what i earn. I don't need all the ARR and stormblood dungeon trash but i dont even have the slots for alliance gear. I don't feel like I should pay for the crappy retainer system bandaid either. It makes me want to unsub.

    Reply
  7. Locations of things…
    Where are the beasttribes? No idea!
    Where is the entrance to Bozja? Who knows?!
    Where is Khloe Aliapo with her joirnals? A place stsrting with “I”…
    How do I get to my island sanctuary? A dock somewhere has a guy next to a white wall…
    Where do I turn in the daily/weekly collectibles I just crafted for expansion xyz? No idea, need to google it…

    Also, knowing which vendor takes which tomestones/tolens and then in which category to look at, is simply impossible to remember for me. I always go through all the vendors for like 10 minutes before I can locate and complete the simple gear upgrade with the xyz currency/token I picked up during my duty roulette. Luckily I don’t play ultimates or savage content, otherwise I’d have a whole other set of tokens to figure out…

    Reply
  8. I agree on the gearing stuff. You really never put effort into seeing how much Critical Damage, Determination, Piety you have, that only matters to current content, and the bonus added with materias. You most of time only care about ilvl and assume "more ilvl is better", and it is, but… makes the rest of gearing stats, useless.

    Reply
  9. it's so sad, GW2 has the best glam system ever (items are saved to your infinite wardrobe as soon as you salvage them, 4 dyes per item) but the outfits look trash compared to FFXIVs I wish there could be an exchange between the two games.

    Reply
  10. The glamour system is really a huge mess. And I stopped to collect stuff, because I ran out of space years ago. o-o
    No matter how easy and meaningless they made the new relic…, doesn't matter, because I still have no space. O-O

    Reply
  11. Role Tomes! Instead of removing or increasing the tome cap, just give us role tomes. Run content as caster for caster tomes, melee for melee tomes, tank for tank tomes etc. It would allow people to gear each role just as fast at the same time. The people that want just to tank only have to put the normal grind in, but if you chose to omnijob the game you have the option to do so in the same pace.

    Reply
  12. For me, instanced content just inevitably feels same-y and the community's obsession with wall-to-walling and max DPS all the things really hasn't helped. However, I'm not ignorant to the reality of how games are designed influence how we play them, and the typical encounter design is pretty freakin' bland.

    That said, I'd like for an MMO to truly embrace randomized dungeons more akin to Diablo. Now, I know some might be thinking, "Well that's PotD or HoH!" and you're not wrong, but comparatively speaking, these are flawed implementations that are more of a toeing into the water than embracing the potential of more randomized encounters and exploration. And really, the last part suffers because there's no real curiosity about what will be around the corner since it'll probably be garbage 99% of the time. Still, for the players clamoring for difficulty, pulling some bosses out of their sanitary encounter environments, stuff like patrols or (re)spawns, and then some add a more varied experience than just checking the same boxes every time you get the same locale. I know there's an unfortunately prevailing sentiment that players are stupid or don't like sensibly challenging things, but I can't say I'm in agreement. A lot of it relies on intelligent exposure, which goes back to the development phase. People should be wanting to do full clears, to find the unexpected, to explore and ultimately profit. When those feelings aren't there, something has failed in the process. And I don't mean if someone just overplayed that particular piece of content, either. Everything does have a shelf life.

    Still, my process for dungeons nowadays is to run the first time Trusts, soak up the sights if there are any, learn the mechanics that way, and then figure the locale will be banished from memory until random queue pulls me back. Dropped gear feels useless. EXP rates personally aren't satisfying with the job pool getting as big as it is. Gil rewards? Haha. And yes, I'm aware of niche exceptions, but they're not exactly something to be relied on. Still, favoring DPS classes, it basically trades the queue for Trust inefficiency, but I'm okay with that since playing in the moment is better than just waiting. Nonetheless, I can't shake the sentiment the dungeon experience could be better without turning into a slog at the other end of the spectrum.

    Reply

Leave a Comment