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Naoki Yoshida didnβt say he will make Final Fantasy XIV harder.
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I a 11 year player of I'd like 14 to be a bit harder in regular content. Dungeons, overworld etc.
I was actually looking forward to them makeing the game more challenging for us casual players, making us need more teamwork in dungeons is somthing I would really like.
Rather them get harder instead of sleeping through them
I must say, the trials are getting hard enough that I already had groups getting disbanded for wiping on them. I think that people that are really good at this game forget that there are a lot of people that play the MSQ and roulettes everyday and they don't know how to use nor want to learn to use most of their skills.
To keep pushing for harder and harder content is to push these people out of the game and if you keep pushing it, you will have a situation like WoW, where most of the community is gone and the only scene in the game are the hardcore gamers. I don't think that this is what people want. I believe that the 2 trash mob groups per wall in every dungeon is silly and they could allow more freedom for those experienced enough to pull more trash mobs to speed up dungeons, but it would have some negative consequences for the lower end being pressured to go faster than they actually can.
The way I think it was meant. Oversimplifying jobs like SUM or WAR will be avoided. And the fact, that Stone Vigil or StB Dungeons are harder than EW dungeons will change a bit again.
I really want classes to be more proc based rather than strict/semi-strict rotations. Idk for me it keeps more more engaged and keeps me looking at my buttons more for rng dopamine
tbh, i don't mind the difuclty of savige going up.
extreames i think are fine with where they are in endwalker expension.
not to dificult, but still a challange.
the only thing that makes savige worse than extreames is the higher hp bar (and some mechanics are a pain to deal with, mostly because players forget what their position is, rarely is it the mechanic itself)
persopnly i would say sizuku ex is more dificalt than current savage, with some exeptions like p3s
for me shizuku is worse, cause of how the main mechanic works.
collour blind, and slower respons rate.
i can learn fights when they are static, but when the mechanic is random, i need some time to adjust.
most it is just 1 of 2, that aint to big of a problem, but when it could be 4 or even 16 difrend outcomes.
than i strugle to solve it myself, i do need to follow 1 to make it out alive.
if making the fight harder will lower the hp bar so that 1 person who keeps scruwing every one after 10 wipes stays death.
will still make you be aible to clear the fight, than savige will be fun again.
random savage party's are to mutch of a pain.
getting a static is dificult if you are not recruited.
for most people think a new static is made in 2 min apperantly.
ty for carefully pointing this out
I'm looking for mid tier difficulty between current MSQ/Raids and Extreme/Savage. I find the difficulty jump in content is pretty wide.
Kinda looking for the Hard dungeons of ARR/HW maybe a little harder. Or along the lines of CLL, DR.
I find Critereon another Savage/Extreme level.
I wish it could be a real thing, ff xiv is way too easy, it has become a baby game… Victory without risk brings triumph without glory. I recommend you guys to watch "Why old MMO's feel better [MMOPINION]" from Josh Strife Hayes.
Well i just resubbed and this news makes me want to unsub! Ff14 is a joke compared to what it once was, Endwalker was just lazy work imo, Yoshi was too busy with 16 and 14 paid for it. Obviously they must be feeling it, hence why xbox now has 14 π you can get all the new subs you want, but unless they are people who will sub for 6 to 10 years, then its not a great business model long term
Gonna disagree with you there. Stress to me implies a punishment if you fail something and not a fomo Grind. I believe and hope we will get some sort of fail state in rotations such as enochian or an extreme example would be a combo reset when missing a positional.
When Yoshi mentioned a lot of people playing ultimates it really makes me hopeful as a whole that ff14 will become a more engaging game for the higher end players.
ffxiv is a "death by a thousand cuts" (im not saying the game is dead.) scenario, theres no specific change that made the game "braindead" and caused people to start leaving and complaining, instead we have a dozens of small changes (job simplifications, tank mechanics removed, increased hitbox, etc…) that over the period of 2 expansions piled up, bled into every single game system and design choices and ultimately culminated in the 2 minutes meta and the complete removal of zones like eureka which alienated both more hardcore and more casual sections of the community alike. These several years of dumbing down and simplifying systems led to an experience that simply does not engage the brain enough to be fun for a significant amount of time. the game doesnt need to be harder, it just needs some of its lost complexity back to give it depth and make the players want to engage with it more.
i do not know why people want relics to be harder. The content is braindead and the rotations are too easy that is the problem. I remember doing the ARR relic once and was like I never want to do that again but I still want to clear the coils and alexander raids at min illvl again to this day because that was actual way more memorable and fulfilling than some stupid weapon to took months of doing fates and dungeons I never wanted to do to get a weapon that glows. Casuals just want a grindy game instead of just slightly requiring you to look at you tooltips or paying attention to mechanics to clear content. Casuals ruining this game. No one wants a grindy game just a game that requires you to actually pay attention.
Games need some friction, because friction causes people to have to make choices, and making those choices is why games are fun. In an effort to make the game more approachable, they also removed a lot of the motivating features such as exploration zone/relic grinds, as well as a lot of skill expression from many jobs.
Most of FF14 has gotten dangerously close to a platformer without any pitfalls; it might seem comfy and nice for a bit, but it'll quickly get old.
I agree with you Quazii! I have faith in Yoshi P to make the next 10+ years awesome! I love my FFXIV Family & I can't wait to see ya'll in Dawntrail!
The games journalism in the west (including game streamer/youtuber) in general is so shitty that it is mind boggling.
And also information that locked behind language barrier that need to go through under-qualified translators or those with certain agendas, I feel bad to those who don't have the time to look at the source materials or don't understand Japanese.
Like flood of the stories of "tragedic" second week sales drop of ff7 rebirth. Fucking hell…
Thanks god, there is Quazii.
Thanks for another video Quazii. I am seeing this misinformation and misinterpretation in all of the FFXIV news at the moment. Just watched a lot of videos of people saying βdata centre travel is hereβ before eventually or totally emitting the fact that it says itβs to OCE only and itβs temporary, so it irritates me when people shout out news thatβs incomplete or incorrect, or emphasising on misleading information.
Not really that relevant to the video but I wish they would use the arenas more for the fights, specially Alliance raids.
They did something really cool with some of the Nier fights, but even there, arenas are huge and the alliances fight in a small area of it. I wish they would make more players have to solve mechanics alone, in small groups, spreading across the arena, etc.
Here's the thing; there are few playerbases as braindead as MMO-players. You would be suprised how terrible the overwhelming majority of players are at everything. There were people that unironically could not complete "in from the cold", let that sink in. A basic cutscene duty where you walk around and pick up things and only have 3 buttons was too difficult. These people would never even progress the story unless there were others that could carry their deadweight in dungeons and (they 100% seriously can not complete trusts, because when you die, you wipe).
While I personally would prefer non-lobotomized jobs and more unique gameplay, the truth is that most people can't even play SMN without messing up the rotation not to mention dodging mechanics. This is why SMN plays like level 25 ninja now, because it's enough if it "looks so awesome now :)) i just like the sparkliz LOL xD".
The more successful the product; the more it will start to cater to the lowest common denominator (since they are the majority). We didn't gatekeep, simple as. Please look forward to it.
I think heβs just saying that they need to make progression feel good. The sense of accomplishment from progressing content has been missing from Endwalker for a lot of folks.
Regarding stress, yes many things, particularly the relic grind, were over-simplified in a way that essentially makes it so the player doesn't even have to try to get them. They just wait until their other activities generate enough tomestones that they can go, "Oh hey, I should go get my relic now." There's at least some stress in knowing you have to actually complete content in the game for rewards that are only used FOR acquiring the relic.
Regarding difficulty, yeah it's absolutely just misconstrued, but on that topic, I think that for alliance raid difficulties, even though there are people who want rabanastre level difficulty back in those raids (myself included), there are too many people who just want to coast through those. However, when it comes to Savage difficulty, Shadwobringers so far has been the closest thing to a sweet spot for the bulk of players who try that content. There were too many mechanics in Endwalker savage raids that were pushing out and killing more statics than in previous expansions. These two things are what created this demand for more midcore content. Savage is starting to get too hard mechanically for too many people, although it has not yet reached the heavensward problem, it's still a problem. Alliance Raids, are a little too braindead for a lot of people, although they're likely right where they need to be for most people. Then the inclusion of criterion dungeons made people realize that this is the kind of content that is lacking from a difficulty scale, but there's no incentive to even try to do them.
Speaking of Ultimate, there needs to be some discussions on whether UWU and UCOB should be tweaked and tuned a bit, because those 2 Ultimates are kinda a joke now with people just doing cheese/joke runs and clearing it, as well as being able to easily skip mechanics.
Adding more stuff to do, for example, for relic, just means turning it from something you can do casually into a slog. The FF14 community just have no clue by asking for harder things. It couldn't even handle the old Alexander Savage, and it's long forgotten its self-inflicted humiliation.
The Shadowbringers Nier raids are a perfect example of how you can make things harder but massively fun. I never know what will happen when I go into one of those. They are never boring for me.
There is definitely a sweet spot. Putting in effort for a relic is good and can be fun. Doing it for 20 relics is absolutely not good or fun.
well, thats very disappointing, and kinda kills some of the hype I had for dawntrail. Some of the common activities in this game are so stress-free, as Yoshi-p pointed, that I usually do them while playing something else because it's BORING. If that's what the game wants to be fine, for the game, I'm the one who needs to find game that aligns more with my expectations of challenging gameplay.
I think the big issue with the solder quest in particular being stressful was because it was part of the story. There are some places in the game that I don't think they should try to make more stressful or difficult though becaues those places shouldn't be doesn't mean they can't in other parts of the game. My opinion is that the alliance radis should be more difficult than they are now. They should also bring more savage mechanics into the alliance raids and over time bring those into story dungeons. Of course balance it so that those things don't kill you or aren't as punishing but they need to continue ramping up the challenge each expansion since the average skil level of hte player should grow also. Part of the problem right now is that a lot of players are way better than the mechanics and the game doesn't push the player enough without being in more difficult content.
If anything, they need to focus on the pipeline of players going into harder content while also pushing the portions of the player base to be better without the same restrictions they have on savage players. It's absolutely sad to me how quickly the bosses in the current allaince raids die especailly when you have savage level players in the party who are playing their jobs optomially.
Super hot take: FFXIV could learn A LOT about difficulty from WoW casual dungeons and raids.
I mean if you take into consideration that a vast majority of people either ingame, adwell as online yearn for more complex mechanics or a higher difficulty already speaks volumes. I really hope they will adress that at some point.
Ayo we hinting at possible interview with real crystal mommy? π
The problem is that they won't make the game harder and they need to.
They don't need to make msq harder, and they don't need to make the content required to get through msq harder.
What they need is mid-core content, and an entire game full of it for the majority of players who are not hardcore Savage raiders nor are they glamor and Island sanctuary loving casuals.
They also need to stop pandering to everybody who cries about how the classes feel which made them dumb down all classes, and homogenized tanks and healers.
Just accept that some classes are harder than others with higher skill ceilings and maybe higher rewards with harder rotations or nuances. There are enough classes for every type of player if they do it that way, you don't have to make everything accessible to everyone.
thank you for clearing that up!
Legacy player here and frankly I really hope the difficulty gets pulled back up. If during 24 man raids and dungeons I'm looking forward to watching a show on the side then I'm not truly playing. The original Ozma in Heavensward and Thundergod Cid in Stormblood were great IMO. They weren't so hard you need a guide but kept you fully engaged cause from start to finish anything can go wrong. Someone might do something wrong, a party might not have enough dps. The threat of wiping was present and it was the last time I saw "Vote Abandon" ever appear again. Yet somehow people found it too hard and look at them now. Its further made worse cause whenever I watch a new streamer, chat hypes the fight up so much that by the time its over its disappointing with "well it used to be harder…" messages. I don't expect the difficulty to come up to those levels but there's no denying getting killed even in open area was real. Even some FATEs had to be considered to be doable if there wasn't enough people. So while this was mistranslated I think it still hit a nerve
I strongly dislike this mentality of ''If you want to challenge yourself go do ultimate''
No, stop shoving average players into ultimates. Ultimates have their place in the game but you're just telling them to go from one extreme to the other.
A lot of us just want fun to play content that's not completely braindead and you don't have to prog for weeks. I've done savage and ultimates, but this is the only thing the game has if you don't want to fall asleep. And it's too much of a hassle to set up. Just give us midcore content, and don't do the content if you don't like it.
sites likes to just see something and try to create clickbaits with fake news non-stop lol
luckly I exactly did understand that when reading the translation, he said about stress in games, and that's it.
unfortunately the main way i want the game to be less stress free is to bring back aggro management mechanics. unfortunately i think that's probably very unpopular opinion in the ff14 community.