Sometimes when I’ve got a series of columns planned, I start by saying, “Hey, here’s a series of columns I’m planning.” And sometimes I just leave it unsaid and see how many people follow up expect because if it isn’t obvious by now that I enjoy having at least a little bit of cheeky surprise in the things I do…well, there. Now it’s frankly. Welcome; hope you have fun The point is that I had always planned to make this a second part, following on from the first column Final Fantasy XI because it is a logical continuation.
There’s not really room to argue that Final Fantasy XIV is not a successful and good game, and as with any successful game, there are many people whose criticisms are based on pre-existing conclusions with dubious basis in reality, personal problems, or simply a need to kick Popular Thing. Malicious criticism is part of territory. But there are many things to do Strictly speaking criticize that these are not flaws in legacy code or anything other than clumsy, poor execution of core concepts.
1. The story is slow and has to be played that way
Does the base game story suck? No. It is in order. That’s good. But I mean that as I mean a perfectly acceptable meal that you forget about five seconds after eating, it’s fine. It’s not something you actually do want. It is not badand that in itself is a good thing, but the fact of the matter is that the story doesn’t really move forward until the end of the base game, when the writers learned what they were doing and were done with all the basic background.
Lo and behold, it pays off. If you get to later expansions, the story is really damn good. But that payoff requires a lot of preparation, and there’s no real way to split the difference, and while Square has completed its first major story arc and started its second, that’s a good thing, but it also still builds on that previous foundation. The story gets really good, but you have to go through a lot of “just fine” stuff to get there, and there’s no way to skip and catch up faster.
2. Jobs lack meaningful interaction with individual characters
If you’ve mastered every job in the game, you’ve done…this. What, you wanted that to matter somehow? You want to be level 90 everything Mechanically distinguishing your character in some way from someone who is a level 90 dragoon and has never touched another job? A pity. No crossover, no added benefit, not even the option of the same. It’s an uneasy feeling, especially when the list of jobs keeps getting longer.
Yes, we will come back to that.
3. Trading (with NPCs or players) is tedious and limited
One of my goals here, as indicated at the beginning, is to avoid the areas where legacy code imposes limitations. This case is questionable. I would think things like “you can only trade one million gil at a time” or the cumbersome interface to give items to NPCs are somewhat outdated elements that the team is clinging to. But it still is Really obnoxious, and I don’t find the extra “click on the customized key items that can only go to this NPC” step for most trade quests any better than the NPC just taking the items only that NPC can take.
4. Level design is “all bosses, all the time”
Sometime FFXIVThe designers of decided they were good at making boss encounters that are mechanically tight and fun. That’s exactly. So that’s only 90% of the gameplay now. Normal Raids differ from Trials only in random metrics, because Normal Raids plunge you straight into a boss fight in a closed arena. Alliance raids consist of six boss fights, two of which are technically trash fights. It’s not that bosses are bad; The thing is that junk only exists in dungeons and isn’t meant to be interesting or unique or to require much extra attention other than an evasive maneuver.
5. Grand companies are a clearinghouse for vestigial traits
It bothers me deeply that your choice of The Grand Company is treated like an important decision when they only offer a handful of forgettable cosmetic items. That’s it. They don’t even have a full selection of companies to join. Would it make sense for your character to enroll in Ishgard’s Best? Maybe Doma? How about Ala Mhigo? All of these nations are part of the same alliance, but you cannot join them. Why? Because this is low-level forgotten content that is still updated but never updated in any meaningful sense. I like the ideas here, but they don’t go well together.
6. Alliance raids were not offset by roulette
Alliance raids consist of three raids that generally last 15-20 minutes (LotA, Syrcus, and Void Ark), a few that last 20-30 minutes (World of Darkness, Dun Scaith, Mhach on a good day). ) and a few others that are 40-minute runs when everything is going right and everyone is executing with skill. This is… not good for a random draw! That will cause problems! It’s like having a random side dish generator that offers cornbread, mashed potatoes, stuffing, Beef Wellington, or a chocolate chip muffin; While all of these options are good in and of themselves, they don’t belong in the same pool.
7. Crafting is an eight-skin job
Thank god that FFXIV has crafting where you don’t just pick ingredients and wait for something to happen. Crafting is an entire game mode where you must balance the demands of durability and quality against progression, with its own rotations and potential benefits based on circumstance and randomness.
But it would be really nice if it wasn’t like that one The game mode has been redesigned several times. Making a hammer is the same as making a potion, and both are the same as cooking a good meal. Red mages, summoners, and black mages all share the same basic pattern of “kill things with spells,” but they’re far from identical; Unfortunately, crafting is not so differentiated.
8. A lack of job adjustment
This is related to the lack of meaningful professional interaction. The only way to differentiate players in general is by gear and the way you combine that gear, and this is compounded by the fact that there is Are actually right and wrong answers. For example, if you put your paladin on skill speed over crit rate, you’ve made a pretty bad decision, and even that is kind of the truth weak sauce as an adjustment. There should be room for some customization, and the lack of it is a bit annoying.
9. Upgrade procedures are often unclear to new players
So you upgrade your crafted gear by trading it to an NPC who will give you coupons for that gear. You then spend stones to buy another item from the same NPC. Then you can exchange those coupons and the other item for new gear. However, it doesn’t necessarily have to be the same gear you just traded in. it could be other things too.
Yes. I can’t see how The would be confusing for a new player at all.
10. Disk space is an ongoing issue
As someone who has become accustomed to both FFXI and other games where you start with a paltry little piss inventory barely enough to hold the pocket fluff you start with, I appreciate that FFXIV starts you off with a sizable inventory. However, I don’t appreciate that your inventory and bank room are Firmly. You’ve got all the space you’ll ever get, and there’s no getting around it… other than buying additional retainers for real money. There are enough free ways to store extra stuff that don’t quite mean “create problems, sell solutions,” but it still doesn’t look good.
https://massivelyop.com/2023/02/22/perfect-ten-10-things-i-really-dislike-about-final-fantasy-xiv/ Perfect Ten: 10 things I really dislike about Final Fantasy XIV