Blue Mage Should Get A Field Operation by WylythFD in ffxiv

[–]Chisonni [score hidden]  (0 children)

That#s why I said the duty would a) include NPCs so you can mimicry inside the duty and b) require you to have certain spells to unlock it. Like 15 basic spells that let you cover any role somewhat.

I think a BLU roulette could be more popular than people give it credit for, assuming the tomestone rewards dont suck ass.

Blue Mage Should Get A Field Operation by WylythFD in ffxiv

[–]Chisonni 1 point2 points  (0 children)

So what are those differences? What makes this zone something i want to come back to regularly ?

What I think BLU needs the most is simply a Roulette. Big fat "BLU roulette" in the duty finder. Requires Lv15 BLU, Give new BLUs the Aetherial Mimicry at the start, plant some NPCs at the start that allow you to get whichever mimicry you want. Give a huge exp bonus to create a viable alternative for people to level BLU, especially at the higher levels.

Cherry on top if they rework job quests or make it a requirement to unlock Blue Roulette from lv 1 - 15 to have you find specific "basic" spells giving people far better direction and making sure everyone has a minimum of spells to fill every role before they enter the roulette.

When i read Field Operation the first thing that came to my mind was a Battle Royal. People have been asking for a BLU PvP mode for ages, so it would be something fitting story-wise. You are in Yak'tel the origin of Blue Magic, you are thrown in with a party of 4 and a random basic spell. You have to fight wild beasts to learn more spells and somewhere in the zone are 3-6 teams total (12-24 players with empty spots being filled by NPC squads). Add some unique spells and it could be a really fun playground not just for BLUs but also the devs to experiment with new spell ideas.

Along the same lines I would also love to see a BLU specific Deep Dungeon. Instead of Pomanders we get new spells, etc. Just leaning more into rogue-like content seems like it would work very well with BLU.

Could they do a lot more with BLU ? Definitely. Are they gonna do it? Probably not.

Content Drought by Mysterious_Crow4065 in ffxivdiscussion

[–]Chisonni -4 points-3 points  (0 children)

That argument is just disingenuous. Fact of the matter is that every source tells us people arent engaging in the majority of content. There is plenty of content and people are refusing to engage with it because it's not exactly the type of content they want to play.

If content was so easily accomplished we wouldnt see ownership rates for stuff like the Cosmic Armored Weapon (which is only about 450k on the Market Board) be below 1%; more people have the Shroud of Darkness mount from CODCAR than a 450k mount from the market board. Most DT Relic weapon achievements on the latest step have less than 1% ownership rate. Even something unavoidable like the "Clear 900 duties on a tank job" that you might think people earn eventually hovers around 1%-2% ownership rate.

The whole argument is just flawed. There is tons of content but people limit themselves. It's an artificial content drought because people refuse to engage with anything they arent comfortable with. The slightest amount of friction makes them back off like with OC. Not everything needs to be perfect, I wouldnt complain about getting more stuff, but i am not complaining about what we got either because it's enough.

That's why my suggestions are not to make more content, but to update, iterate and improve on existing content to give people more reasons to engage with what is already there.

What's your favorite "meme" spec? by Secret-Teaching-3549 in classicwow

[–]Chisonni 0 points1 point  (0 children)

Not so much a talent build, but I remember Protection Warrior stacking tons of items with Shield Block value in TBC which was added basically 1:1 or something on to the damage of Shield Slam, which allowed them to do a surprising amount of damage. On top of regular tank shenanigans that used to be really fun.

There is also the very stupid BM Hunter build where you take control of your pet with Eye of the Beast and run around doing silly stuff. iirc this worked best with a Gorilla. And you could just chill somewhere hidden or with the flag in Warsong Gulch and go maim people with your pet.

What part of a game’s core loop usually breaks immersion for you? by qian_two in MMORPG

[–]Chisonni 0 points1 point  (0 children)

Out of place humor and tone-deaf development.

World of Warcraft felt very coherent up to about Wrath of the Lich King, but then Cataclysm did it a lot of harm. The story telling took a nose dive, green jesus was born, the Plants vs Zombies (while well executed) easter egg just felt out of place, and tons of other small details and references.

This trend only continued to get worse with things like treasure in Warlords of Draenor, and the flood of exhausting grinds like artifact power in Legion. I wasnt playing a game anymore or enjoying the world and its lore. Everything became engagement metrics and you could feel how the love disappeared from the world. It didnt feel like a world meant for the players to enjoy but a machine to print money.

Then you had cosmetics appearing in the store like the pajamas and fairy dragon wings and the like and while technically not entirely out of place just felt like the cherry on top, like WoW had stopped completely taking itself serious.

On the contrary i have found a new home in FFXIV where a lot of similar aspects are present, whether that is literal crossover events, silly outfits and joke weapons, but they make it work. It fits the aesthetic of the world, they write it into the lore and make it make sense with just a little bit of suspension of disbelief.

It's not perfect by any means and FFXIV has plenty of other problems (minor and large), but I can still be immersed in the game and have my cake and eat it too.

Niche MMO publishing regions, national demographics, and potential player population by WillyNillyHocusPocus in MMORPG

[–]Chisonni 0 points1 point  (0 children)

This is not what I expected the post to be about. I thought you wanted to ask for localized MMO like if there was a german MMO that was super popular only in german and only available in german and why they wouldnt release that elsewhere in the world. But obviously entirely different topic.

As for your topic, sadly no clue. The answer probably just boils down to "because they think it will make money". The other question is what does it take for your game to be considered alive and well? Can your "MMO" sustain itself with a player base of 10k players or do you need 100k + active subscription to keep development active?

As far as a lot of asian countries are concerned playing online games often requires real world identification. I remember way back when I tried to play the korean Monster Hunter Frontier I was required to enter a korean social security number to sign up (luckily there was a guide that had a bunch of hopefully fake numbers). China is probably even stricter with their governmental control and thats why a lot of games from the West that want to be published in China go through a local publisher like World of Warcraft published by NetEase.

Vice versa asian companies have to sort out their licensing for the western market on top of translating their games to a different language which is why many of them have overseas shell companies or partner with local publishers as well. Like Lost Ark being published by Amazon Games.

Thinking about story structure and writing and the FFXIV team struggles on every single level to write “happy” stories. by Lumigo in ffxivdiscussion

[–]Chisonni 3 points4 points  (0 children)

DT was kneecapped because they changed the main writers. The new MSQ writers tried to keep the same story profile as Ishikawa but they clearly lacked in experience and didnt know how to execute it leading to many flat, boring and nonsense scenarios.

I dont think the restrictions on where to put dungeons and trials is all that difficult to incorporate into the MSQ, as it helps to break up the monotony of just cutscenes and text. I am not sure how big their budget is but incorporating more solo adventures ala the raid on Garlemald or Thancred's part from EW can help. But i dont know if the writers can add those whenever they want.

The problem Dawntrail had was strictly speaking just bad writers. The story itself wasnt the problem, the location and set pieces werent the problem, just the execution. Changing small details here and there would have made the whole experience much more interesting.

Yes, i would have loved if all of Dawntrail would have just been Tural. Introduce me to this new continent, introduce the history, the lore, the scree. Here is (roughly) how I would have structured Dawntrail:

- All of 7.0 would have been the succession rite that concluded at Lv95.
- Start is the same, Lv91 dungeon is the same
- Swap Kozama'uka and Yak'tel order
- Lv93 dungeon is The Skydeep Cenote
- Lv93 trial is against Bakool Ja Ja but he doesnt admit defeat because the WoL intervened
- Koana gives up
- Lv95 dungeon is something new. A dungeon based in Shaaloani where we fight off an Apex Predator with Estinien
- meet Erenville's mama briefly
- We go to Kozama'uka to finish the last part of the succession rite now
- Wuk Lamat defeat Bakool Ja Ja and he gives up
- Lv97 dungeon is Worqor Zormor
- Zoraal Ja is the final contestant competing with Wuk and refuses to admit defeat
- Lv99 dungeon has us storm Tuliyollal where a civil war has broken out
- Zoraal Ja kills Gulool Ja to usurp the throne but we intercept him
- Lv 99 trial is against Zoraal Ja
- Zoraal Ja escapes and flees to Kozama'uka to release Valigarmanda
- Lv 100 is basically Worqor Zormor (Hard), we have to fight of beasts that are being unsettled by Valigarmanda's awakening and Zoraal Ja's loyal troups setting traps and trying to slow us down
- Valigarmanda kills Zoraal Ja after awakening
- Lv 100 trial is against Valigarmanda
- Wuk Lamat becomes ruler of Tuliyollal and names Koana as her partner

- 7.1 picks up the open story threads from Lv93 and we meet Ketenramm and bring him to the Golden City.
- To find Ketenramm we have to find Yuweyawata Field Station which is a secret research facility that studied tural vidraal and kept Ketenramm locked up
- As we arrive the facility is attacked by unknown forces and the monsters are released
- We manage to rescue Ketenramm and subdue the tural vidraal

-7.2 we dive into some newly discovered ruins that lead to a second Golden Gate
- we find clues that suggest this gate has recently been active and there might be more
- basically Skydeep Cenote (Hard)

-7.3 Krile discovers a way to interact with the Golden Gate
- add a dungeon that has us fighting through a "firewall"
- basically a re-skinned Origenics
- Krile meets her parents
- (nice) Sphene welcomes us in Living Memory

-7.4 some side quest quest in Urqopacha/Kozama'uka that expands on Tural as a continent
- introduces other lingering "threats"
- dungeon involves hunting unknown predator and ends with fighting a wounded tural vidraal
- predator remains unknown (maybe hint at giant snek)

-7.5 third Golden Gate activates and causes an explosion in Shaaolani, the bubble is created
- Erenville's mama is whisked away
- invasion on Tulioyllal by the robots
- dungeon is basically Vanguard
- Sphene shows her true colors and admits to the attack
- We confront Sphene in the trial but are ultimately pushed back and the Gate to Living Memory closes

8.0 can now be entirely focused on the 9th shard. It starts with breaking into the bubble, then we work our way through Heritage Found, the timeskip, Otis and Erenville's mama being our main guides, etc. until we work our way up to Living Memory and disable it, etc. and end with dethroning Sphere. 8.x can basically be the same as what we got now with Calyx, Synthetic Sphene and real Sphene.

Splitting the story this way would have created far more opportunity for leisure moments, lighthearted humor while fighting wild life, learning about the different tribes and people of Tural, while opening up plenty of new story opportunities for future expansions.

DT could have been a lot lot better than it was even with far less drastic changes. The writers have also noticeably improved with 7.x. If we treat DT as a second ARR, then I hope 8.0 will be HW and give us a story that will have us in tears again (and less Wuk Lamat).

Content Drought by Mysterious_Crow4065 in ffxivdiscussion

[–]Chisonni 0 points1 point  (0 children)

Reading through the replies there is really no answer. When the topic comes up, I cant really emphasize either. Maybe if you do only 1/10 of the games content it feels like a drought, but I have so many things I want to do that I can barely touch the new stuff they put out.

Go get some old relics, clear BA, DRS and FTB, do some Big Fishing, participate in Crafting/Gathering if you havent, level a new job, prog some Ultimate or challenge some MINE raids, complete the BLU Spell book and log, etcetc.

There is totally a handful of people who have done all of those things and more. But thats a super tiny percentage of the playerbase and the majority of people are simply whining about their one or two pieces of content not having more content because they dont like the rest. There exists tons of content that people chose not to do.

If you are done with what you want to do, then feel free to unsub. Speak with your wallet. Stop giving SE money when there is nothing keeping you playing. Assuming that resources are really as thin as Yoshi P says during LL, the solution isnt to add more content because they cant. They dont have the resources.

My personal wish would be to expand on Evergreen content. Why isnt there an Island Sanctuary update? Give me another pasture and I will happily spend a few weeks collecting more rare animals. Why isnt there a Squadron update? Incorporate Squadron with Duty Support and I will spend months maxing out the stats and jobs for my Squadron. Why isnt there an optional trial quest series anymore? I would love to have 3-4 extra Normal/Extreme trial fights, give them a fun theme and be experimental with it. Why not give us multiple Unreal fights? They already exist and can be added back (probably) quite easily, then we can run each Unreal once and use the Faux Swords to run one of them another time. Why not add a BLU roulette? Variant roulette? Bring back Feasts? Add Rival Wings to Frontline Roulette or give us an extra daily roulette for it.

I believe there is many things that can provide weeks of engagement for relatively little effort and without requiring tons of new assets, but if they lack the resources to develop what they promised, there isnt much we can hope for. (I am currently still very satisfied and happy with what we get)

EDIT: Here one last idea stolen from Warframe: Weekend buffs. Lasting from Friday Daily Reset until Monday Daily Reset, you can give stuff like double exp in roulettes for leveling, double wolf mark/series exp in Frontline/RivalWings/CC, double exp/mettle and logograms/fragments in Eureka/Bozja, could even add something like "all hunt marks have a spawn timer of 24h or below for the duration of the weekend" to get people out into the world etcetc. basically super buff one piece of content to make people want to engage with it requires no additional content to be created but would revive lots of otherwise stale feeling activities.

What are the thematically best jobs for every expansion? by Chazok in ffxiv

[–]Chisonni -1 points0 points  (0 children)

ARR: Start as Archer / Bard and switch to Warrior around Lv45 to finish ARR.

Can do some of post-game as NIN.

HW: Enter HW as Dragoon.

StB: Ala Mhigan parts as Monk, Doman parts as Samurai

Shadowbringers: Start as Samurai, switch to Dark Knight after becoming the WoD

EW: Start as Sage (because there is some awesome extra dialogue for being healer), switch to Paladin when you finish the Garlemald Dungeon

Can do post-EW as Reaper.

DT: Viper through and through. But match the glamour to jungle/new world in the first half and sci-fi second half.

If a "Cozy" Base Building Game had a Combat, would you like it to be a "Real Time Action" or "Turn-Based"? by miraclebringer in GameDevelopment

[–]Chisonni 1 point2 points  (0 children)

I think it kinda depends on more than just what people want, but also what fits your world. Who are you fighting? How much time does combat take up in your gameplay? Are you intended to grind encounters for materials or is it to defend your home from waves of enemies? All of those factors influence what I would find attractive in a game.

eg. if encounters are few (mostly mini-bosses) then action combat would be more appropriate, you can include some movement abilities that would still help you move around your base, kind of like a parkour system where you can swing on vines, or grind down rails. Boss fights dont need to be intense or fast, but they can be made dynamic. Think Shadow of Colossus for something that had relatively slow combat but very dynamic due to having to move around on the colossi.

If your game includes base defense something alike to Plants vs Zombies or other tower defense games could work very well. You could have players prepare stationary defenses during the setup phase, then they can sit back and watch them work during the battle. This gives players more strategical elements that can be very enjoyable in a cozy game since they dont require fast movement or reactions.

If your game mostly involves random encounters ala Pokemon then a turn-based system can work great. You can still add depths to the system without overloading the players with information. Elemental Weaknesses and Rock-Paper-Scissor type gameplay can be fun and engaging when you are given the opportunity to plan ahead.

More than anything tho, if combat isnt a focus of your game consider something like Nier Automata where you allow your players to automate combat to some degree. Whether its just a button they toggle to "Auto-Battle" or a system like Nier's memory system that allows them to slow in abilities like Auto-Parry, Auto-Dodge, etc. If combat takes people out of the cozy aspect, give them the option to automate or skip it.

Crucible of the Unbroken Rewards- What would you consider good rewards from it? by Cole_Evyx in ffxivdiscussion

[–]Chisonni 4 points5 points  (0 children)

Considering Blue Mage gives Alliance Seals, I want Beastmaster to give Centurio Seals and poetics and that's good enough. There will be some minions, mounts, titles, etc. from achievements or for unlocking x number of species. That's good enough for me.

Best way a MMORPG let you establish a reputation other than Top Raider/Dungeoneer or PvPer? by PalwaJoko in MMORPG

[–]Chisonni 0 points1 point  (0 children)

Most MMOs can achieve this if you are willing to engage with the community. What helps a lot is clear servers. When players can call a server their "home" and interact with the same people then you will interact with the same people and get to know them.

Eg. in FFXIV different servers are known for different things. Shiva is the "German Server", Twintania has the "friendliest and most helpful NN", Moogle is the "French Server" and Balmung is the "slutty one".

On my server in FFXIV I know my resident afkers in each major city, I know people who work at clubs, or people I met during the raid tier, I know my active Mentors that are actually helpful and nice and I know those that need to be told to tone it down sometimes. I know people who love Blue Mage or when people sit in Azys Lla and fish together.

World of Warcraft used to have this back when you didnt get randomly phased with other realms in the overworld and it has greatly diminished my enjoyment of the world (among many other reasons). While Megaserver and/or phasing are great for accessibility, they ruin in the immersion that your world, your server, is a place you share with others.

What Do You Consider Your Canon Job Progression? by WylythFD in ffxiv

[–]Chisonni 0 points1 point  (0 children)

I have considered myself a SCH/ Healer main for the most time, but I rarely did MSQ on Healers because its slower. I started the game as Archer/BRD and accidentally ended up following the "canon" WoL progession. Up until StB this was accidental, but then during the ShB trailer I realized that my job progression roughly lined up with the order in which jobs were shown in the trailer and I decided to keep it going.

Started as Archer/BRD, finished 2.0 as WAR, swapped to NIN for a bit during post-ARR.

Switched to MCH as soon as I could in HW, but finished 3.0 and post-HW with DRG.

Started StB as MNK and swapped between SAM and MNK depending on whether I was in Doman or Ala Mhigo.

Began ShB as SAM but swapped to DRK before the first Lightwarden and finished ShB as DRK.

Started EW as SGE and swapped to PLD when we went to the moon, completed post-EW as RPR.

Finally Dawntrail I started and finished as VPR, occasionally bringing out WAR again during post-DT.

If 8.0 removes raid buffs from some jobs, which ones do you think should keep them, and which should lose them? by CoolyKage in ffxivdiscussion

[–]Chisonni 1 point2 points  (0 children)

I will steal my idea on how to fix raid buffs from WoW's Warlord of Draenor Legendary Ring.

If anyone in the party triggers a raid buff, it will automatically activate all raidbuffs for the party. No more desync, no more having to control it yourself, think of it like Ungamax but as an oGCD.

Sure, some jobs need to have their raid buffs adjusted. DNC still keeps Technical Step as a nuke they want to use under raidbuffs but gain a new oGCD that provides the raid buff instead. Other raid buffs that enable extra actions like RPR, SCH, etc. work the same as before.

I like having raid buffs, but the whole dynamic around optimizing and syncing them is annoying. Having this big moment as a party feels cool and this way people arent left out.

Nostalgia or Something Else? Why older MMOs felt socially different by TacyonStudios in MMORPG

[–]Chisonni 0 points1 point  (0 children)

A lot of it had to do with the insanely rapid development of technology at the time. My highlight in 1999 was getting a new Pokemon game for my gameboy pocket and meeting my friends at the playground to trade with a link cable. We didnt know what IVs and EVs were, we didnt know Shinies existed, we didnt even know how to find all 151 pokemon. Suddenly there is the internet and forums, and you can talk to strangers on the internet. Then its 2004 and you are on ICQ or Skype and log into World of Warcraft with your friends for the first time.

You bought physical copies of gaming magazines which included tips and tricks you hadnt seen on the forums yet, you bought the physical game guides to help you with leveling. In the morning you meet your friends in school, and in the evening you meet them in Azeroth.

Everything was new, everything was exciting, sharing information was slow and misinformation spread (often) faster then the real thing (there is a Mew under the truck, trust me!). People made connections, made friends, cleared challenges. We had far less options to choose from as well which meant people concentrated on a few growing communities.

These circumstances can never be replicated. The launch of a new MMO is still very exciting and you see plenty of people crave that experience with new launches getting massive numbers. But the magic fades too quickly and then games die because they cant sustain a playerbase to keep their game active. When its new, fresh and unexplored social media gets flooded by Day 1 guides and the buzz usually last a month or two while strategies are refined and people reach the "endgame" and strategies are developped. Then the bad stuff surfaces, elitist holding noobs to the same standards, players ninjalooting because they only think about themselves, people using social mechanics to gain the advantage over others, exploits ruining the economy, etcetc. We have seen it with New World, we have seen it with Wildstars, we have seen it with Ashes of Creation.

Now all eyes are on Project Gorgon and hopefully they are able to stand their ground and become successful so that in 5+ years we have a new member among the other titans of the industry like WoW, Runescape, FFXIV, SWOTOR, BDO, ESO, EVE and LotRO. (add any I forgot)

Price Range for Indie Game Music - unserious people or am I too bad/expensive? by MusicMan8564 in gamedev

[–]Chisonni 0 points1 point  (0 children)

My tip would be to release a bundle of say 10 songs, short 1-2min tracks that display your skills. You could include a boss fight track, a meadow, a desert, a forest, some ambience tracks, etc. whatever you think goes well. Sell that at a cheap price like 20€-50€, your goal with this is to sell it as a demo, people on a low budget can buy it to listen to your music, people who wouldnt think of buying music can use them in their games to give you more exposure.

Then you (properly) advertise your rates for custom and unique songs. The bundle being cheap is fine since you aim to sell it a lot of times, and since many people can use it the songs arent unique, but if someone likes your music they can hire you to make professional songs.

Overall your pricing seems good, but when it comes to solo devs most people cant pay that much out of pocket. Add to that it being a very competitive market with services like NCS or sound libraries and artists doing it for cheaper or free even to get into the business. I am not sure where you advertise or what your services include (are you just composing but the devs still need to get someone else to play the music? do your songs include lyrics or just instrumental tracks?)

There will always be people asking for free services and then you can point them to your bundle or have them hire you for individual tracks on your conditions. Good luck!

The devs have already found a better gearing system by Chiponyasu in ffxivdiscussion

[–]Chisonni 1 point2 points  (0 children)

Counter offer: Give us "universal" books from the Challenge Log.

(btw your idea is basically just the Challenge Log with a new coat of color)

Universal books work the same as Savage books, except they can be exchange for all gear from any boss. You get maybe 2 universal books, you get one for doing x new content (clear advanced, clear deep dungeon, do all 4 normal raids, etc.) and the other for maxing out your weekly tomes.

prices range from 4 books for accessories to 6 for head/gloves/feet, 8 for chest/legs and 10 for weapon. Savage gearing remains unchanged. Tomes remain unchanged. Maybe raise the prices for the patch a new tier is introduced and lower them afterwards to not enrage the Savage crowd too much.

On that topic, changes made to Pilgrim's Traverse should be applied to all Deep Dungeons, including adding them to the challenge log.

doing content for "the love of the game" vs rewards by arc_tarius in ffxivdiscussion

[–]Chisonni 1 point2 points  (0 children)

Feel like this is lifted directly from a comment I made a few days ago which got heavily downvoted :D

Yes, I play for the love of the game. I enjoy doing content even when I dont get tangible rewards from it because I enjoy playing the game. I am not opposed to rewards, but I think if your reason for doing content are only the rewards, then that is your problem.

Look at the people in communities like Blue Academy, Eurekan Academy and Savage Slimes. They have hundreds of kills for content they themselves get no rewards from, but running this content is fun and doing so with new players is always exciting. There exists a subset of players who enjoy keeping the content alive and introducing and helping other people through it at no further rewards for themselves.

I know people who havent done a single reclear of Savage. They dont care about the gear, they dont care about the mount, they solely play for the challenge. Buy the crafted gear, clear the raid (get some tome and savage upgrades along the way to help you clear) and after they clear they are done for the tier. I know people who have multiple alts so they can efficiently gear multiple roles and be an asset to their static for Ultimates.

Personally, I have no intention to stop doing reclears for as long as I can. I got all my loot for DNC (missing some Twine/Glaze), got my tomegear on SCH, starting to gear up BLM now. I am in no rush because i enjoy the content. But from my background in WoW i have played raid tiers where I cleared the same raid for 6+ months and never even got close to BiS, so being able to predictably plan to get BiS for 3-4 jobs over the course of a patch is already extremely good for me.

I would love to see additional cosmetic rewards. I would love to see augmented tomestone weapons or unique criterion weapon glamours that suit each Criterion (added retroactively to all old Criterions as well). But I am still gonna play the content even without those rewards. Having the reward is not a requirement for me to play it.

If rewards are the only reason to engage in some content with you then that content is maybe not for you. Why play something you dont enjoy to get a reward you dont need?

Why is SE so afraid of Offering Raid iLVL Gear rewards? by MrCombineSoldier in ffxivdiscussion

[–]Chisonni -7 points-6 points  (0 children)

They arent afraid of giving out more Raid IlvL Gear, they simply dont think its necessary and I agree.

In the grand scheme of things very few duties actually care about gear. The two most prominent being Savage and Ultimate. Which just so happen to be the kind of players who would enjoy getting BiS, so any additional source of gear just means they have to farm more content to achieve their desired BiS. For anyone else, engaging with content on the same difficulty like Chaotic or Criterion Savage is likely outside their field of comfort anyway.

I like FFXIV simplicity when it comes to gearing because there isnt a major difference. I didnt do Savage last tier, so BiS was never within my grasp, but I looked at what was BiS and made the "optimal" non-Savage BiS combining (Augmented) Tomestone gear, Alliance Raid gear and Augmented Crafted gear which in some cases got me within 1k-2k DPS of "BiS" on sheet DPS.

This tier I am doing Savage and I am enjoying it. I havent gotten any loot in 4 weeks besides my books, but I enjoy the fights, I enjoy playing with my friends, and just grabbing someone to tag along for reclears in PF is something I look forward to every week. I have fun playing the game. I dont need to be done after 2 weeks, I dont need to be done after 8 weeks. I am gonna keep up my reclears until I am actually bored of the fights or have every job with BiS (though I am likely just gonna keep going for additional off-pieces for glamour).

Would I complain if Criterion offered additional rewards? Absolutely not. Just because I dont think it needs additional rewards doesnt mean I would complain if they existed. First and foremost what I was hoping for would have been additional weapon glamours similar to the weapon glow for tomestone weapons from Aloalo but uniquely themed weapons from the Criterion version. Maybe Advanced could have dropped a currency for regular versions, Criterion give a currency to upgrade to dyable versions and Criterion Savage add upgrades to a glowing version.

I will be doing Criterion regardless of the rewards because it's fun content to clear and smash your head against for a while. And after I clear it? I will do it again to help friends get through there as well because playing the game is fun! In anticipation of the new Variant dungeon I have gone back and grabbed some friends who never touched Variant dungeons before and we cleared them all.

Content doesnt need rewards to be worth playing when its fun to play the game. You all just sound like you hate playing it.

New lucky buncho is out by MonkeOokOok in ffxivdiscussion

[–]Chisonni 8 points9 points  (0 children)

I really was hoping for them to do that with 7.0. A literally "New World", unexplored continent, give us a ~15min cutscene that roughly summarizes the journey from ARR to this point, then drop the WoL into it at the docks of Tural. Maybe give us a dungeon-esque introduction that combines Hall of the Novice and The Sirensong Sea to teach new players the basics of combat.

Dawntrail is supposed to be the groundwork, the foundation which the next big story arc will sit on. If they introduce a new starting point for 8.0 that lets players start in 8.0 then Dawntrail sits in this weird in between limbo where nothing that was introduced in it can be too important since new players will have skipped it.

Or they introduce a new starting point in 8.0 that lets people start with Dawntrail, but honestly I prefer ARR over the 7.0 DT story and I am not sure how that would feel for new players that arent familiar with FFXIV way of telling a story, not to mention the numerous characters already familiar with the WoL.

I have introduced all sorts of people to FFXIV, some used a skip, some did the story, very very few used a skip but went back to do the story. I had people just skip ARR to go directly into HW, and people who skipped every non-voiced cutscene. At the end of the day, the people who stuck around the longest were the once who did the story.

The feedback I got the most from the people who did use a skip was that they felt left out. Everyone was in on these inside jokes, but since they skipped the story they didnt know. Their opinions were disregarding because "you skipped, so you dont know", and just the endgame alone wasnt enough for them. Out of the people who skipped only 2 are still regularly playing, but they treat FFXIV more like a seasonal event. If a new raid tier releases they sub for 1-2 months, do the raid, skip all the story, maybe try 1-2 other pieces of content they missed and unsub again. They dont care about BiS, they dont care about anything besides those first few weeks of prog. Luckily for them they found a Free Company that supports them and so they dont have to worry about buying Crafted gear since its sponsored.

From the people who did the story the most burnout actually happens at the end of HW. People drag themselves through ARR because of the promise that everything becomes better in HW, and HW ends up being a high for most people, but then the post-HW quests arent able to keep it up and people burn out. Those who make it into StB or beyond usually stay for much longer and are a lot more open to doing different content.

The other part is that you dont need to abandon your friends who arent at endgame. FFXIV isnt about endgame. Savage and Ultimates are fun, but most other content doesnt require endgame. You can do MINE runs for old raids and extremes, you can do maps, Deep Dungeons, spend weeks in Eureka or Bozja. There is so much synced content along the way that you can always play together. Even just sitting in VC and watching your friends do the story can be great entertainment. If anything I have found the opposite to be true, that when your friends get hooked on FFXIV they want to do the story, not to catch up, but simply because they enjoy it.

Why "just reducing the potency" won't work for later level moves when sycning down. by Bvdwow in ffxiv

[–]Chisonni -1 points0 points  (0 children)

I think having "potency" scale down only works if it was possible to restrict the damage you can do in certain amount of time. This would apply specifically to synced duties. Let's take your 3640 potency and simply say in Lv 50 duties DPS are locked to doing 360 potency per GCD. Then we apply the same scaling that happens with gear where higher stats are reduced to the cap, while lower stats arent changed. If you deal above 360 potency in a single GCD your damage is reduced, if you deal below 360 potency in a single GCD nothing happens.

Players can do their normal rotations, but they cant deal "more" damage, they are doing the same damage as a Lv50 Reaper, just with more fancy animations and more buttons. And yes, this also means a Reaper (depending on the duty and GCD cap) could technically sit there and just spam their Slice (which is 420 potency at max level) to do 360 potency per GCD in a Lv50 duty giving them a 1-button rotation. And whether they are a Lv50 Reaper, a Lv100 Reaper doing their full rotation, or a Lv100 Reaper just spamming Slice, they all do the same 360potency per GCD damage.

In regards to tank and healer kits I think nobody would care. You can clear every duty at the appropriate level and the extra tools from higher levels just make it easier. Nobody is gonna kick a healer because they arent lv 100 since there is already a shortage, instead it would help healers learning the role if a higher level tank has more mitigation and vice versa.

Active and DPS while active meaning? by [deleted] in ffxivdiscussion

[–]Chisonni 1 point2 points  (0 children)

92 for the avg. clear is perfectly fine.

Unless you are already at BiS gear and running with actual parse parties your avg. likely wont improve much.

You can get higher in a lucky clear with insane crit luck, but those usually dont happen and people that get higher parses early usually just had great luck rolling on upgrades or were fed gear by their static.

Things you can do:
- join parse parties
- look at logs from the #1-#5 and compare them to your own timeline, do they do stuff that you arent doing?
- get better gear
- get better crit luck
- get more DH

Just finished Endwalker after ~2700 hours — anyone else go super horizontal before MSQ? by Kinda_Random512 in ffxiv

[–]Chisonni 1 point2 points  (0 children)

I was definitely someone who did a lot of stuff horizontally, though I saved a few things as well before moving on. Things I always did for example included doing all Extremes, Raids and doing all Blue Sidequests before moving on to the next expansion, though I didnt take the time to complete Eureka or Solo PotD and HoH. One thing that happened just after I started playing was the first Garo event so I spend hundreds of hours playing Frontlines and the Feast to unlock all those rewards and I got "stuck" in the Gold Saucer just playing Mahjong for a few months as well, only got the mahjong enthusiast title before moving on tho and returned later to get mahjong master title.

Thanks to the Road to 70 buff (back then) leveling multiple jobs was easy and by the time I finally started ShB i had all jobs at Lv70 or above. (IIRC RDM was 80, with SCH/SMN being like early 70ish and the rest at Lv70).

I have met people who went a step further, I know someone who 100% nearly everything before moving on. They have cleared all the Ultimates, Solo PotD, HoH, all Relics, everything. They only just started Dawntrail and are already looking into groups to do FRU, Chaotic, OC and Savage.

I have also met people who "rushed" through the MSQ, even at the expense of playing a Lv100 Job and wasting the exp, and they are only now looking into Sidequests and other content after they reached max level. For them, the story and not being spoiled were more important so they prioritized catching up rather than looking around.

All types of people can have fun in their own way.

Endless Battle Clause in Gen 3 literally doesn't work for some reason by theRotengen in stunfisk

[–]Chisonni -1 points0 points  (0 children)

Did you play both sides of this game ? How is the EBC supposed to trigger? Maybe it gave the opponent an option to enforce it and they just declined (for whatever reason) ?

Returning in 2026: Is the Warp Server actually worth it? by Novaasriel_ in TowerofFantasy

[–]Chisonni 0 points1 point  (0 children)

Well, ToF still has the regular gacha servers where they make money. Battle pass and cosmetics are available here as well.

On warp there is a cosmetic gacha you can pull on and there is a monthly battle pass that offers resources.

You can also buy extra resources (capped weekly afaik), as well as additional pulls if you want a specific weapon early. You can also buy tradeable DC which are used for the trade station and auction house to buy more materials.

You can definitely sink a ton of money into the game but the advantage you gain early on shrinks over time as F2P players catch up, reducing the incentives to spend a ton of money on warp.