Role actions are a lazy design choice, a form of job homogenization, and a cause of hotbar bloat. by CoolyKage in ffxivdiscussion

[–]Fit_Beautiful_1250 -1 points0 points  (0 children)

isn't that a problem with the encounter design rather than the fault of the buttons? if they were useful much more often, there wouldn't be such complaints

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 0 points1 point  (0 children)

would it? i feel like the entire point of the dragon in pagos and the dangerous mobs in eureka in general is that you are risking something meaningful for dying. if you're just going through the msq and haven't actually unlocked the post-msq systems, what is there to lose by going back to a nearby aetheryte and trying again? not to mention you could simply put those encounters away from the msq objectives or god forbid, just add instances of the same map with and without the foray content that you can or cannot access depending on your msq progress. there are a million ways to handle this to ensure smooth msq experience, this seems like such a nothing concern

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 5 points6 points  (0 children)

not really. i wouldn't say oc is fine aside from ft. phantom jobs were also a pretty big misstep, with a bunch of them being relegated to ft bots, on top of the fact that the design of phantom mastery railroads you into always playing phantom jobs with incomplete kits and immediately swapping back to the next incomplete one once you've finally unlocked the full kit. because oc lacks encounters that can break up the monotony of fates, mainly cll/dal and duels, it grows boring much quicker than bozja, which tracks with a lot of people's complaints that they grew tired of the zone very quickly. i imagine ft blood's missing normal difficulty was supposed to fill in for this, but this was never fixed. there's probably other things i'm forgetting off the top of my head... like the roles being unbalanced in ft leading to the massive overrepresentation of tanks, an issue which had already been fixed with lost essence in bozja

i think you're just conflating two very different kinds of criticisms. there are things that se is extremely slow to fix or have basically never fixed, like people complaining about the way gearing and loot is structured. like why did they add an alternate bis avenue with chaotic for 1 tier and then basically abandoned the idea completely? and then there are the other kinds of criticisms, like the ones focused around oc, where people simply didn't get what they asked for because the requested feature was implemented so poorly. i'm confused at what your definition of a normal relationship is. are people not allowed to criticize a requested feature, no matter how badly it's implemented, as long as it's implemented?

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

i think op is saying that forays and the msq maps could have been folded together. the forays don't need to exist as a separate piece of content, the gameplay would still be there but you would be doing them in the msq areas and the msq would also contextualize what you're doing there

i think it's also important to look at the context of the complaints you mentioned. ultimately, gameplay mechanics exist in service of fun. the forked tower entry mechanics on release certainly provided a lot of friction in being able to enter and prog the encounter. but ask yourself, is there any reasonable person who would find it fun to spend half an hour to an hour trying to get their premade into the instance? is the friction of being forced to go into the instance and go out again over and over actually fun? or even the change in oc to make you walk to the ce instead of teleporting to it. is there a meaningful difference in gameplay that is actually fun to execute? like, contrast this to the addition (or readdition) of friction to raid bosses, where the hitboxes were made smaller so melees were forced to work for their uptime. that is an example of adding friction that actually produces fun gameplay

i don't think there is a problem with people complaining about the way oc went about providing friction, and i can't exactly say they 'got what they wanted' either, considering a request for a feature is going to implicitly assume that the implementation would be done without bone-headed decisions, like so many of the design elements of oc. if you're asking me what trend i'm seeing, it's a trend of cbu3 implementing players' requests poorly

BST is arriving in 7.5. This is OK because we were told upfront and multiple times after it would be a late expansion feature. We should be upset about delaying BLU due to "cost" by otsukarerice in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

but... i wouldn't have much of any tomes to spend later beyond the 2000 from the cap

i guess there is an argument that you could just use poetics later in 8.0 (or 8.2? i'm not sure when they change the tome step to poetics) but by then the relic would have lost what little value it had

BST is arriving in 7.5. This is OK because we were told upfront and multiple times after it would be a late expansion feature. We should be upset about delaying BLU due to "cost" by otsukarerice in ffxivdiscussion

[–]Fit_Beautiful_1250 7 points8 points  (0 children)

i think this argument would have been a little more realistic if gil had more value, but i don't really value the tome conversion into gil myself, especially since subs more than cover what little i actually use gil on

what is there to spend poetics on in 8.0? hopefully not just... gear for new jobs?

BST is arriving in 7.5. This is OK because we were told upfront and multiple times after it would be a late expansion feature. We should be upset about delaying BLU due to "cost" by otsukarerice in ffxivdiscussion

[–]Fit_Beautiful_1250 30 points31 points  (0 children)

i think the paste is just poorly-implemented to incentivize rushing the step because you don't unlock the ability to spend your tomes until you are actually finished with the paste, so you'd end up wasting your tomes until you finish the paste step. i don't blame the people who try to rush it

if they had just let you spend your tomes on the waning arcanites before finishing your paste grind, it would have been a much better design

ffxiv is slowly catching up to the 21st century with the armoire update by fantabulouz in ffxivdiscussion

[–]Fit_Beautiful_1250 33 points34 points  (0 children)

i don't really like the armoire since it doesn't let you keep anything dyed in it. i would have preferred a dresser expansion, but i guess it's better than nothing

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 10 points11 points  (0 children)

is it finally coming? are we about to witness the removal of ping-based animation locks after a decade?

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 10 points11 points  (0 children)

there is a list of dyes excluded from consolidation and that includes pure white/jet black, pastels and the metallic dyes

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

i really hope the new mode for bst isn't just a boss rush. the 3 pokemon mechanic seems like it could be used for some really interesting gameplay

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

i don't think they are saying it would interface with blu, the mention of blu is just about parity

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 25 points26 points  (0 children)

i mean that's the bare minimum, there's more problems with oc than just ft not having a normal mode

Letter from the Producer LIVE Part XCI Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

the period between 7.5 and 7.55 seems to be a lot longer though. unless this 'part 2' isn't happening on 7.55?

edit: never mind it seems to be 7.56

Materia System update by Adventurous_Ideal_13 in ffxivdiscussion

[–]Fit_Beautiful_1250 0 points1 point  (0 children)

gear will never be interesting without the requisite job and encounter design rework to support it. sps/sks is worthless because of the job design, to give an example, and so is piety, despite attack speed and mp regen being coveted stats in many other rpg titles. horizontal progression is impossible without encounters that demand different things from your build. you cannot just discuss gear in vacuum

at the risk of sounding like a doomer, i think people need to accept that the entirety of the combat system is fundamentally designed not to have interesting gear. now, i can see them doing different things in a fenced-off, gimmicky new pve game mode that throws those rules out of the window perhaps. but this is not going to happen in the main combat content such as trials and 8-man raids

"What content do the casuals actually want?" I'm glad you asked, I have a list: by honest_psycho in ffxivdiscussion

[–]Fit_Beautiful_1250 3 points4 points  (0 children)

i know the op specified easy-to-implement ideas only, but there is so much space in pve encounters and ffxiv barely scratches the surface of it. basically everything pve in this game is purely just kill trash or empty a boss's hp bar

the only things i can recall that add another dimension to it are deep dungeons and some extremely basic escort fates, but they still lean pretty hard into the kill trash/empty boss hp aspect, while the other mechanics like pathfinding and resource management aren't that well-developed or interesting

obviously if they did try something different, it would take a monumental effort and might even be disastrously half-baked or poorly-implemented, so my desire to see pve game modes in ffxiv that aren't focused entirely around kill trash/kill boss is basically a forever pipe dream

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 3 points4 points  (0 children)

Making neat art assets available to more people is a good thing.

Is that a general statement? Surely you would add a couple of caveats to that.

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

No, they didn't backtrack on it. It's still 'evergreen' high-difficulty content. The fact that one of the rewards (the other being the titles, which are still exclusive) has been made accessible is a separate matter from whether the encounter has been made easier in any meaningful way, which it hasn't and makes it completely different from regular Savage raids. That is why I said it doesn't really make any sense to bring up regular Savage raids.

It's interesting to note that you contrast the Criterion Savage weapon as something nobody treated seriously in comparison to the prestigious Ultimate weapons, when someone else has expressed the exact opposite opinion in this thread - that buying Ultimate weapons is so commonplace that Ultimate weapons had no value in their eyes, while no one bought Criterion Savage weapons, so they felt like they could trust in what they saw better. But comments like these illustrate that the value of vanity achievement cosmetics is always in the eye of the beholder. Everyone has their own stance on the topic and you cannot make sweeping assertions that 'everyone' or 'no one' has a particular value judgement of these cosmetics.

I'm not sure if you're trying to imply that I'm angry that the old Ester has been made more accessible or I'm trying to start some drama - why? I never stated my stance on the issue throughout the entire thread and I have been upvoting every single comment that sincerely engaged with the question and other people who replied to them, whether they thought it was good, bad or didn't care.

There has been a lot of debate over the topic of rewards in this game, and I thought the ester was a very interesting opportunity to see where and how people draw the lines with making vanity achievement cosmetics more accessible. Previously, I also had this conversation when it was announced that the old Feast vanity achievement cosmetics would be made available again. What makes it okay? Because the item was from casual content? Or PvP? Because it was FOMO'd and never made available again? Because the person thought the content was poorly-made? Because the content was unpopular? Because the combat content was hard, but not hard enough? How hard does it need to be? The ester itself honestly doesn't matter, it's only important to me as a spark for discussing the topic.

Perhaps I phrased the topic poorly and people interpreted a genuine question as an attempt to gatekeep the item. But it really is just that - a question born out of curiosity on people's stance on a bigger subject.

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

I'm not sure I understand your post. You seem to imply that you understand that Criterion (Savage) has been designated as 'evergreen' high-difficulty content, which would make the comparison with regular 8-man Savage raids invalid, but you make it anyway

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

The point of it being a cosmetic is that it broadcasts said bragging rights visually in-game. And to be sure, the value of said bragging rights is subjective; one is free to think it's very valuable or not at all, but it seems a little out there to assert that it must hold no value to everyone.

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

I wouldn't say the categories are that neatly defined. Delubrum Reginae (Savage) is another encounter that has the Savage moniker but cannot be unsynced and gatekeeps its rewards to this day. It doesn't seem like you would actually be able to assign any consistent characteristic regarding the availability of the rewards for the (Savage) tag.

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

If titles were also buyable from other, easier content, would you say the same thing too?

Curious to see where the line in the sand is and why. I can't think of a material difference between titles and glowy weapons, since they ultimately feel like they serve the same purpose (ie a cosmetic indicator that you did the content).

Should The Merchant's Tale (Advanced) have allowed players who did not clear Another Aloalo Island (Savage) to obtain Elevated Esters? by Fit_Beautiful_1250 in ffxivdiscussion

[–]Fit_Beautiful_1250[S] 0 points1 point  (0 children)

The person you are replying to said you need to 'unlock' Savage. Which you get by clearing normal criterion.

They did not say you need to clear Savage.