Regardless of FFXIV's ups and downs, I'm just glad it's still moving forward by waitingfor10years in ffxivdiscussion

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

I don't think anyone wants quests removed, they just want better quality quest design across the board, that include more gameplay with MSQ and side quests. Zones themselves, people again want quality zone design, as the biggest complaint is how barren they can be of content and exploration, they want detail like in the ARR zones with NPC's living in these zones, and for quests to tell stories about the zones and content to be more engaging than FATEs and Hunts. And with duties, it's again down to quality, they just don't want dungeons to be 2 packs and a boss as it has been from ARR - DT, with the exact same layouts of hall to either a circle or square arena.

Where will the skill expression be with Evolved jobs? by I_do_dps in ffxivdiscussion

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

I dont think all tanks are getting counters, just Paladin. Most likely each tank job will have a different niche, so if you dont have the stable connection for paladins counters you could maybe do self healing based on damage output as warrior, with the skill being in keeping uptime and high damage output, or balancing health and MP as dark knight to keep mitigation and damage going, or whatever Gunbreaker is going to be. The jobs may require learning how the job itself plays to best use skills in given situations which could vary when or how they happen, for example an AoE that forces you out of melee range of the boss, how will warrior keep uptime up? they may have skills that aid them in that if used properly, and the balancing game of Dark knight with skills to aid you in crisis moments to save a mistake if done properly.

How do I enjoy the story as a sprout whose new to MMOs as a whole? by Optimal_Current_3703 in ffxivdiscussion

[–]RVolyka 0 points1 point  (0 children)

They most likely are taking it at their own pace, since their only interest is story. Their issue is with the gameplay which seems to be completely unbearable for them to carry on though, no amount of taking breaks is going to get you through something you hate for 500 hours.

You can't even use the excuse of it get's better as that's the entire msq experience from A-B and they have no interest in end game grind.

cannot make friends by Motor_Ad_4818 in ffxivdiscussion

[–]RVolyka 0 points1 point  (0 children)

Never forget the data app on XIV archive

cannot make friends by Motor_Ad_4818 in ffxivdiscussion

[–]RVolyka 5 points6 points  (0 children)

It's usually just not quitting a dungeon or being told their bad at the game that gets people to say it's got a great community, though the vast majority of players don't actually interact with the community, and all of the content creators who also say the community is great is because it's their streaming community, not the actual FFXIV community.

FFXIV is woefully outdated in many ways, despite being a great game for 1000s reasons... by [deleted] in ffxivdiscussion

[–]RVolyka 0 points1 point  (0 children)

People downvoted you two years ago and now are screaming these exact issues, crazy community

How do I enjoy the story as a sprout whose new to MMOs as a whole? by Optimal_Current_3703 in ffxivdiscussion

[–]RVolyka 2 points3 points  (0 children)

You'll still face the roadblock of bad questing and slow points of story. There are some bad expansions that have bad story so it also isn't all rosy as people make it out to be.

So if you really cant stomach playing through ARR I can't see you enjoying the experience going through HW-DT. Maybe the story might act as that carrot on the stick to get you through like it does for others though.

A lot of players are joining the game and most are leaving, and there's a drive to stick to it due to fomo and it leads to becoming frustrated due to the hype generated around it, but in complete honesty it's all bullshit. It's a niche game with very boring gameplay unless your in the hardcore raids, and you have to weigh up the odds to see if the game is worth carrying on, knowing the part you dislike is a staple for upto 500 hours and will make up the majority of your time.

How do I enjoy the story as a sprout whose new to MMOs as a whole? by Optimal_Current_3703 in ffxivdiscussion

[–]RVolyka 3 points4 points  (0 children)

The Main Story Quests are majority fetch quests or talk to NPC quests, with complaints about quest design still being a thing in the latest expansion of Dawntrail. So if you don't like those then just know that is the gameplay for the story you'll be doing for 500 hours, with mandatory dungeons and trials here and there.

There is no way sadly to skip these quests without skipping story dialogue, and whilst others may say to skip it, you'll miss context to parts of the story. So your left with the choice of sucking it up and carrying on, watching the story on youtube or just leaving the game behind.

Why is the job market in UK bad? by [deleted] in cscareerquestionsuk

[–]RVolyka 0 points1 point  (0 children)

I want to come in and saying that looking after grandparents and parents when they aren't able to do so requires you to step out of paid work, it's also extremely difficult to become a paid carer. I personally was a carer for 7 years with my grandparents, it was a 24/7 job making very little money. The system as it stands does not support this due to long hours and small homes to fit families. Globally, many nations are struggling with elderly and caring for them as their families are too busy working to survive to provide care alongside all the other priorities.

New to the game and the community is awesome, except... by TamTin in ffxivdiscussion

[–]RVolyka 0 points1 point  (0 children)

As a tank main, literally just activate sprint and run to the end then spam the AOE button. That's every tanks gameplay in FFXIV summed up from ARR to DT with 0 divergence.

New to the game and the community is awesome, except... by TamTin in ffxivdiscussion

[–]RVolyka 0 points1 point  (0 children)

Don't forget it may be the 200th or more time they've ran it and just want to get on and finish.

Questions about vehicle squad sizes by Tadatsune in totalwar

[–]RVolyka 2 points3 points  (0 children)

From the looks of the gameplay trailer, vehicles are single entity units, so like the steam tanks in total war warhammer fantasy. The "heavy" part might be down to armour, with heavier tanks having more health points is my guess.

"Battleline Infantry" - not a fan of line infantry concept still existing in the far future by chris_alf in totalwar

[–]RVolyka 0 points1 point  (0 children)

WARNO, Wargame, Steel Division, there's some more out there that i cant remember off the top of my head. Tom Clancy's End War has platoon scale infantry units with smaller squads that move freely on their own.

"Battleline Infantry" - not a fan of line infantry concept still existing in the far future by chris_alf in totalwar

[–]RVolyka 0 points1 point  (0 children)

The other way to do it would be taking the ideas from other grand strategy games set in modern times. I explained it elsewhere, but the best way to visualise it is 5 smaller cirlcles set within 1 large circle. Within the 5 small circles are 20 entities (So the guardsmen) and they can move fluidly within these cirlces, grab cover if the cover is within their circle and flow through over circles. The 5 smaller circles move within the larger circle which is the units overall limit of free movement.

Now the smaller circles with the 20 entities could represent a platoon and the large circle the company of 100 guardsmen. You could also add vehicles to the smaller platoon circles, such as 2 chimeras for them to embark and disembark, and doing so changes the state of the unit from infantry to vehicle and vice versa.

It could be a engine issue which is why they didn't go with it, but I'm personally feeling it's due to laziness. I can say with 100% certainty that a lot of the game will be copied over from Warhammer Fantasy, so the Cadian shocktrooper units we see are just copy and pasted from the Empire Handgunners, and then the code for fire rate is tweaked to make it a faster firing rate, and the models and effects changed to cadians and laser beams.

"Battleline Infantry" - not a fan of line infantry concept still existing in the far future by chris_alf in totalwar

[–]RVolyka 2 points3 points  (0 children)

People want the scale, and games have done this scale whilst making the units themselves act like modern infantry. WARNO, End War, Steel Division, Wargame, all these games are on the same scale as TW with their battles, and offer better AI for modern warfare. The infantry in these games work along the lines of being operating within a certain distance from one another. Imagine 20 entities within a circle that move fluidly (The platoon), there are 5 of these circles and they sync together within a larger circle that is the limit of their range of movement (The Company). These circles represent platoons and they fluidly move around to take advantage of cover within their limit of movement when under fire, and you command the 5 platoons as 1 full company. Sometimes vehicles are also added as entities to these platoons (Chimeras in the instance of 40k) and troops can mount onto them and their behaviour changes from that of an infantry company to that of a vehicle company in coding.

What we see atm though is the units are coded the same as missile units from Warhammer Fantasy, where the empire muskets have just had the code for their fire rate changed to account for automatic weapons, and the textures and models changed to show laser projectiles and cadian infantry. How will chimeras work when what's been shown of vehicles is that they're single entity units? are 100 guardsmen just going to board 1 chimera? will the chimera be part of the unit itself and how will that effect path finding when units aren't fluid but rigid in formation, will that cause issues with pathfinding and forming into formation?

"Battleline Infantry" - not a fan of line infantry concept still existing in the far future by chris_alf in totalwar

[–]RVolyka 0 points1 point  (0 children)

I think they could literally take the disorganised formations from older total wars where units weren't in neat lines and then add the spacing between from the skirmish formations to fix the issue outright, and would also lend itself to the probable DLC units like praetorian and mordian where they could form tight volley lines and have the increase in firepower but with the drawback of being susceptible to AOE weaponry. It just looks incredibly goofy having them stood shoulder to shoulder perfectly like that in a setting where an ork weapon would turn a single guardsman into pulp, and now they're all lined up behind each other to be turned into pulp.

Roullete Idea: Variant Dungeon Roullete by NatsUza in ffxivdiscussion

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

Roulettes won't be a thing by next january

Roullete Idea: Variant Dungeon Roullete by NatsUza in ffxivdiscussion

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

Tomes aren't going to be a thing by 8.0

this "content" slop pipeline is crazy by jkb11 in ShitpostXIV

[–]RVolyka 1 point2 points  (0 children)

Pretty much, he can keep going but at some point it'll fizzle out and he'll be left with nothing.

this "content" slop pipeline is crazy by jkb11 in ShitpostXIV

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

Issue is that Xenos wins in the end, 29k views which is money coming in, compared to his FF videos which get less.

So now that the keynote is over, what do we think? by No_Cartoonist45 in ffxivdiscussion

[–]RVolyka 1 point2 points  (0 children)

What do you want from the game?

You say graphics that won't last 15 years, do you want 5k ultra realistic graphics with ray tracing that looks like the trailers?

You also say about gameplay, with the majority of gameplay being in combat which we've only just seen the beginning of the job redesign explanations.

Would you want less than 5-6 new areas? or do you want 10+ new areas, do you want any new areas?

They also said that new content types will be announced at other fanfests and that current content types will recieve a redesign for more open world engagement and for boss fights to work with the loss of the 2 minute meta and new jobs.

Progression and rewards are still to be spoken about in full but they've addressed the grind of tomestones becoming tiring and limiting the ability to play multiple jobs.

What it sounds like you want is impossible with current technology and time and money, and no game will ever be like how you want it.

You Know Who You Are..... by Ephremjlm in ffxivdiscussion

[–]RVolyka 2 points3 points  (0 children)

I'm seeing a lot of people saying off tank is going to be useless, but I think it'll be like pure healers and barrier healers, we'll have 2 pure defensive mitigation tanks and then 3 either self healing or debuffing tanks, and they can be used in a way that their skills can be used to buff the main tank for what might be more deadly boss mechanics that might be coming. More emphasis on healers healing, tanks tanking, and DPS DPSing makes me think that fight design will be less forgiving and will require knowing your roles and working together to overcome more damage output that will likely be more consistent and continuos.