- Nov 27, 2001
- 30,383
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Recently, I had stumbled across a video showing that Square-Enix had added not only God Kefka, but also Phantom Train and that one completely forgettable boss from Final Fantasy VI into Final Fantasy XIV as a raid encounter. Well, as you can expect, this got my nerdy nostalgia all rev'd up and excited. I wanted to play this. I purchased A Realm Reborn (ARR) many years ago, but to be honest, I hated Ul'dah so much that I quit the game. Let's just say that it's bad when you think a city is laid out worse than a Horde city from World of WarCraft. Amusingly enough, I think that if I had started in Limsa Lominsa or Gridania that I would've had far less qualms, but I'll get into that.
I've played the game quite a bit so far, but I'm also at the breaking point where I'm strongly considering quitting again. I thought it might be interesting to discuss why.
1. I don't think the game respects the player's time. Let's be real here... MMOs are meant to be a time sink, but that nature has to be properly balanced. You give the player the agency to choose their own adventure or provide an adventure, but you need to make sure that adventure feels somewhat meaningful. The biggest problem here is with the Main Scenario Quest (MSQ). For anyone that hasn't played, the Main Scenario Quest is essentially the main quest line in the game. You can arguably skip all other quests that aren't the MSQ, and complete the main story of the game. Essentially, they've attempted to craft a single-player game into an MMO. There are two main issues with it (1) you cannot progress until you've completed each quest, and (2) the quests aren't always impactful.
These two points sort of tie together in that the base game and each expansion have their own set of MSQ quests. However, the part that becomes awkward and arguably annoying for new players is that Square-Enix also added MSQ quests with major patches (e.g. 2.1, 2.2, etc.), and you must complete these as well. ARR has 184 MSQ quests and its subsequent patches add another 101 quests. About half of those patch quests feel incredibly menial, and given that they're gating the next expansion (Heavensward) on these quests, it's a bit frustrating. I'll be frank in that I nearly blew my lid when the game gave me a quest to get tea leaves. That is an example of not respecting my time. What's worse is that each patch introduced about 15-20 quests, and half of them are boring and trivial, and the other half lead to fighting another primal.
2. Crafting is based on RNG. When I first started crafting, I found it interesting that it was far more involved than WoW's simple provide the mats, press the button, and watch the bar just go to 100%. However, it became quite apparent that anything beyond the most basic, normal quality (NQ) crafting would involve RNG, and the result can be awkwardly frustrating. I'd love to give a quick explanation of crafting to help make it more understandable, but as I was writing it up, I realized that there's no such thing as a "quick explanation" of FFXIV's crafting. Basically, the best way to get an HQ item is to use an ability that raises quality but has a low chance at succeeding (50%). You attempt to modify this with an ability that grants a bonus to the success rate (+20% or +30%). I'm not sure if that's additive or multiplicative, but when the ability fails on you six times in a row, you start to get a bit irritated. (There's a .4% chance of that occurring.)
The best way to get around this is to level multiple crafting classes to attain abilities (granted at a specific level) that are also cross-class abilities. For example, getting Careful Synthesis at Weaver 15, Tricks of the Trade at Alchemist 15, Byregot's Blessing at Carpenter 50, Steady Hand 2 at Culinarian 37, and Careful Synthesis 2 at Weaver 50 are very important to being able to successfully craft a recipe. Let's be clear that this is a lot of work, and leveling crafting classes can be quite expensive if you don't also level your gathering classes at the same time. This also segues nice into the next problem.
3. Retainers are a racket. Retainers are a feature that you unlock earlier on in the game, and they serve multiple purposes. The retainer is able to take on a job (normal or gathering) and perform ventures to attain a random item, hunt a specific creature (normal jobs) or gather specific items (gathering). However, they also serve another important role: extra bag space. FFXIV has no bank system, and consequently, retainers effectively serve as your bank. In the beginning, the storage system in FFXIV seems nice as there's no such thing as bags as you simple have a large, immutable amount of space. However, the biggest problem is that FFXIV has so many items that the storage space simply isn't enough. I have four retainers at this point. The first one holds mostly monster drops (skins, fangs, etc.), the second holds botany items, the third holds mining items, and the fourth holds fishing items.
So, it would probably help if I got to the crux of the issue. The problem is that only the first two retainers are free. After that, you have to pay monthly for more retainers. Normally, you might want to try and save space by getting rid of older items, but recipes do use older items ever so often. The only real answer that sort of works is that HQ variants of older items aren't really necessary. Removing them can free up some space, but there are still so many items. What makes this whole thing worse is that Square-Enix attempted to fight gold sellers by making it impossible to mail items to other characters on your account, which makes it harder to make other characters as a mule. (Mules are characters created just to hold items.) After asking about it, the only way to do it is to put the items into the Free Company (i.e. Guild) storage on the mule and remove them on the main.
4. Lag is pretty unbearable. If you took a look at my character and its classes, one thing would stand out... I've largely ignored my caster classes. The reason why is that I keep running into issues with moving and casting. What happens is that I interrupt my casting to move out of an AoE, stop moving, and start casting again. About .2 to .3 seconds later, my new cast gets interrupted. My assumption is that while my game shows me being stopped, the server thinks that I'm still moving. I don't know if this is my connection to the server or the server's update rate that's causing a problem; however, I am in NA playing on NA servers. Unfortunately, I don't know of any way to see my latency with the server.
5. The GCD is too long. I spent about ten, non-contiguous years in WoW, and over that time, I got fairly used to WoW's 1.5 second GCD. In FFXIV, the GCD is 2.5 seconds, and it not only makes things feel slower, but it can also make things a bit frustrating when you need to execute things quickly but you're stuck on the GCD. For example, when I'm pulling mobs in a dungeon, I have to face pull in most cases, because using a ranged attack usually leads to me being stuck on the GCD when I need to be using AoE threat moves. Of course, this isn't a big deal when mobs are close together, but you don't always get that luxury.
6. The UI has no modding capability. This is a bit of a nitpick, but I really don't like the UI much. All UI modifications are limited to whatever is built into the game, which isn't bad for a start, but there's a ton of room for improvement. A good example is that your HP and resource bars are stuck in a horizontal line with no simplification available. I prefer simplifying it like I did in WoW with a single block split into bars (HP, Resource, Alt-Resource, EXP (if necessary)).
7. Classes determine your starting city. This can lead to some awkward situations given that you cannot swap between cities until you reach the point in the MSQ when you're sent to the other cities. The lands are connected to a degree, but if you try to make the walk to another town, you must do it without dying. If you die, you have to either be rezzed by another player or get sent back to your Aethyrnet home point. Also, even if you go to another city, the MSQ quests are split between the three cities at the beginning, which means you can't advance the main story if you attempt to go elsewhere. So, all of this means that if you want to be an Archer (Gridania) and your friend wants to be Gladiator (Ul'dah), you have to either (a) play apart until you get to the MSQ to go to another city, or (b) have someone play another class that's in the same city until you get a chance to go to the other city and learn the class. I play on a server with the Road to 60 buff (+100% experience as long as your class/job is below 60), and I was level 30+ when I finally got sent to another city. (You have to be level 15 to swap classes.)
All in all, there are a lot of other smaller things that I'd love to see change. For example, I wish I didn't have to log into the launcher each time I want to load the game. However, I'd be here forever if I listed everything.
I've played the game quite a bit so far, but I'm also at the breaking point where I'm strongly considering quitting again. I thought it might be interesting to discuss why.
1. I don't think the game respects the player's time. Let's be real here... MMOs are meant to be a time sink, but that nature has to be properly balanced. You give the player the agency to choose their own adventure or provide an adventure, but you need to make sure that adventure feels somewhat meaningful. The biggest problem here is with the Main Scenario Quest (MSQ). For anyone that hasn't played, the Main Scenario Quest is essentially the main quest line in the game. You can arguably skip all other quests that aren't the MSQ, and complete the main story of the game. Essentially, they've attempted to craft a single-player game into an MMO. There are two main issues with it (1) you cannot progress until you've completed each quest, and (2) the quests aren't always impactful.
These two points sort of tie together in that the base game and each expansion have their own set of MSQ quests. However, the part that becomes awkward and arguably annoying for new players is that Square-Enix also added MSQ quests with major patches (e.g. 2.1, 2.2, etc.), and you must complete these as well. ARR has 184 MSQ quests and its subsequent patches add another 101 quests. About half of those patch quests feel incredibly menial, and given that they're gating the next expansion (Heavensward) on these quests, it's a bit frustrating. I'll be frank in that I nearly blew my lid when the game gave me a quest to get tea leaves. That is an example of not respecting my time. What's worse is that each patch introduced about 15-20 quests, and half of them are boring and trivial, and the other half lead to fighting another primal.
2. Crafting is based on RNG. When I first started crafting, I found it interesting that it was far more involved than WoW's simple provide the mats, press the button, and watch the bar just go to 100%. However, it became quite apparent that anything beyond the most basic, normal quality (NQ) crafting would involve RNG, and the result can be awkwardly frustrating. I'd love to give a quick explanation of crafting to help make it more understandable, but as I was writing it up, I realized that there's no such thing as a "quick explanation" of FFXIV's crafting. Basically, the best way to get an HQ item is to use an ability that raises quality but has a low chance at succeeding (50%). You attempt to modify this with an ability that grants a bonus to the success rate (+20% or +30%). I'm not sure if that's additive or multiplicative, but when the ability fails on you six times in a row, you start to get a bit irritated. (There's a .4% chance of that occurring.)
The best way to get around this is to level multiple crafting classes to attain abilities (granted at a specific level) that are also cross-class abilities. For example, getting Careful Synthesis at Weaver 15, Tricks of the Trade at Alchemist 15, Byregot's Blessing at Carpenter 50, Steady Hand 2 at Culinarian 37, and Careful Synthesis 2 at Weaver 50 are very important to being able to successfully craft a recipe. Let's be clear that this is a lot of work, and leveling crafting classes can be quite expensive if you don't also level your gathering classes at the same time. This also segues nice into the next problem.
3. Retainers are a racket. Retainers are a feature that you unlock earlier on in the game, and they serve multiple purposes. The retainer is able to take on a job (normal or gathering) and perform ventures to attain a random item, hunt a specific creature (normal jobs) or gather specific items (gathering). However, they also serve another important role: extra bag space. FFXIV has no bank system, and consequently, retainers effectively serve as your bank. In the beginning, the storage system in FFXIV seems nice as there's no such thing as bags as you simple have a large, immutable amount of space. However, the biggest problem is that FFXIV has so many items that the storage space simply isn't enough. I have four retainers at this point. The first one holds mostly monster drops (skins, fangs, etc.), the second holds botany items, the third holds mining items, and the fourth holds fishing items.
So, it would probably help if I got to the crux of the issue. The problem is that only the first two retainers are free. After that, you have to pay monthly for more retainers. Normally, you might want to try and save space by getting rid of older items, but recipes do use older items ever so often. The only real answer that sort of works is that HQ variants of older items aren't really necessary. Removing them can free up some space, but there are still so many items. What makes this whole thing worse is that Square-Enix attempted to fight gold sellers by making it impossible to mail items to other characters on your account, which makes it harder to make other characters as a mule. (Mules are characters created just to hold items.) After asking about it, the only way to do it is to put the items into the Free Company (i.e. Guild) storage on the mule and remove them on the main.
4. Lag is pretty unbearable. If you took a look at my character and its classes, one thing would stand out... I've largely ignored my caster classes. The reason why is that I keep running into issues with moving and casting. What happens is that I interrupt my casting to move out of an AoE, stop moving, and start casting again. About .2 to .3 seconds later, my new cast gets interrupted. My assumption is that while my game shows me being stopped, the server thinks that I'm still moving. I don't know if this is my connection to the server or the server's update rate that's causing a problem; however, I am in NA playing on NA servers. Unfortunately, I don't know of any way to see my latency with the server.
5. The GCD is too long. I spent about ten, non-contiguous years in WoW, and over that time, I got fairly used to WoW's 1.5 second GCD. In FFXIV, the GCD is 2.5 seconds, and it not only makes things feel slower, but it can also make things a bit frustrating when you need to execute things quickly but you're stuck on the GCD. For example, when I'm pulling mobs in a dungeon, I have to face pull in most cases, because using a ranged attack usually leads to me being stuck on the GCD when I need to be using AoE threat moves. Of course, this isn't a big deal when mobs are close together, but you don't always get that luxury.
6. The UI has no modding capability. This is a bit of a nitpick, but I really don't like the UI much. All UI modifications are limited to whatever is built into the game, which isn't bad for a start, but there's a ton of room for improvement. A good example is that your HP and resource bars are stuck in a horizontal line with no simplification available. I prefer simplifying it like I did in WoW with a single block split into bars (HP, Resource, Alt-Resource, EXP (if necessary)).
7. Classes determine your starting city. This can lead to some awkward situations given that you cannot swap between cities until you reach the point in the MSQ when you're sent to the other cities. The lands are connected to a degree, but if you try to make the walk to another town, you must do it without dying. If you die, you have to either be rezzed by another player or get sent back to your Aethyrnet home point. Also, even if you go to another city, the MSQ quests are split between the three cities at the beginning, which means you can't advance the main story if you attempt to go elsewhere. So, all of this means that if you want to be an Archer (Gridania) and your friend wants to be Gladiator (Ul'dah), you have to either (a) play apart until you get to the MSQ to go to another city, or (b) have someone play another class that's in the same city until you get a chance to go to the other city and learn the class. I play on a server with the Road to 60 buff (+100% experience as long as your class/job is below 60), and I was level 30+ when I finally got sent to another city. (You have to be level 15 to swap classes.)
All in all, there are a lot of other smaller things that I'd love to see change. For example, I wish I didn't have to log into the launcher each time I want to load the game. However, I'd be here forever if I listed everything.