Final Fantasy XIV - Kiwi Free Company

I apologize for shitting up the 14 thread.
Exploring XIV's older cousin makes sense imo, they are build on very similar DNA.

I have played through all the story some time ago, completed one of the REMA weapons and tried to dip into the endgame content. I am fairly split at this point over the experience.
First and foremost: you need to mod your game to make it playable imo. There are two 'engines' you can use, Asahi and Windower, with the latter having more mod support. With that you can make the experience not completely suck, I even found an addon that adds XIV style hotbars to the game. (you will need to put some work in how to parse and write .lua files for this). There are also texture packs that improve the graphical quality of the game. You will also get intimately familiar with one or both of the wikis of the game, because it really doesn't explain anything at all.

The story was the reason I started playing the game, since people kept telling me how incredible it was. And... it was very mixed. To actually play the Missions (each expansion has more or less a standalone story with a new cast, with the final bit of story XI introduced -Rhapsodies of Vana'diel- wrapping everything into one context) has some issues. In an ideal world you'd complete each set of Missions in the chronological order they were released Vanilla-Zilart-Chains-etc, however, all the quality of life additions they added with the final Mission set Rhapsodies are more or less mandatory to even enjoy the game. A lot of the trust system is shackled to that and you get passive experience gain bonuses for progress in that. But since Rhapsodies references every single previous Mission set, it also expects you to at least have met and befriended some of the cast of those plotlines. So for the smoothest experience you just start each mission set until you befriend the poster girl of that mission (It is all young girls yes I know Prishes is a hundred year old child character for every single mission set...), until you can advance Rhapsodies til that one stops you again because now you need to meet Arcia so go start Seekers... just to culminate into a giant "Everyone is here and helps you defeat the ultimate evil", which is nice if you actually finished all story sets before, but the game QoL really wants you to go for Rhapsodies.

Those grievances aside: I found the story of XI to be a very mixed bag. Vanilla (where you join one of three city states and do their story) was pretty bad, but introduced you well enough to the game and its concepts. From there it got better with each expansion, a lot of people will tell you Chains of Promathia was the Highlight of XI but I disagree. It was good, but the absolute Highlight for me was Wings of the Goddess, and not just because we meet a flamboyant dancer-man who has a hillarious gay lips in the english translation, thank you based Koji Fox. I will even go further and say for me personally the Windurst chapter where you join a Mithra mercenary company during the great beastman war in the past was the best bit of writing Square Enix ever brought forth.

Playing the story will stretch your patience a lot. A huge part of that is travelling the huge zones. Back in the days this was very, very dangerous, but at this point it is very easy to avoid all combat and just run past anything, meaning you are mostly wayfinding, probably having a wiki open on the side because the Missions never explicitly tell you where to go. I can not overstate how much travelling is involved. A lot of it is also very mean spirited (To go from point A to B you have to do a detour over C, D E and F), the devs genuinely hated the playerbase of the game. But that is not even the worst part, the zones are beautiful and the music holds up amazingly, you can even mount in most of the zones! The worst part is: Come back on the next day. The later expansions finished the Mission story during the games patches. If you now reach one of these points where a patch Mission begins, the game tells you to return the next ingame day. If you are unlucky this means you have to wait for an hour. And these missions are very short, gameplay wise. I can't overstate how bad it gets in Treasures and Seekers, grinding your progress to an absolute halt.

If I compare it to XIV, I'd say your character in XI is more or less what the WoL was in early ARR and most of DT: a mook that beats up bad guys and does errand jobs but is not a character in the story (it does get way better in the later Mission set tho). The game does suffer of replacing its cast a lot imo. You have very few reccuring characters like Gilgamesh or Aldo, but you never get the kind of comeradery that you have with a normal FF party or the Scions.

Leveling is insanely easy, if you have a BLM friend you can max level a Job within 1 hour, no need for any trust. The Merit and Mastery grind is still an insane time investment, and so is the farming for REMA weapons (relic weapons). The endgame is... very, very hard to get into if you start out. XI has been horizontal in its gear progression for the longest time which is a blessing for people with old characters and an absolute burden for new characters. To put this into context: If you want to perform you need an addon that changes your equipment on a milisecond level. This game snapshots everything, and you can change gear at any point in time. This means you have an ideal equip set for each stage of casting a spell/ability. Precast set to get all the spell speed bonus, once you cast the spell you switch into your casting set which gives your spell all the potency/ignores enemy resistances and back into a 'survival set' which gives you surviveability. And for every skill the exact loadout for these stages is different, this says nothing for 'TP gain' equipment..

The game is fun, and if you have some friends to try the higher level stuff its a nice experience, but the minutia of having to write all these gear macros and farming the damn gear just made me check out. If you want to experience the story retail is worth looking into, and exploring the huge world is amazing. Where it is absolutely better than XIV is the Job fantasy and execution. BLU is crazy cool, you can customize every single thing about your blue mage using monster abilities, you can be a melee or a caster it is total freedom. THF not only upping drop chances but also being responsible for aggro management is great, every Job in XI feels more or less unique and fun, something XIV is dialing back a lot.
 
I apologize for shitting up the 14 thread.
You aren't shitting up a thread by discussing its predecessor and how it might be drawn on to improve or change the experience of the game. Maybe if you incessantly brought the topic up despite it having moved on and then grew hostile but this is nothing to sweat.
 
I enjoyed that battles kept you on your toes
This is the biggest issue I've got with 14 at the moment, outside of savage the game is piss easy and it's boring as fuck. I've been playing WoW and while that game has issues, I really like how overworld mobs can maul me if I'm not paying attention.
 
This is the biggest issue I've got with 14 at the moment, outside of savage the game is piss easy and it's boring as fuck. I've been playing WoW and while that game has issues, I really like how overworld mobs can maul me if I'm not paying attention.
It's a legitimate problem, maybe even more annoying to me than the latest MSQ being written by a toddler. They've watered down the sauce so much that the MSQ duties may as well not even be there.


Normally you would expect more difficulty and complexity with each passing expansion in a game. But my recent complete run of NewGame+ really reminded me just how lazy they've gotten with the dungeons and trials compared to earlier points. Everything that isn't Savage in DT is braindead simple even with the newer mechanics. Not a single story dungeon or trial did anything unexpected or presented even the smallest challenge, whereas I can name at *least* one MSQ dungeon and trial that did something cool for most of the other expansions.


And don't even get me started on the solo duties. I used to love these. DT has made it clear we will never get anything fun like Metal Gear Thancred or Freaky Friday again and I think that's sad. God forbid the ordinary player have to actually think about what they are doing- Clearly only hard core raiders need that in their game.
 
It's a legitimate problem, maybe even more annoying to me than the latest MSQ being written by a toddler. They've watered down the sauce so much that the MSQ duties may as well not even be there.


Normally you would expect more difficulty and complexity with each passing expansion in a game. But my recent complete run of NewGame+ really reminded me just how lazy they've gotten with the dungeons and trials compared to earlier points. Everything that isn't Savage in DT is braindead simple even with the newer mechanics. Not a single story dungeon or trial did anything unexpected or presented even the smallest challenge, whereas I can name at *least* one MSQ dungeon and trial that did something cool for most of the other expansions.


And don't even get me started on the solo duties. I used to love these. DT has made it clear we will never get anything fun like Metal Gear Thancred or Freaky Friday again and I think that's sad. God forbid the ordinary player have to actually think about what they are doing- Clearly only hard core raiders need that in their game.
Can't let that pesky gameplay interfere with their Second Life LARP
 
And don't even get me started on the solo duties. I used to love these. DT has made it clear we will never get anything fun like Metal Gear Thancred or Freaky Friday again and I think that's sad. God forbid the ordinary player have to actually think about what they are doing- Clearly only hard core raiders need that in their game.
It's a weird problem with this game that they seem to be appealing to only sweaty try-hard raiders or second-lifers. I don't think I have ever seen a game ignore the average mid-level player so much. I wish they would implement some solution like having the current "balanced" moveset be for raiders while allowing everyone else more freedom. Or allowing movesets from ARR to be in your hotbar in ARR areas and dungeons, same for each expansion, so you don't truly lose as much each new expac. They wouldn't have to rebalance every job for every previous level and expac this way either, just doing so for new jobs, which they already do. It might make half the dungeons in the game from ARR, or the crystal tower raids, bearable. The rough amount of buttons to press has been the same across expansions, stuff just gets removed and streamlined so that the amount of abilities is roughly the same at the max level for each expac, so it might not be a bad idea for them to just turn some moves on your hotbar to something else. For instance, stalwart soul for dark knight could become tar pit in HW areas.

Or something. I don't play anymore but am keeping my finger on the pulse for a sign of things getting better.
 
Might be a bit contentious, but I am of the opinion that the MSQ should be easy and accessible for everyone. It is the main draw of the game and sets it apart from other MMOs. I don't even think In from the Cold or even the original Steps of Faith were especially hard, the game just explains jack shit. Steps needed the player to visit the bridge and the especially the dragonkillers beforehand in cutscenes and without any pressure, so using them during the duty would come naturally. Same with In from the cold, have people interact with supplies and tank up a magitech reaper beforehand once with Julius to just get a general idea.

Overworld died once flying was introduced. WoWs overworld isn't much harder, even elites are doable if you have some current Delve/M+ gear. Wow just does a way better job at actually getting you into the overworld.

Honestly, I don't think there is much they can do to bridge the gap between Dungeon Roulette and Extreme Trial/Savage. They have culled too many things from the combat systems since ARR, there is nothing left other than upping the encounter difficulty. And even there we are at a point where all that is left to do is increase the mental load and increasingly shorten the reaction windows, both which made me check out of raiding. Add the frustration that even if I am able to play flawlessly, there is nothing I can do to help weaker players during the encounter: we just wipe and have to try again.

They really want you to do savage or stuff like Chaotic, there are basically no barriers to entry: Get a crafted set, learn your Job by spending 15 minutes at a dummy and you are good to go. And yet participation rates are downright awful, even including the Japanese data centers less than 10% of the entire playerbase cleared Chaotic, which has more rewards than any other content that came before it. Mind you a lot of people tried, but confronting players looking for harder content with E9S PvP tiles in a 24 man encounter is idiotic on Squares part.
 
I apologize for shitting up the 14 thread.

Nah, I don't think this is shitting up the thread.

Keep in mind that XIV itself borrowed heavily from World of Warcraft in its redesign, so comparisons and examining other MMORPGs is useful, in my mind.

I agree with the freeform (to a degree) nature that XI had and yeah, even back when I played, there was some fun stuff, and is definitely something that is missing from modern games.

Part of it has to do with balance. If you create some janky-ass weapon (eg, Kraken Club) then you either have to design around it (which fucks people who can't buy/farm it) or nerf/adjust it. Having a standardized itemization system is boring but safe, which sucks.

Same thing for job/class design, and is part of the reason XIV's stale gameplay is in the quagmire it is in. The 'all jobs are good' mantra has, IMO, shackled them from really interesting design exploration.

God forbid the ordinary player have to actually think about what they are doing- Clearly only hard core raiders need that in their game.

@Baguette Child , this is probably the single biggest issue hampering the game atm. Players are so fucking mollycoddled that the slightest bit of difficulty causes them to mald.

I remember when I first started the game, people would complain about Aurum Vale, like it was some impossibly hard dungeon that punished you.

And so I went in there, as a tank, and had zero problems and wondered what everyone was finding so difficult about it. Yes, the first room can be a bit of a mess, but if you either take it slow or are smart about it, it is fine. Certainly not the deathtrap people made it out to be.

But you see that with anything in this game that remotely challenges the player. Trying to help/coach people in PVP is impossible because people would rather just adopt a state of learned helplessness. Trying to encourage people to try out other content is just as impossible because people revel in being bad or shit at the game.

I don't get it, I really don't.
 
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I agree with the freeform (to a degree) nature that XI had and yeah, even back when I played, there was some fun stuff, and is definitely something that is missing from modern games.

Part of it has to do with balance. If you create some janky-ass weapon (eg, Kraken Club) then you either have to design around it (which fucks people who can't buy/farm it) or nerf/adjust it. Having a standardized itemization system is boring but safe, which sucks.

Same thing for job/class design, and is part of the reason XIV's stale gameplay is in the quagmire it is in. The 'all jobs are good' mantra has, IMO, shackled them from really interesting design exploration.
I'd adore an eventual option to play around with sub-classes in the main game. I know its coming in Occult Crescent and I'm hoping it will be implemented well. Though I know it would also swiftly be reduced to <x> is the best subjob for <y> level homogenization in the community. MMO communities as a whole have reduced most freeform options to "Check Icyveins and ignore the rest".

The more freeform options in XI (to a point anyway), Guild Wars Classic, and on down the line made for some real interesting ways to play things. Not that both of those games didn't have people who would shit bricks over you not using the meta choice. Lord did they.
 
The more freeform options in XI (to a point anyway), Guild Wars Classic, and on down the line made for some real interesting ways to play things. Not that both of those games didn't have people who would shit bricks over you not using the meta choice. Lord did they.

Yeah, and this is probably best personified with WoW Classic, which the raid autists have min/maxxed into the fucking ground.

Heck, Vanilla WoW was another good instance of interesting itemization. There were some fun items people used in creative ways. The one I always point to was some level 40 armor piece which had a chance to put people hitting you to sleep. So this was used in PVP where it became very useful.

So of course it was nerfed into oblivion.
 
An accessible msq is vital, it just has gone the way of the dodo, with interesting msq trials dead. Also fuck flying, it kills games. Travel should not be too long, but being able to completely skip the entire area sucks. I think flying should only be available in areas that require it like Azys La.

I find a lot of the problems with much of the gameplay is based on teams being so mechanically seamless that it ceases to be a true team. You legitimately don't have to consider your teammates unless you are a healer (healers have the opposite problem). If you load a plugin that hides other players and their effects except for the relatively few beneficial AoEs and Rescues, it detracts shockingly little from the average experience. Everyone in your team is playing in parallel, without too much to be gained from legitimately minding your allies and working together. Another thing that makes this happen is also that content requires a perfectly balanced party each time, and jobs are designed to fit into a niche too perfectly. Being given a random team of jobs that have various tools to cover various situations to varying degrees can result in very interesting team comps.

MMO communities have always had an issue with optimization. I may be incorrect, but I think that optimization should be difficult to achieve. FF11's strongest weaponskills were locked behind quests that required you to do weaponskills and skillchains with a specific (pretty good) weapon until the weapon lost its power and you turned it in for the skill. You could only have 1 such quest for learning this weaponskill active at a time, so it took a while. Nobody would be annoyed, you would just do your best.

I think optimization spergs should not be catered to at all by devs. The game exists to play it. People who split hairs over 5% more dps have ceased to play the game, and are treating it as a 9-5. Catering to them results in a game that only has dps buffs and fights that dont get in the way of that. Continuing to cater would result unironically in an autobattler game. Optimization spergs shitting themselves in anger over not drawing the balance annoyed me greatly. Even if they are catered to, why should the rest of the players be shackled by it? Endwalker fixed pvp by giving it a separate moveset. I wish hardcore raiders had their own hyperoptimized, sanded down moveset so that everyone else could play a final fantasy game.
 
It's a weird problem with this game that they seem to be appealing to only sweaty try-hard raiders or second-lifers. I don't think I have ever seen a game ignore the average mid-level player so much. I wish they would implement some solution like having the current "balanced" moveset be for raiders while allowing everyone else more freedom. Or allowing movesets from ARR to be in your hotbar in ARR areas and dungeons, same for each expansion, so you don't truly lose as much each new expac. They wouldn't have to rebalance every job for every previous level and expac this way either, just doing so for new jobs, which they already do. It might make half the dungeons in the game from ARR, or the crystal tower raids, bearable. The rough amount of buttons to press has been the same across expansions, stuff just gets removed and streamlined so that the amount of abilities is roughly the same at the max level for each expac, so it might not be a bad idea for them to just turn some moves on your hotbar to something else. For instance, stalwart soul for dark knight could become tar pit in HW areas.
They don't need anything fancy, but they 100% need to go through and make sure lower levels have basic tools and rotations because the system now is pretty terrible. I understand not wanting to homogenize classes but DRG doesn't get a basic AOE until level 40 which is fucking wild.

Dawntrail missed a gigantic opportunity to collapse all of the various expansion changes into something that makes mid level skills, rotation, and gear not complete dogshit. They also need to stop changing skill names when the skill doesn't meaningfully change (Succor to Concatenation) or does need to change them when functionality changes (Sacred Soil -> Enhanced Sacred Soil) and really needs to make the mid level gameplay much more consistent. The game now has players literally learning things the wrong way on purpose because the skill system is so fucked up and parts of the rotation or functionality are locked behind several expansions.

The MSQ is absolutely the place for fun stuff but Dawntrail has been lacking in it - one of the better parts of FFXIV was it's willingness to actually kill you, but they've sanded down so much of the challenge in the various content that you spend a ton of time in "easy" content (Leveling Roulette, Alliance Roulette, High Level Roulette, Trial Roulette, etc) because the only things that aren't nerfed are the Current Raids and the Current Dungeon. It wasn't a big problem early on but it's a huge problem now. I get wanting to make sure newer players don't have a terrible time - but part of the fun is dying. There isn't much fun to be had fighting TG Cid if the mechanics don't matter and ~12 people being semi-awake can one shot him..

The loss of Class Quests really hampered the ability to push specific reinforcement of class mechanics and hurt overall class fantasy.

As for your "button turns into other buttons" - they already actually do that. They just don't have corresponding skills for lower levels (aka no Art of War before level 46, so you get nothing) and never went and did it for all skills.

It's something they've absolutely let become a much bigger problem then it ever needed to be and it's a lesson they should have learned from WoW.
 
I also disagree on the 'flying kills the overworld/games/etc.'

You know where the majority of people hung out in classic World of Warcraft? Ironforge and Ogrimmar. In Wrath, it was Dalaran, even with all the flying that game had.

In Everquest it was hubs like East Commonlands Tunnel or Greater Faydark.

Flying isn't the issue. People will always naturally gravitate to a convenient and accessible hub and having to hit autorun for 5 minutes and dodge 2-3 mobs instead of hitting autorun for 2 minutes won't magically create a vibrant and exciting game world.

The problem is that as a game's world grows and expands, you have people getting more and more spread out. Your newbie players aren't rubbing shoulders with the max level raid troons who are showing off their epeen in town. Instead the max level raid troons are hanging out in Current Expansion Hub.

The issue, in my mind, is lack of engaging content in the overworld. What does FFXIV have? MSQ (which is largely a solo affair), FATEs (which, honestly are a joke by and large) and hunt marks (which trains are coordinated for and people participate in.) Sometimes there's a special event (like that Yo Kai watch thing) where people will group up and do shit, but there isn't anything to actually do so there's no incentive to be out in the overworld.

Warcraft has the added bonus of shards and layers ensuring that zones never hit a critical mass of people.

I don't think flying really comes in as a mitigating factor for those sorts of problems. The issue is bloat and a lack of interesting things to do, not flying.

One thing I was hoping would be brought up when talking about XI but wasn't was something I didn't experience in XI but am curious about. In the Treasures xpac there was some sort of invasion thing where you had to defend against an army attacking a city. I'd love to see shit like that (and I think XIV had that in the 1.0 days) rather than everything being in instanced content (which is another issue that pertains to this discussion, IMO.)
 
I also disagree on the 'flying kills the overworld/games/etc.'

You know where the majority of people hung out in classic World of Warcraft? Ironforge and Ogrimmar. In Wrath, it was Dalaran, even with all the flying that game had.

In Everquest it was hubs like East Commonlands Tunnel or Greater Faydark.

Flying isn't the issue. People will always naturally gravitate to a convenient and accessible hub and having to hit autorun for 5 minutes and dodge 2-3 mobs instead of hitting autorun for 2 minutes won't magically create a vibrant and exciting game world.

The problem is that as a game's world grows and expands, you have people getting more and more spread out. Your newbie players aren't rubbing shoulders with the max level raid troons who are showing off their epeen in town. Instead the max level raid troons are hanging out in Current Expansion Hub.
You know what? I can actually back this up somewhat with some anecdotal evidence.

I got dragged onto Mateus the other night (God kill me) because a friend is leveling an alt and basically wanted me to chauffer them everywhere. Now, let me give some context here: Everyone knows Mateus is essentially spillover Balmung, which means its also one of the most populated servers on Crystal. My friend also started in Ul'dah on their character, and, as I'm sure most of you also know, Ul'dah is a hotspot on what's essentially an RP server because everyone gathers in the Quicksand for their sordid revelry. Nothing about this has changed since the last time I was here. Ul'dah and ESPECIALLY the inn are still absolutely jam-packed with players, and the population is often so high on Mateus that world-hopping and Data Center travel isn't possible unless you just so happen to catch a window where the server is JUST empty enough to let people in. However, I noticed something that felt like a complete, tonal whiplash as I was ferrying my friend all across Thanalan for their MSQ and side quest progression:

Despite the fact that Ul'dah is completely packed with almost wall-to-wall players, Western and Central Thanalan are absolute ghost towns. Almost practically nobody around. I was more surprised when my friend's questing took them to that little hole in the wall pub just outside of Black Brush Station to see two people doing say chat RP because they seemed like the ONLY other players in the area besides us.

These people don't want to get out there into the game world. They just want to hang around the major cities to show off and socialize.
 
I just wish the game world was exciting to traverse. Flight or not, people running around the game world constantly doing things is what I would consider vibrant. If 14 had better dailies and activities maybe more people would stop parking their characters in town for 3 days straight. There needs to be more shit to do, and doing it needs to be fun. Ultimately, its a hard balance to strike between difficulty and convenience, but something geared more towards meaningful difficulty has got to be more fun than what we got. I badly wonder if squeenix siphoning revenue from this game to fund other projects instead of reinvesting into this game is to blame. Is "small indie company, please understand" actually more true than the memes foretold?
 
people running around the game world constantly doing things is what I would consider vibrant.
Eureka when it was new, Bozja when it was new, Cosmic Exploration right now, Occult Crescent soon probably.

Eureka even has dangerous overworld with mobs that can delevel you if they kill you and your mounts can't fly.

Correct me if I'm wrong but is this what you guys want? It sounds like SE wants to have their cake and eat it too. If you want that stressful, interesting overworld and no flight then you have to opt in to that content and play this optional mode. If you don't then don't worry the rest of the world is safe for your Second Life purposes.

They know this type of overworld is a thing some people want. But they also know some people would hate this if the entire game was like this so in an effort to appeal to both, it's segregated into optional content you have to opt in to play.

This game just really likes segregation to appeal to multiple audiences. Want hard content? Opt in to playing high end content. You don't want to play high end? Then I guess you're the type of player to not like difficulty so we'll make sure you don't encounter any. I guess they just decided it wasn't that important to cater to the type of player in the middle of this spectrum.
 
At the end of the day, its probably just that the game isn't to my tastes anymore, or that I realized it wasn't to my tastes because I played it so much. The game isn't bad, I just always thought my specific niche wasn't big enough. I spent a lot of time in bozja, but it was too small. I liked it a lot and wished the rest of the game was, in some ways, similar. While I would like a higher overall difficulty alongside the QoL ff14 is known for, my personal main issues are with class and encounter design. If those were fixed across the board to have more customization and player agency, as well as just more open-ended gameplay, I would consider the rest of the game good enough as it is. I can't enjoy Eureka because it uses the heavily watered down job design at lvl 70 of post-shadowbringers. As it is, it combines the worst parts of 11 and 14.
 
thing where you had to defend against an army attacking a city.
It'll never happen, because they've forgotten Grand Companies exist, but it'd be super cool if something like this were a thing; With all the members of a given GC getting a notification to come and teleport over to protect their city with other players of the same GC. It would be something neat to do in the overworld and would create at least some semblance of comraderie with your own faction in a time when those factions are 100% ignorable.
 
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In the Treasures xpac there was some sort of invasion thing where you had to defend against an army attacking a city. I'd love to see shit like that (and I think XIV had that in the 1.0 days)
Yeah, 1.0 had Hamlet Defense which was a beast tribe vs small village affair rather than army vs city but the concept was rather neat. The remnants of this system survive in ARR in a few FATEs which were multi-stage.
 
It'll never happen, because they've forgotten Grand Companies exist, but it'd be super cool if something like this were a thing; With all the members of a given GC getting a notification to come and teleport over to protect their city with other players of the same GC. It would be something neat to do in the overworld and would create at least some semblance of comraderie with your own faction in a time when those factions are 100% ignorable.
So Besieged from FFXI. Would probably work if it's not completely unbalanced like it was in that game. Nothing like getting facerolled during off-prime hours and losing a bunch of useful NPCs.
 
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