Category Archives: FFXIV

Mandatory Dungeons

During the discussion about FFXIV’s mandatory dungeons, MaximGtB said the following:

[…] Besides, having these dungeons are in no way a road block, at least when looking at it from an MMORPG point of view. If you can’t spend a few hours to clear a dungeon, maybe failing a few times before you finally succeed, then the game is not for you. What are you going to do at 60, then? Log in, do one or two levequests, then log out?

What I mean to say is that spending massive amounts of time, trying stuff for hours on end until you succeed, and/or suffering pants-on-head morons ruining your game are the bread and butter of the game. If you can’t stand it at level 15, you won’t stand it at the endgame either.

Here is my “much too big for a third-tier nested comment” response:

The mandatory dungeon aspect is problematic for several reasons. The first of which is economic: all that telling a player “this game is not for you” accomplishes is losing out on at least another month’s subscription (assuming they bought blind in the first place). Even if the game is not for you, what sense does it make to force the issue right away?

Second, sometimes what a game is changes for people. Maybe that player solos their way to endgame and leaves at that point anyway. Or maybe they intended to solo, but encountered a stranger that befriended them, and sucked them into the vortex of social gaming for 6+ years. Which is precisely what happened to me in WoW. Had I not been primed already though, I would have quit FFXIV at the “spend 20 minutes waiting for a boring dungeon with total noobs” wall. WoW opted for the carrot, not the stick, and thus captures both types of players while converting a special few.

And, bizarrely, FFXIV already has the carrot in terms of first-time completion bonus.

The third reason is because the vast majority of FFXIV (and most MMO) content is solo. Long-term players run the same dungeons for months grinding 0.2% upgrades, yes, but how much solo scripted encounters, quests, writing, world exploring, etc, is there on the way to level cap? All of that is content the solo player could be enjoying, if not for patronizing “ice-breaking” of these designers.

Fourth, it was just damn inconvenient at the time. The day before I actually cleared the dungeons, I wanted to log on and accomplish things, but I was also expecting an important phone call. When I logged on, I realized that I couldn’t really do anything. Grind FATES and get even further ahead of the leveling curve? Re-run the starting areas a half dozen more times leveling up alternate classes? I wanted to progress things, but couldn’t. So I logged out and played actual games that actually let me play them.

Finally, these mandatory dungeons were boring as hell. What kind of first-impression were they going for? They have to be easy for new players, but that’s no excuse for them to have close to zero backstory for a Main Story Quest. Back-loading all the good bits these days is just dumb. Most MMOs are guilty of this for some reason, but most MMOs came out before we as gamers knew any better (or got to experience the higher bar).

Clearly though, FFXIV is successful enough in spite of the way dungeons are handled. I feel like it would likely be more successful had they taken a different approach, but good luck to them.

FFXIV Impressions: Dungeons

A little while ago I got the early dungeon wall that I heard people grumbling about back in the day: a point near level 20 where the Story quest gets gated around running three dungeons in a row. I spent an entire day’s session pushing through it like a particularly difficult bowel movement, with very similar end results.

FFXIV_Dungeon

Somehow they managed to make playing an Arcanist even more boring.

The first two dungeons were not actually that bad. Long, boring slogs through story-less gameplay, but whatever; I’m not sure Wailing Caverns performed much better when I played it six years ago. Then came Copperbell Mines. If I continue playing FFXIV, it will be in spite of my experience in this dungeon.

To be clear, it is not necessarily the dungeon’s fault. I assume Copperbell Mines is just as bland and flavorless as any other dungeon in this game. But within the first two pulls, I realized we were in trouble. The only non-new player was the healer, and it became very clear that 1) the tank had no clue how to hold aggro, and 2) the lancer had no concept of how dungeons or the holy trinity works at all. The lancer spent the entire dungeon running ahead, grabbing aggro, then running away once his HP hit 25%. While no one can expect a tank to completely take control of that, one can reasonably expect the tank to at least have higher aggro than the healer. Which he could not, to literally save his (and everyone else’s) life.

FFXIV has this reputation as a nice, friendly environment for noobs and such, but I feel that it let us down in this case. Friendly suggestions to not be fucking stupid (paraphrasing) did not reach the lancer, who might have been illiterate for all we know. Had this been WoW, either the lancer or tank or both would have been straight-up kicked (assuming no 4-hour timers) for not doing the goddamn jobs they signed up to do, but no no. It is our responsibility – nay, privilege! – to repeatably wipe with the classical stoic grace of British aristocracy. I summoned my tanking pet to at least give the healer an extra 15 seconds of life and largely went down with the ship with a stiff upper lip.

At the end of it, several things were very clear to me then:

  1. There was zero reason why those dungeons were mandatory for the story.
  2. There wasn’t any story to those dungeons at all. No background material, no Dead Mines-esque buildup.
  3. It was yet another “travel across the world three times sequentially” time-sink, after literally just finishing a similar one.
  4. I’m done waiting 15-20 minutes to play a game.
  5. I’m done waiting to play with bad players.

This attitude will, of course, put me at odds with the standard MMO appointment-gaming zeitgeist.

I was also struck with the realization of what FFXIV’s combat reminded me of: Aion. As in, a pretty world with great animation and bizarre old-school throwbacks combined with an awfully boring combat system. Again, I’m an Arcanist, so I’m sure that has something to do with it – Thaumaturge felt more exciting for the little I played of it. At the same time, I view FFXIV allowing me to pick a boring-ass class more of FFXIV’s problem, than my own.

In any case, my free month is up next week, so FFXIV has until then to convince me it has any redeeming factors at all. People keep going on about the story, but I can no longer tell if they mean an actual good story, or a good story in comparison to other MMOs. Either way, it has the aforementioned amount of time to get down to business if Square Enix wants to continue getting my own.

FFXIV Impressions: Combat

FFXIV has one of the worst-feeling combat systems I have ever played.

FFXIV_LevelDifference

Must be some hill.

It is not just the 2.5 second global cooldown, although that is a significant factor; it is the entire early game experience. I started with Arcanist, which is probably something I shouldn’t have done to begin with, and here are the levels in which I get buttons I can use:

  • Level 1: 2.5-second generic nuke.
  • Level 2: instant-cast DoT
  • Level 4: Summon and forget a pet
  • Level 6/8: 60-second cooldown gives a buff that let’s you press a button once.
  • Level 10: 2.5 second cast DoT
  • Level 26: 2.5 second cast DoT
FFXIV_Arcanist

Eww.

So, from levels 1-9, you press 1-1-2-1-1-1, then from levels 10-26, you can press 3-2-1-1-1-1.

I thought that melee had it better, but when I rolled a Marauder, I saw that the level 2 ability was a 2-minute defensive cooldown and I instantly deleted the character. Now that I look at the rest of the Marauder ability list, I do see quite a few extra buttons to push, but I was pretty exacerbated at the time.

I did manage to get a Lancer up to level 8, and I will say that melee definitely feels better than Arcanist at least, but my Lancer was a Miqo’te so… yeah.

FFXIV_Exenterate

I hate when I’m disemboweled for 30 more seconds than normal.

Now, I have heard all the arguments already – something something console gamers, something something players new to MMOs. But, Christ, this is vanilla WoW paladin-level nonsense in 2016 (or 2013, whatever). Regardless of whether it ramps up to having too many buttons to push at max level, the era in which a game gets away with having a boring start is basically over.

…or not, considering how FFXIV is clearly the #2 MMORPG on the market at the moment. But still! In terms of combat, Guild Wars 2 beats FFXIV hard enough that even FFXI gets bruises, let alone in comparison to WoW. The moves look fancy, but that’s just because you have to look at something while you wait one extra second * a million goddamn times.

[Fake Edit:] After writing the above, I realized that I hadn’t actually seen the WoW beginning experience sans Heirlooms in like three expansions. So I went ahead and created a “F2P” Starter account and rolled up a Warlock, Mage, and Paladin. Conclusion? As it turns out, WoW doesn’t really give you many abilities either:

WoW_WarlockPaladin

Paladin in particular looked pretty heinous, with Crusader Strike having a 4.5 second cooldown and Judgment not coming until level 5. If I’m looking at Wowhead correctly, it seems like Paladin is Crusader Strike, Judgment, Templar’s Verdict until… level 38, when Hammer of Wrath unlocks? Can that be correct? Holy fuck. I haven’t leveled a Paladin since TBC, but I’m pretty sure that was my rotation throughout all of vanilla content. At least back in the day, we had to recast Seals every time we hit Judgment!

In any case, one of the differences I noticed right away on all the WoW characters though was how utterly satisfying it was to kill mobs. The Warlock had 2.5-second Shadowbolts just like the Arcanist, but the Warlock was 1-2 shotting all the creatures in the opening areas. Hell, Corruption at level 3 was more than enough to kill them in seconds too. Try that with Bio and let me know how it goes.

So, basically, I’m sticking with what I said earlier: FFXIV has one of the worst-feeling combat systems I have ever played. And that negative feeling apparently has everything to do with the longer GCD and longer Time-to-Kill, rather than lack of abilities. Although more buttons to push would help a lot in making the combat feel less like a slog.

FFXIV Impressions: Beginning

Amazing opening cinematic? Check. Playing for two hours without entering combat once? Check. Playing a Final Fantasy game: confirmed.

FFXIV_Sun

Fantastic skyboxes.

I had bought FFXIV ages ago for $15 in some sale or another, and had ostensibly been waiting for a good time for me and a friend to jump in together. The GTA 5 brouhaha, however, gave me an impetus to clear hard drive space and I didn’t want to redownload FFXIV again. So I channeled my inner Shia LaBeouf and just did it.

The first thing I encountered (after the lovely character generation screen) was the inability to create a character on Hyperion. Apparently when there are a lot of people logged onto a given server, Square Enix just shuts down character generation for a while. There are websites to keep track of this sort of thing, but they are only updated every couple of hours. In digging around, it appears this issue is related to the fact that FFXIV does not boot you for being AFK. Like ever, apparently. Leave the game running for 10 hours while AFK? You keep your spot. Game has been out for three years, right? Don’t know if this is a Japanese thing or what.

[Fake edit:] Apparently they finally added an auto-AFK logout in the recent expansion.

Characters with fully-rendered panties seen through basic armor, though? Definitely a Japanese thing. And technically Korean too, but who’s counting.

FFXIV_Tail

Total accident in character design, I’m sure.

I ended up creating two four characters, as given how every character can be every class, the most important decision you can make is deciding on a look. And, bizarrely, this made character creation almost more difficult for me. If you don’t like playing a Druid in WoW, create a new toon. If you don’t like playing a cat-person in FFXIV though… good luck, as you’d need to do everything all over again.

I’m assuming there is a way to pay money to change it.

In any case, I stuck with human, because as nice as the Miqo’te look, I’m not terribly convinced that the tails won’t look goofy in endgame gear. Or any gear, really. Still kinda gun-shy with tails after sticking with my namesake draenei in WoW for nearly a decade and basically having 100% of all cloaks look dumb. Plus, apparently the Miqo’te are the spiritual Blood Elf equivalent in FFXIV, so there’s that. I almost stuck with Lalafell for the lol’s, but it was actually the running animation that nixed it for me. Playing a gigantic Roegadyn healer briefly crossed my mind as amusing, but my human (or “Hyur”) was already an Arcanist, and that seemed silly.

Further impressions to come.