Final Fantasy XIV - Kiwi Free Company

I'm almost inclined to argue "Why don't they just fucking retool the dungeons then", but it seems like so many outstanding issues about XIV hinge around the fact that they cannot, for one reason or another, make bigger changes to the game as easily as we all assume they might be able to.

Sometimes I really fear for XIV's continued growth at this rate.
I've always believed that the 3-4 month patch cycle is one of the biggest things holding the game back from realistically (not actually, but realistically) fixing shit in a timely manner. While I know a lot of the content is pretty stock standard expected, you still have to design everything even within the framework.

It takes from what I remember at least couple months to design a 24 man, then you design the Savage (this takes probable takes twice as long as the 24 man due to tuning being more relevant), Ultimate fights (this takes several months according to interviews and is exhausting to the designer that Ucob's designer left the team completely shortly after), Story/mode EX trials (this is likely around a month or so), the dungeons take about a month due to all the set pieces and that's just all the general pve content. Then you design whatever the fuck for the new expansion on the side, and it just adds up to a pretty constant workflow that basically distracts from trying to revamp shit from usually ARR. Then you need some level of "Okay in case we fuck something up we need this much extra time to fix it" sort of planning because people piss and shit if they don't get their content every 3-4 months, like after 3.0 where the devs took a 1 month vacation due to being on constant workflow since 1.X fixing and FFXIV gamers got so buttmad about it even with that context.

We've been told for years about the Prae/Castrum rework, and it always goes back to "we'll get to it eventually" then you got the round peg square hole of the coding bullshit that likely slows shit down. I've also been told by a little bird who claims they work for SE as a sort of in-between for the JP to international communication who has talked with Yoshi often, that SE has a really aggressive policy on just moving staff in and out of projects constantly, so while you might see a bunch of people in FFXIV's credits that could mean they worked on an expansion the entire time or for only a small handful of months. I believe this for two reasons, one they could get the 1st lore book sent over to someone despite it being completely sold out at the time. Secondly because just look at how SE runs projects like FF7RE, KH3, FF15, FFXIV 1.0, and now FF16 (which I've been told is also a trashfire currently if that weren't obvious with the delay) I'll believe they'll just constantly move employees around to ensure we don't get another FF15 situation ever again. Even in their more glory years, FF12 took 7 years to be made and was the record holder for long game development until LA Noire happened.

At this point the only way they'll ever fix most this old shit, especially the engine issues, is if we basically just make a full new team who ONLY does that. Because they'll never delay an expansion or patch for this.
 
I got paladin to 50 and started work on warrior since I enjoy "batch leveling" certain classes. I'm 42 now and it feels like warrior early on just gets way more than paladin, am I alone in feeling that way?
It's how I felt when I started working on PLD's relic weapon back in ARR (2.3 or 2.4 if I can recall correctly, it's been a while), wanted so bad to custom tune PLD to be just as DPS as Warrior while throwing on Fracture/Mercy Strike and dumping stat points on STR. Even ran PLD on Sword Oath in CT back then, even MT speedran tanking it like a boss.

Now PLD has everything going for it, but even back then as it is today... it still feels boring.
 
Última edición:
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Final cutscenes playing now. My goal was to get to Heavensward before the semester started and I did it with 28 hours to spare. Finale was fucking great but the time it took to get there was torture.
 
I've always believed that the 3-4 month patch cycle is one of the biggest things holding the game back from realistically (not actually, but realistically) fixing shit in a timely manner. While I know a lot of the content is pretty stock standard expected, you still have to design everything even within the framework.

It takes from what I remember at least couple months to design a 24 man, then you design the Savage (this takes probable takes twice as long as the 24 man due to tuning being more relevant), Ultimate fights (this takes several months according to interviews and is exhausting to the designer that Ucob's designer left the team completely shortly after), Story/mode EX trials (this is likely around a month or so), the dungeons take about a month due to all the set pieces and that's just all the general pve content. Then you design whatever the fuck for the new expansion on the side, and it just adds up to a pretty constant workflow that basically distracts from trying to revamp shit from usually ARR. Then you need some level of "Okay in case we fuck something up we need this much extra time to fix it" sort of planning because people piss and shit if they don't get their content every 3-4 months, like after 3.0 where the devs took a 1 month vacation due to being on constant workflow since 1.X fixing and FFXIV gamers got so buttmad about it even with that context.

We've been told for years about the Prae/Castrum rework, and it always goes back to "we'll get to it eventually" then you got the round peg square hole of the coding bullshit that likely slows shit down. I've also been told by a little bird who claims they work for SE as a sort of in-between for the JP to international communication who has talked with Yoshi often, that SE has a really aggressive policy on just moving staff in and out of projects constantly, so while you might see a bunch of people in FFXIV's credits that could mean they worked on an expansion the entire time or for only a small handful of months. I believe this for two reasons, one they could get the 1st lore book sent over to someone despite it being completely sold out at the time. Secondly because just look at how SE runs projects like FF7RE, KH3, FF15, FFXIV 1.0, and now FF16 (which I've been told is also a trashfire currently if that weren't obvious with the delay) I'll believe they'll just constantly move employees around to ensure we don't get another FF15 situation ever again. Even in their more glory years, FF12 took 7 years to be made and was the record holder for long game development until LA Noire happened.

At this point the only way they'll ever fix most this old shit, especially the engine issues, is if we basically just make a full new team who ONLY does that. Because they'll never delay an expansion or patch for this.
I suspect the team needs to take a long hard look on their technical debt soon and I mean within this xpac soon. The longer they delay, the more painful it'd be.

Arguably, the best way to go about this is to start fresh, (re)build their engine from ground up to properly support a MMO, and take a hatchet to any remaining 1.0 spaghetti code that's really starting to hold future development back. Call it FFXIV: Cataclysm (lol).
 
How long are the x-packs, generally speaking? Shorter than ARR in terms of hours?
Just doing MSQ only, I feel they are roughly about the same, later expansions maybe a bit shorter than previous ones. Like June last year, during lock downs in my country for a few months. I started FF!4, completed whole ARR and Shadowbringers MSQ in one month with few spare sub days left. I'm sure I managed to complete each expansion within a week, Well, considering getting free 15-sub day for reaching level 30, it was probably a bit more than one month.

That was me focus on playing tanks mostly, which helped easing queue time. Spent a bit of time doing dailies for tomes, making sure keeping gear up to date. Because the scaling at the start of a "newer" expansion will hit quite hard, mostly starting with Stormblood. I think quest rewards are decent or serviceable enough for entire Heavensward.

But that also because I don't mind about spoilers, so I make sure to watch dungeons/raids guide first not to make any horrible mistakes. Being on JP data centre probably helped my experience much better too.
 
How long are the x-packs, generally speaking? Shorter than ARR in terms of hours?
The post-X.0 patch content is much shorter. They learned from the frantic huge dumps of MSQ every patch that players didn't want a bunch of busywork every patch and preferred fewer, more meaningful quests. So expect more like 30-40 quests from the end of a base expansion to the next one instead of the 150 in ARR.
 
How the fuck did that quest survive the overhaul?
Two reasons I'd assume.

They wanted to keep something of Tataru's development because they removed the miner quest, and it leads into the Costa Del Sol quest which explains why Tataru was in Limsa so she can later explain what happened to F'lammin and so she can run into Yuguri. Plus her Arcanist training shows up in the 4 lords side quest even if it is as a gag.

How long are the x-packs, generally speaking? Shorter than ARR in terms of hours?
I estimate this assuming you read and care about the plot based on my replayings and seeing other people play.

ARR is about 40 or so hours if you know where you are going. It takes so long because it is so dense with running around and very questionable world building tedium in terms of cutscenes ARR is fairly short besides the very last set before HW.

HW is about 30-40, it is a lot shorter then you'd think but the maps are bigger even if their are fewer of them (each expansion adds 6 new zones total) this one's pacing is quite brisk by comparison to ARR even if it has probably twice as many cutscenes (3.0 alone is about 7 hours I think).

SB is about 40+ easily (bigger maps, more cutscenes overall)

ShB pushes nearly 50 hours just because it has so many cutscenes (5.0 is about 8 hours, and each patch is about 2-3 hours)

EW took me over 50 hours currently as EW was made as if it had 3 patches worth of story content on release to wrap up its arc on release, but I was going at a somewhat leisure pace to take in what was going on (such as talking to optional NPCs) so YMMV

The crux is that SB-EW doesn't have nearly as many quests, but they're more cutscene, dialogue, and narrative dense with stuff actually going on. Luckily you probably care about the plot at this point while in ARR you may not because your initial impression is fucked, so it doesn't feel as bad.
 
Two reasons I'd assume.

They wanted to keep something of Tataru's development because they removed the miner quest, and it leads into the Costa Del Sol quest which explains why Tataru was in Limsa so she can later explain what happened to F'lammin and so she can run into Yuguri. Plus her Arcanist training shows up in the 4 lords side quest even if it is as a gag.


I estimate this assuming you read and care about the plot based on my replayings and seeing other people play.

ARR is about 40 or so hours if you know where you are going. It takes so long because it is so dense with running around and very questionable world building tedium in terms of cutscenes ARR is fairly short besides the very last set before HW.

HW is about 30-40, it is a lot shorter then you'd think but the maps are bigger even if their are fewer of them (each expansion adds 6 new zones total) this one's pacing is quite brisk by comparison to ARR even if it has probably twice as many cutscenes (3.0 alone is about 7 hours I think).

SB is about 40+ easily (bigger maps, more cutscenes overall)

ShB pushes nearly 50 hours just because it has so many cutscenes (5.0 is about 8 hours, and each patch is about 2-3 hours)

EW took me over 50 hours currently as EW was made as if it had 3 patches worth of story content on release to wrap up its arc on release, but I was going at a somewhat leisure pace to take in what was going on (such as talking to optional NPCs) so YMMV

The crux is that SB-EW doesn't have nearly as many quests, but they're more cutscene, dialogue, and narrative dense with stuff actually going on. Luckily you probably care about the plot at this point while in ARR you may not because your initial impression is fucked, so it doesn't feel as bad.
Tataru's carbuncle actually makes a cameo in Endwalker. In Labyrinthos a scientist is presented with a carbuncle found in the wilderness of La Noscea, commenting that for it to have stayed summoned for as long as it has its summoner must be of unprecedented power
 
Tataru's carbuncle actually makes a cameo in Endwalker. In Labyrinthos a scientist is presented with a carbuncle found in the wilderness of La Noscea, commenting that for it to have stayed summoned for as long as it has its summoner must be of unprecedented power
Tataru next trust NPC confirmed.
 
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imagine making a living out of other people's content
People REALLY need to drop "Content Creator" as their primary occupation and source of income unless they get extremely lucky and make it really big, and even then my personal advice is to effectively get as much money as you can and fund actually doing something you want to do longer term (business, higher education occupation, whatever).

Content creators who get constant 1M+ YT view people can fund so many things in their life, and instead they buy some big dumb mansion to produce the same crap they did in their apartment or small house until they burn out/get canceled/die out in about 5 years and drop it. For all of Asmon's faults, at least he realized he doesn't need a bunch of expensive crap just to sit in his gamer den and be on Twitch so that man is probably set for life at this rate with how frugal he seems to live.
 
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imagine making a living out of other people's content
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Rent, money, and food. What the fuck are you buying and renting that it costs you $10,000 a month unless you're going to school as well? I'm sorry if it costs you that much you're making bad life decisions.
 
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