Final Fantasy XIV - Kiwi Free Company

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Bozja and Eureka were both great for me for different reasons. Bozja was an active war zone (or as active as one in a MMO can be) skirmishes made sense and it had great atmosphere. Eureka felt like a big place to explore. Different climates, having to tread carefully to avoid dragons, and the great red mage rising.
Occult Crescent feels too small, no really distinguishable features to the land beyond recognizing structures from past dungeons and raids. So there’s no sense of exploration. The Fates are random monsters with no real reason for why we’re killing them other than that’s just what we do.
 
Got shown this now you have to all see it. MPreg FC. Diabolical behaviour.

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Got shown this now you have to all see it. MPreg FC. Diabolical behaviour.

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This SO plays into my tinfoil hat theory that savage/ultimate/parse players are all actually troons and goon the hardest. Also lets me project even more anger on the raiding crowd that I perceive to be the one demographic that gets all the content, awesome!

The relic grind is fairly ok. First part costs you 300k gil, 600 bicolor gems and whatever the materials/items for the crafted stuff is. After that it is light farm: You have to get 10000 points in each Trial, Alliance raid, normal raid and hard mode roulette. Each run gave me around 700 points in each of the four, with the ~100 being from clearing and ~600 being a daily one time bonus, so it really incentives you to take it chill and do each once per day.
 
This SO plays into my tinfoil hat theory that savage/ultimate/parse players are all actually troons and goon the hardest. Also lets me project even more anger on the raiding crowd that I perceive to be the one demographic that gets all the content, awesome!
You're probably not far off, actually. Troons are often a burden to society (or "disabled") because of all their other mental illnesses, so they have lots of time to put into that sort of content.
 
New aether farming system for the weapons is...both good and bad.

Pros:
  • Using the roulettes makes it so that you do a random dungeon instead of the same one over and over. Helps to break the tedium.
  • The bonus you get for doing the roulette for the day is pretty generous if rng is on your side.
  • I've gotten a lot of tomes that I've been able to spend on materials/upgrading my equipment which is nice. The extra small gil adds up too.
Cons:
  • They've basically made it so that you can't power through each aetherwell just by doing the roulette over and over. At least not for all of them. They've balanced it out to where high level and alliance roulettes give more base aether and smaller bonuses (because they are longer) while trials and raids give significantly lower base aether but much higher bonuses (because they are shorter). This means that if you want to make any real progress, unless you're unemployed and have all the time in the world to spam trial and raid roulette over and over again, you have to rely on the heavy bonuses. You need 10k for each and the base points that raids and trials give is about 150-250-ish depending.
  • They didn't give any other means to fill the well besides roulettes, likely because they knew people would just go the route that's the most expeditious, forcing people to do the grind whether they like it or not.
  • A lot of times you will queue and find yourself part of a party that can't play it's way out of a paper bag in raid and trial roulette and it's a pain in the ass and a waste of time that could be spent getting more aether or doing literally anything else. There is still an alarming amount of people outside of Aether DC who constantly wipe to NORMAL DT raids and dungeons. This includes getting paired with sprouts who have no idea what they are doing and what's supposed to be a mundane chore turns into a headache and a mentor roulette. The amount of fucking times I have gotten Haukke Manor hard and have wiped to the last boss or have eaten shit on the first boss of Tam Tara hard because people don't know what they are doing is astonishing.
In about 3 days I managed to max out my high level roulette aetherwell but now my progress has basically been forced to screech to a snail's pace because unemployed faggots leeching off their parents complained that using tomes alone was too boring.

For those curious about the system: you have to fill up 4 orbs with 10k points of aether. Each orb gathers aether from a specific roulette that it's bound to. You get a random amount of points after completion of the roulette with an extra amount of random points for completing roulettes with it's daily bonus. (Doing the roulettes as an in demand role doesn't affect the amount of aether you get).

Doing high level and alliance roulette will net you a random number of base aether somewhere between 250-650. The bonus aether you get is randomly given between 150-250.
Raid and trial roulettes are basically reversed which give base aether between 150-250 and the bonus being between 250-650. These are mostly just estimates from my experiences and isn't the be all end all. It's just to give folks an idea.
Doing roulettes once a day casually will take you around 16 days or so to fill all 4 aetherwells so about 2 and a half weeks IF you're lucky and not fucked in the ass by low numbers.
 
Alliance raids seem to give me less than the other 3. :/ Also emergency maintenance because Kate "DEV IS HARD" Cwynar can't do math.
 
Doing high level and alliance roulette will net you a random number of base aether somewhere between 250-650. The bonus aether you get is randomly given between 150-250.
If you get lucky you'll get a higher level raid for the daily bonus. I got Tower at Paradigms Breach for one and got a 990 bonus.
 
I got Leviathan, which was bad aether, and then LOTA, which I just left. Don't even care if the bonus is good fuck that borefest.
 
I think it is very stupid how these steps are one and done, should have cut the aether wheel requirements to one third or fourth and make it per weapon or at least require the materials (dark matter, glue, etc) each time because that way you gotta engage with content (crafting, fates, getting gil) with maybe lowering the gil and gems cost of the items a little.
Mind you, it is not that I enjoy wasting time in mindless grind but am looking at it from a game design perspective and if one of the goals is gettin more people to play roulettes/content then this is implementation is rather poor since after a month most people will be done with this relic step.
That aside, I feel like a retard since just now am figuring out why crystal tower is so prevalent in the alliance raid roulette: it is the only mandatory alliance raid in the whole game. I don't blame players for not unlocking anything else though, there are little rewards for doing so, at most for the normal raids you can unlock the savage versions, unsync them and then get a mount, but for alliance? Nothing beyond glams, a minion and some gear. I say they had the right idea with the crossover alliance raids (nier, ffxi) where you can get a nice glam and mounts (in nier's case) or a ton of orchestration rolls (via a token system in FFXI's case).
I get they have an aversion to touching old content but adding a glam, a mount, etc tied to old content would go a long way to getting people to run old raids outside of limited events.
 
it is the only mandatory alliance raid in the whole game.
Not only that, it is also the first one, so even players that have unlocked all raids on their max main class will land there when leveling other classes 50-60 and will very likely land there 60-70. The same is true for free trial players. The raid is also required for relic weapons.
 
Mfw I get leviathan in trial roulette and get a whopping 71 points of aether.

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New YoshiP interview just dropped

"People might think of it as an expansion of the system that we have in the game. So the players who already like the way things are can feel at ease that nothing is going to change for their experience. But we are trying to do something new on top of what we already have."

"In terms of the individuality of each job and also showcasing the player character to the fullest in terms of how they are the hero of the game, we want to continue placing importance on both of these aspects moving forward."
Trying to decipher YoshiP PR speak is practically an Olympic sport, especially when he contradicts himself in the same breath, but the most charitable interpretation I can come up with is that 8.0 isn't really going to be the "job overhaul" expac, but all future jobs will follow whatever new design parameters they come up with while your old favorites remain dead in the water.

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New YoshiP interview just dropped


Trying to decipher YoshiP PR speak is practically an Olympic sport, especially when he contradicts himself in the same breath, but the most charitable interpretation I can come up with is that 8.0 isn't really going to be the "job overhaul" expac, but all future jobs will follow whatever new design parameters they come up with while your old favorites remain dead in the water.

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Welp, looks like I'll stay go for the foreeseeable future then.

This is the future you chose, YoshiP.
 
New YoshiP interview just dropped


Trying to decipher YoshiP PR speak is practically an Olympic sport, especially when he contradicts himself in the same breath, but the most charitable interpretation I can come up with is that 8.0 isn't really going to be the "job overhaul" expac, but all future jobs will follow whatever new design parameters they come up with while your old favorites remain dead in the water.

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He also said VPR was a highly technical Job, so yeah... personally, I don't think they can unfuck Jobs, because there is no way to make them interesting and keep the current battle content philosophy. Regardless this stood out in the interview to me:
The new dungeon separates players out during one boss fight and hands them different combat tasks based on their role.
I have seen a lot of people praise this one particular boss fight. imo it is the worst fight they have ever put into the game. Not because it is hard, or fast or whatever. No, because it entirely does away with the notion that this is a multiplayer game. Other than the healer begrudgingly tossing a cure or raise at someone getting hit, this is just magnifying the issue that the combat currently has: the most optimal way to play is ignore your party. Playing as tank, just do your DDR and laster focus on your rotation. Don't look at the party list, don't try to adjust for people messing up with cover or something like that, don't chip in a heal, just do your thing 100% and ignore everyone else. If the healers need it you put a Reprisal at a previously instructed moment and that is it, there is no decision making during the fight. Your reward? Whatever color numbers is good in fflogs. This is such an antithesis of how MMOs should play to me and this fight being praised as the best dungeon fight they ever did is disappointing on every level.
 
I have seen a lot of people praise this one particular boss fight. imo it is the worst fight they have ever put into the game.
I did the dungeon once, as SGE. If anyone has done it more than once, does the doom always hit the healer? Does the 'interrupt or die' always come from the tank boss? Even as a healer I do not remember needing to look at anyone else.
I said out loud 'oh this is just Dead Ends' when fighting the last boss, both in voiceover, general theme, and even assets. I skipped all the cutscenes because I got baited into happiness when we exited one of them and retard cat was laying on the ground not breathing.
 
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