As far as Dynamis vs Endless, the main reason Bunny Mom was right in telling us not to feel bad is because they aren't people, they're ChatGPT scripts given digital forms inside of a virtual system. The Dynamis entities were actually pulled from both the unreincarnated souls and desires of peoples who actually were living and wanted to live again. Only Meteion's influence was stopping that from happening.
The Arch Angels are already in XIV in spirit with the Cardinal Sins in Shadowbringers, and was confirmed by devs. Pandemonium Warden also came out after Absolute Virtue.
What made 11 hard wasn't movement stuff, though it DID have some movement mechanics, where being behind, on the sides, close, far away, or even looking at a mob could cause an issue. THF also had the ability of attacking behind other party members, or behind mobs, to increase certain skills. Shit Idr if it was real or not but I think if mages faced away from mobs it might have made their chance of landing better or something. That last one im not sure on lol. 11 had chainable and comboable weapon skill abilities, making the timing of each weapon skill or magical attack more strategic for burst damage. Then depending on who had provoke in the party those who could tank or sub tank would sometimes have to swap tank roles depending on how low hp was, or if hate accidentally got shifted to other players. There was also buff maintenance, debuff maintenance, heal maintenance, shield maintenance, and if shit hit the fan then you basically had to scramble and go completely off the cuff to make things happen. Also its kinda funny looking back at it now, but mages would literally have to heal during fights at times. It was all a race of tit for tat. What was cool was when people would cleverly use gear, job combos, items, and even party build layouts to tackle specific fights in weird off the cuff ways based on what and who was available. People poo poo on 11's combat because its not the modern day "dance" but it was pretty engaging when you got past the very beginning level, but even then there were some clever game play things they had there too, and they really did a good job of setting the players up for fights ramping up. I always thought it felt pretty natural.
I love that YoshiP prefaces talking about the alliance raid by telling us its looking good, as if it wasnt he would be like "yeah this is gonna be a huge disappointment."
It's weird how people forget that the Endless are unsustainable conceptually versus the dynamis beings that exist without any harm at the cost of other beings. Also there wasn't any real time to save the endless.
i appreciated how they brought up in the podcast that the existence of the Endless sounds absolutely horrific and miserable, too. i'm baffled by the fixation some folks have on "saving" them when they're already dead and know it, with the Ancients or Ysayle or whoever else you can do a "what-if" for there's room to build on it (ie; Ysayle would've been fantastic in Garlemald and I'm still salty we'll never get that) but saving the Endless is just gutting the catharsis out of the story.
I think they should expand the companion system by combining it with the Adventurer Squadron system. After level 60, they should be able to be used as companions in the field.
Mechanics? Draw in. Magic and Physical Vulnerability fazes. In a past crossover with Granblue Fantasy, They did a cross over with Abyssea, where Abyssea's final boss is Shinryu, and you fight with Prishe, Lisette, Ulmia and Iroha. Also, Iroha and Shantotto have already visited. There are also the original three Lion, Zeid and that guy from San D'Oria. Lastly, with the Echoes of Vanadiel gives us a final fight with Cloud of Darkness, who was never destroyed in the thirteenth. There is some lore from Seeker's of Aldouin that the king and his troup just sort of dissappeared, so not sure what that is about or if I haven't done literally everything there so I don't know. I want to arrive either in Promyvion or at the Craig of Holla in La Theine Plateau. As far as skill chains, the players in 14 won't use them, but the enemies in the raid might be able to, and you'll have to contend to level 1, 2 and 3 skill chains from enemies as mechanics. How do you avoid scission, Liquefication or Light / Dark, and how do those skill chains affect the enemy skills? Enemies getting a 'magic burst', a 3 chain into ancient magic, etc.
Pretty sure YoshiP / the devs said a couple different times that 11 isn't a shard of 14, it is its own universe... so if this is truly "Vana'diel" I don't think it will be like the 9th reflection, because that reflection wasn't a true FF9 but rather just a world that borrowed a lot of themes from 9. They've never straight up made a FF game an entire shard/reflection of XIV and I'd hope they wouldn't start now... FFXI deserves to stay its own universe and game.
Just a quick question, what happened to Metacritic? The DT review, those from players, all of a sudden jumped from 6.0 to 5.2. Did they decided to remove all together the reported reviews or what?
Fix the glamor system or add more space. Its funny that they can keep adding content or make us pay for retainers for space, yet they can fix this. I've played since ARR and all this extra crap (Deep dungeons, Eureka, Island Sanctuary ) is getting out of hand.
If we could just have an unlock system, I feel like that would work better. Like once you get these really difficult to obtain items, they are just unlocked in your glamour chest.
based on how terrible people play in existing 24man content... playing with 23 randos on something harder just isn't even slightly appealing. yes they need to be more creative but harder for some is extremely difficult for others and because of those others it's more likely entire raid wipes making everyone else have to slog through redoing fights wasting time. when I'm forced to do these weekly I don't want them to be slogs.
24 man savage would almost definitely be in the Exploratory Zone, like Bozja's Delebrum Regenae Savage that's already well loved content that people are passionate about. It's also similar to the Baldesion Arsenal, which has dedicated discord groups who help newer players get through it and obtain the mount reward.
folks gotta stop approaching plot details like problems and more like attempts to move the player to specific emotions also; fanfiction. it's free. i saw this a LOT back in Endwalker too where people were like "ugh why didn't venat solve the problem?? we should've had an offshoot timeline!" and setting aside logistical problems in an mmo; that is simply not the emotions being conveyed by the story. plot beats are not always problems to be solved and characters cannot and should not act entirely rationally or how you'd expect them to in every situation, that would be incredibly boring. Living Memory is a lot of things and at its core it's about grief! how badly would they have undercut the whole story beat if we'd just /solved/ the Endless! what would that have done to some of the best emotional beats in the damn game, to just say "oh, it's ok now Erenville's mom can just be a robot! he doesn't have to mourn her at all! and she gets to go off and explore for herself despite knowing she's already long dead!" and that Krile gets to keep her parents? instead of that one brief, impossible meeting in their entire lives since she was an infant, now they're just...there, present in her life and likely to outlive her. idk i just wish people used their frustration as a creative outlet instead of an excuse to get grumpy about things they can't impact more than they do, it's nowhere near as hard as it seems and playing with what-ifs can help re-contextualize canon into something you're more happy with. also; absolute chad over there enjoying the arr sightseeing log more than the others, i still refuse to do that fucking thing and i'm neck deep in getting every single relic in the game, just 3 hydatos (should finish this weekend!) and 3 zodiac (books. books are hell.) and then i'll have every single one of them. but i'm never doing arr sightseeing log.
I agree, but the sheer amount of people I've seen not even being slightly sad and just angry that we didn't help instead, makes me think it was probably too poorly paced to properly explore something as complex as grief and the loss of loved ones. A few minutes to go through meeting and losing Krile's parent isn't nearly enough to let a lot of players actually feel something. If it was discovered earlier or without a time constraint, and we had some time to actually ruminate on the consequences and decide for ourselves to shut it down despite the consequences, and give Krile and Erenville some time to actually talk about what that means to them, I doubt there would be much complaining. Last two zones really feel like a victim of the classic, 6 dungeons, 3 trials formula.
Good writing is making characters get to the destination you need them to go in a way that is/seems rational and believeable and consistent. Anybody can write a story and cram it full of cheap emotional beats (fanfiction is full of them), but its the journey of how you get there that makes it a good and engaging story and unfortunately for me and many others this wasnt that. It just moved between beats without any pace/urgency and things happened and characters appeared and disapeared, just because convienience.. asking me to care about things that i wasnt given a reason to care about.
1:28:10 with alliance raids, sometimes you can expect people to have at least crafted gear, which will be above the min item level requirements, or you might get someone with raid bis that's 20 item levels higher than crafted. Or with thalea with its 625 min item level requirement being 15 item levels lower than crafted gear, you'll get people who barely scrape by over the minimum. Idk, i think there's a wide variance of item level to expect in an alliance raid, where as a whm I was in the top 12 of damage in euphrosyne
1:03:30 we finally get to garlemald and its in complete ruin, that's when we finally get to see it, in ruin, neat. No wonder people wanted to restore it
As far as Dynamis vs Endless, the main reason Bunny Mom was right in telling us not to feel bad is because they aren't people, they're ChatGPT scripts given digital forms inside of a virtual system. The Dynamis entities were actually pulled from both the unreincarnated souls and desires of peoples who actually were living and wanted to live again. Only Meteion's influence was stopping that from happening.
The way you all reacted to ARR sightseeing makes me wonder if any of you have tried Big Fishing
The Arch Angels are already in XIV in spirit with the Cardinal Sins in Shadowbringers, and was confirmed by devs.
Pandemonium Warden also came out after Absolute Virtue.
45:04 I think using less efficient forms of travel (in non-pressing moments) could just be summed up with the WoL's sense of adventure.
What made 11 hard wasn't movement stuff, though it DID have some movement mechanics, where being behind, on the sides, close, far away, or even looking at a mob could cause an issue. THF also had the ability of attacking behind other party members, or behind mobs, to increase certain skills. Shit Idr if it was real or not but I think if mages faced away from mobs it might have made their chance of landing better or something. That last one im not sure on lol.
11 had chainable and comboable weapon skill abilities, making the timing of each weapon skill or magical attack more strategic for burst damage. Then depending on who had provoke in the party those who could tank or sub tank would sometimes have to swap tank roles depending on how low hp was, or if hate accidentally got shifted to other players. There was also buff maintenance, debuff maintenance, heal maintenance, shield maintenance, and if shit hit the fan then you basically had to scramble and go completely off the cuff to make things happen. Also its kinda funny looking back at it now, but mages would literally have to heal during fights at times. It was all a race of tit for tat. What was cool was when people would cleverly use gear, job combos, items, and even party build layouts to tackle specific fights in weird off the cuff ways based on what and who was available.
People poo poo on 11's combat because its not the modern day "dance" but it was pretty engaging when you got past the very beginning level, but even then there were some clever game play things they had there too, and they really did a good job of setting the players up for fights ramping up. I always thought it felt pretty natural.
I love that YoshiP prefaces talking about the alliance raid by telling us its looking good, as if it wasnt he would be like "yeah this is gonna be a huge disappointment."
It's weird how people forget that the Endless are unsustainable conceptually versus the dynamis beings that exist without any harm at the cost of other beings. Also there wasn't any real time to save the endless.
i appreciated how they brought up in the podcast that the existence of the Endless sounds absolutely horrific and miserable, too. i'm baffled by the fixation some folks have on "saving" them when they're already dead and know it, with the Ancients or Ysayle or whoever else you can do a "what-if" for there's room to build on it (ie; Ysayle would've been fantastic in Garlemald and I'm still salty we'll never get that) but saving the Endless is just gutting the catharsis out of the story.
G'raha even brings the finite resource aspect up but gets completely ignored. (That's how I remember it at least.)
@@ingamrvrNo everyone agrees, Sphene is the one who ignores everyone.
I think they should expand the companion system by combining it with the Adventurer Squadron system.
After level 60, they should be able to be used as companions in the field.
Mechanics? Draw in. Magic and Physical Vulnerability fazes.
In a past crossover with Granblue Fantasy, They did a cross over with Abyssea, where Abyssea's final boss is Shinryu, and you fight with Prishe, Lisette, Ulmia and Iroha. Also, Iroha and Shantotto have already visited. There are also the original three Lion, Zeid and that guy from San D'Oria.
Lastly, with the Echoes of Vanadiel gives us a final fight with Cloud of Darkness, who was never destroyed in the thirteenth.
There is some lore from Seeker's of Aldouin that the king and his troup just sort of dissappeared, so not sure what that is about or if I haven't done literally everything there so I don't know.
I want to arrive either in Promyvion or at the Craig of Holla in La Theine Plateau.
As far as skill chains, the players in 14 won't use them, but the enemies in the raid might be able to, and you'll have to contend to level 1, 2 and 3 skill chains from enemies as mechanics. How do you avoid scission, Liquefication or Light / Dark, and how do those skill chains affect the enemy skills? Enemies getting a 'magic burst', a 3 chain into ancient magic, etc.
Pretty sure YoshiP / the devs said a couple different times that 11 isn't a shard of 14, it is its own universe... so if this is truly "Vana'diel" I don't think it will be like the 9th reflection, because that reflection wasn't a true FF9 but rather just a world that borrowed a lot of themes from 9. They've never straight up made a FF game an entire shard/reflection of XIV and I'd hope they wouldn't start now... FFXI deserves to stay its own universe and game.
GG!!!!!!!!!!!!!!
Just a quick question, what happened to Metacritic? The DT review, those from players, all of a sudden jumped from 6.0 to 5.2. Did they decided to remove all together the reported reviews or what?
Fix the glamor system or add more space. Its funny that they can keep adding content or make us pay for retainers for space, yet they can fix this. I've played since ARR and all this extra crap (Deep dungeons, Eureka, Island Sanctuary ) is getting out of hand.
If we could just have an unlock system, I feel like that would work better. Like once you get these really difficult to obtain items, they are just unlocked in your glamour chest.
based on how terrible people play in existing 24man content... playing with 23 randos on something harder just isn't even slightly appealing. yes they need to be more creative but harder for some is extremely difficult for others and because of those others it's more likely entire raid wipes making everyone else have to slog through redoing fights wasting time. when I'm forced to do these weekly I don't want them to be slogs.
24 man savage would almost definitely be in the Exploratory Zone, like Bozja's Delebrum Regenae Savage that's already well loved content that people are passionate about. It's also similar to the Baldesion Arsenal, which has dedicated discord groups who help newer players get through it and obtain the mount reward.
folks gotta stop approaching plot details like problems and more like attempts to move the player to specific emotions
also; fanfiction. it's free. i saw this a LOT back in Endwalker too where people were like "ugh why didn't venat solve the problem?? we should've had an offshoot timeline!" and setting aside logistical problems in an mmo; that is simply not the emotions being conveyed by the story. plot beats are not always problems to be solved and characters cannot and should not act entirely rationally or how you'd expect them to in every situation, that would be incredibly boring.
Living Memory is a lot of things and at its core it's about grief!
how badly would they have undercut the whole story beat if we'd just /solved/ the Endless! what would that have done to some of the best emotional beats in the damn game, to just say "oh, it's ok now Erenville's mom can just be a robot! he doesn't have to mourn her at all! and she gets to go off and explore for herself despite knowing she's already long dead!" and that Krile gets to keep her parents? instead of that one brief, impossible meeting in their entire lives since she was an infant, now they're just...there, present in her life and likely to outlive her.
idk i just wish people used their frustration as a creative outlet instead of an excuse to get grumpy about things they can't impact more than they do, it's nowhere near as hard as it seems and playing with what-ifs can help re-contextualize canon into something you're more happy with.
also; absolute chad over there enjoying the arr sightseeing log more than the others, i still refuse to do that fucking thing and i'm neck deep in getting every single relic in the game, just 3 hydatos (should finish this weekend!) and 3 zodiac (books. books are hell.) and then i'll have every single one of them. but i'm never doing arr sightseeing log.
I agree, but the sheer amount of people I've seen not even being slightly sad and just angry that we didn't help instead, makes me think it was probably too poorly paced to properly explore something as complex as grief and the loss of loved ones. A few minutes to go through meeting and losing Krile's parent isn't nearly enough to let a lot of players actually feel something. If it was discovered earlier or without a time constraint, and we had some time to actually ruminate on the consequences and decide for ourselves to shut it down despite the consequences, and give Krile and Erenville some time to actually talk about what that means to them, I doubt there would be much complaining. Last two zones really feel like a victim of the classic, 6 dungeons, 3 trials formula.
Good writing is making characters get to the destination you need them to go in a way that is/seems rational and believeable and consistent. Anybody can write a story and cram it full of cheap emotional beats (fanfiction is full of them), but its the journey of how you get there that makes it a good and engaging story and unfortunately for me and many others this wasnt that. It just moved between beats without any pace/urgency and things happened and characters appeared and disapeared, just because convienience.. asking me to care about things that i wasnt given a reason to care about.
1:28:10 with alliance raids, sometimes you can expect people to have at least crafted gear, which will be above the min item level requirements, or you might get someone with raid bis that's 20 item levels higher than crafted. Or with thalea with its 625 min item level requirement being 15 item levels lower than crafted gear, you'll get people who barely scrape by over the minimum.
Idk, i think there's a wide variance of item level to expect in an alliance raid, where as a whm I was in the top 12 of damage in euphrosyne
1:03:30 we finally get to garlemald and its in complete ruin, that's when we finally get to see it, in ruin, neat. No wonder people wanted to restore it
10:00 smart, go you lukile
I'm pretty off Twitter now but I saw an ooc tweet about it and instantly went "oh no"