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Admin | March 25, 2012

FFXIV update #8: How horribad can a partysize get?

Hi, this post is going to be basically going to be about me rambling about certain things in FFXIV. I have no idea if this is going to be helpful to anyone or be a big waste of time so bare with me.

Endgame
In FFXI, I always liked the six member party size, however when it comes to endgame content you combine 2 to 3 parties and form an Alliance thus a size of eighteen people working together. However, FFXIV lacks a good party size system involving endgame encounters, as the party size remains eight and there is no option to increase the size or convert the party to an alliance or raid which is a huge setback. As a result of this, you are forced to do all endgame content with a mere number of eight players, first thing content is less challenging with just eight players, but that’s only a minor con. What shows even greater lack of good party size system is being able to force all your active players in your Linkshell into a party size of eight. This is indeed an hard task as people are forced to sit out. Which is an issue currently, as it’s not possible for everyone in your Linkshell to participate in endgame events since a party cannot hold more than eight players.

The party system size in FFXIV is an horrible flawed design, I couldn’t imagine a more horrible number than a party size of eight, I have no idea what the developers were thinking, but it’s bad. Square-Enix does live up to its reputation bringing more unfinished and horrible mechanics to FFXIV instead of fixing them.

It could be that a Linkshell should have more control over their roster, but imagining the scenario that your Linkshell consists more players than your party could fill it would leave some players frustrated.

Conclusion
This is just another horrible flawed mechanic brought into FFXIV that remains unfixed. Despite the fact this isn’t Square-Enix first MMO, FFXIV falls flat almost every turn, and this is no exception.

Asenka | 20 Sep 2014 08:32 pm
I think this is a very important topic, and in FFXIV this was a pttrey big issue. Originally FFXIV had Battle Regimens as their party DPS/debuff mechanic. While cumbersome, unimpressive, and visually lackluster, at least there was a party maneuver that fostered cooperation. It was removed and for most of FFXIV (ever since July/August 2011?) there hasn't been a party maneuver. This turned fights more into individual performances and dps races and created a more independent atmosphere. It also took a lot of the teamwork out of DD roles and made them fairly boring. For example the Ifrit fight in 1.0 can be reduced to mages using 2 spells Thunder/Thundara on repeat. No teamwork required. The same is pttrey much true for the Moogle, Chimara, Miser, and, to an extent, the Garuda fight. The game really became pttrey easy and stress free for DD players requiring little cooperation. I'm hoping 2.0 and their Limit Break system addresses this issue and fosters a more teamwork oriented DD role. It should make for much more exciting, although more stressful gameplay.

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