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XIV Heavensward Summed Up (very minor spoilers)Follow

#52 Jul 10 2015 at 9:06 AM Rating: Decent
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Getting superb reviews so far. The only cons or negative opinions I have seen are:

1.Repetitive questing(someone in comments says all quest in mmos are repetitive, someone else points to the Witcher 3 for having good sidequest)
2.Heavensward access gating(some like it and some don't)
3.Don't like the old style combat
4.Too many moogle quests
#53 Jul 10 2015 at 9:45 AM Rating: Good
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I really don't get all the moogle hate. If they had merely replaced the moogles in that zone with six-races NPC models and removed all the "kupos" from the dialogue, the complaints would surely all vanish because people would realize, hey, it's just like every other goddamn new zone with quests in it.

Not to mention that to me, short of Azys Lla, Mists felt like the second-shortest zone in the expansion to go through if you were just staying focused on MSQ only.
#54 Jul 10 2015 at 9:55 AM Rating: Excellent
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During the live letter this morning, Yoshi P said they probably went overboard on the moogle quests.

I don't think the problem was that they were moogles, I think the problem was that the map was basically no help as it doesn't account for the Z-axis. Add to that the fact that moogles are small and hard to see from the air (especially since they were usually behind or under something) and the side quests in that zone just became an exercise in frustration.

Scavenger hunt quests can be cool if done right. These weren't.
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#55 Jul 10 2015 at 10:11 AM Rating: Good
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Archmage Callinon wrote:
During the live letter this morning, Yoshi P said they probably went overboard on the moogle quests.

I don't think the problem was that they were moogles, I think the problem was that the map was basically no help as it doesn't account for the Z-axis. Add to that the fact that moogles are small and hard to see from the air (especially since they were usually behind or under something) and the side quests in that zone just became an exercise in frustration.

Scavenger hunt quests can be cool if done right. These weren't.

That could probably be patched in to fix it?

Add some doppler effect audio "Kupo" to help pinpoint.
Add some visual beams of light or rainbows dropping at their location.
Add a moogle icon to map with three different colors, white= at right height level, red= too low, blue= too high
#56 Jul 10 2015 at 10:15 AM Rating: Excellent
The moogle poms glow at night, so they were easier to see when the zone was dark. That didn't help for some of the ones hiding in The Rookery or the castle just north of it, but it did help for ones scattered on the ground.
#57 Jul 10 2015 at 10:51 AM Rating: Good
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Fynlar wrote:
I really don't get all the moogle hate. If they had merely replaced the moogles in that zone with six-races NPC models and removed all the "kupos" from the dialogue, the complaints would surely all vanish because people would realize, hey, it's just like every other ******* new zone with quests in it.

Not to mention that to me, short of Azys Lla, Mists felt like the second-shortest zone in the expansion to go through if you were just staying focused on MSQ only.


You see.

The moogle hate is because it was BLATANTLY obvious they were fetch/kill/filler quests IN THE MAIN SCENARIO. Normally they try to disguise it or play it off as some epic task the warrior of light has to do.

Churning Mists segment? Nope, straight up telling you you're wasting your time. It didn't bother me personally because it fits the personality of the moogles and how they are, but I can see why it pissed off people.
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#58 Jul 10 2015 at 11:13 AM Rating: Excellent
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Fynlar wrote:
I really don't get all the moogle hate. If they had merely replaced the moogles in that zone with six-races NPC models and removed all the "kupos" from the dialogue, the complaints would surely all vanish because people would realize, hey, it's just like every other ******* new zone with quests in it.

I think it's mostly about the abundance of "find the missing moogles" quests. They're somewhat annoying to begin with, and there are like twelve thousand of them. Holy crap man, find your own damn friends. I have better things to do.


In general I don't mind all the fetch quests. Play any MMO ever and most quests fall into the "kill mobs" or "bring me items" category. That's not new. I just wish the game gave better reasons for it all. The later WoW expansions, for example, have those same quests but it feels like there's a good reason for it. It feels like you're actively aiding the war effort instead of just helping random people because you're a nice guy. In FFXIV only the main story feels like that.

Warrior of Light! Thank the Twelve you're here! I have fetch quests and no one else wants to do them for me.
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#59 Jul 10 2015 at 1:09 PM Rating: Excellent
The Moogle king was all like "hey thanks for taking care of our chores - I mean, uh, you have completed the tests set forth Warrior of Light!"

Later on, you kill monsters that moogles were assigned to kill, and when those same moogles go on their very first patrol, they discover that none of them actually completed their own battle training - ever single one of them had made you do it instead.

So of course they all panicked and fled the very first time they were confronted with monsters a level higher than the training monsters you just killed for them.
#60 Jul 11 2015 at 9:56 AM Rating: Good
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Quote:
I don't think the problem was that they were moogles, I think the problem was that the map was basically no help as it doesn't account for the Z-axis. Add to that the fact that moogles are small and hard to see from the air (especially since they were usually behind or under something) and the side quests in that zone just became an exercise in frustration.


I actually thought that was the whole point of the exercise -- to drill in the fact that there is a Z axis factor going on now that you need to consider when locating your quest objectives. It first started to do that with the Anyx Trine tower just previously in Forelands, and it was just being continued here.

(It took me longer to find the ramp upward at the back of Moghome than I would have liked... but that's really the only complaint I had about the zone, and it had zero to do with the fact that the npcs were moogles)
#61 Jul 11 2015 at 3:32 PM Rating: Excellent
Moogles are easier to spot at night because their poms glow. Hard to spot from the air otherwise, but at night it's like a laser light beacon. Can't miss 'em.
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