
Originally Posted by
Grinning Serpent
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You don't need to drive a car on the highway to know the transmission's sticking between 2nd and 3rd gear, or that the radiator isn't working properly and the car is beginning to show signs of overheating.
XIV's leveling process is garbage. It's boring, slow, and just... not very well designed. ARR also has the unfortunate requirement of laying foundations for all the stories to come, which tends to be rather boring at the outset, since you're just running around doing odd jobs and occasionally getting a bit of story before things start picking up at like level 48. Especially compared to WoW (its only real competitor), the ARR new-player onboarding process is incredibly bad. WoW introduced a completely new starting segment with tutorials woven into the narrative and gameplay with Shadowlands, and it's honestly pretty great. It really shows that it's possible to have a meaningful tutorial segment in an MMO without the game grinding to an immersion-breaking halt.
ARR needs a complete rewrite to fix the severe pacing issues, and the entire game needs to have ability trees restructured such that you spend more time with actual buttons and mechanics to enjoy. The plot of ARR is fine, but the way it's delivered is terrible and really needs a lot of work. Exposition is meant to be woven into the narrative, not vomited on the player at the very end of the third act. I think it's clear they didn't have the best writing chops on hand for ARR, especially compared to later narratives.
The PC is just an average joe adventurer for the first 20-odd levels of the game. It's not until we end up mysteriously immune to Ifrit's tempering that we appear to be anything other than ordinary. Immediately after we defeat Ifrit and are somehow untempered, Minfilia scoops us up and the three Grand Companies and the city-states they represent are throwing themselves at us, because they want that power for their side. This would be the **PERFECT** time to introduce (mandatory) training segments as part of the MSQ. A Grand Company has recruited you, and both the Scions and the GC recognize you as something extraordinary, so why *wouldn't* they dedicate time and effort into training and teaching you? It would be simple as can be:
- You must complete Hall of the Novice before you can unlock Sastasha. Hall of the Novice is updated and teaches you the bare essentials of group combat. Tanks learn about aggro, healers learn about keeping people alive, DPS learn to stop standing in the fire and to attack what the tank is attacking. Every class has its basic AOE spell at this level in my fantasy world, so you're also taught to use your AOE attack when there's at least 2 dudes you can hit with it. Healers are *not* taught about needing to DPS most of the time at this stage; we're assuming it's for "never touched an MMO/game in their life" types, so balancing healing with DPS should be taught after they're comfortable with how dungeons work.
- Immediately after selecting a Grand Company, you are assigned "Adventurer Training" or something, simultaneously with the quest to obtain your chocobo. These quests must both be completed before you can advance the MSQ further. Tanks learn about mitigation skills and using Low Blow and Interrupts, DPS learn some things specific to their sub-role (ranged DPS will be taught about using their interrupt, for example), and healers are taught to use DPS spells when there's no one in need of immediate healing. Gaze mechanics are covered, along with other low level dungeon fundamentals.
- At level 35, you are assigned "Advanced Adventurer Training." You must have completed both the level 30 and level 35 job quests, and you must equip your job stone to access and enter this duty. The GC and Scions are aware you've learned a Job and have begun to progress down that path and want to ensure that you know how best to utilize its powers with your allies. The only new concepts are going to be specific to job/role, and it will otherwise function to introduce you to upcoming mechanics like cleaves (DPS don't stand in front of the boss for this reason), stack markers, etc. Tanks are taught how to position and move bosses around.
- At level 45, you're assigned the equivalent of your final exam. Tanks are taught how to work with a fellow tank (provoke, managing aggro, enabling/disabling stance, etc), handling multiple stack markers at once, towers are introduced, and so on. The aim of this is to prepare players for the upcoming level 50ish content like Crystal Tower and ensure they're prepared for the road ahead.
It makes perfect, narrative sense for the player to be receiving training. You could still do training sessions in later expansions, too - after all, Goku went and trained with several different people throughout his career, and the WoL is basically Goku anyway. There's no damn reason Square-Enix can't do this, other than they have this retarded idea that teaching should come from other players and third-party sites and not the developer, and it would cost them money and time to do it.
But if fucking WoW, managed by one of the absolute worst and most incompetent publisher-developers around, can do it... so can they.