2 hours is fine but I dont want it to go past that.
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2 hours is fine but I dont want it to go past that.
Nyzul was one of my favorite activities from WG, so seeing an event in XIV that is marked, rewarded and gauged based on progress would be great. I think we're getting this with Crystal Tower (not sure if they've clarified, so I may be making this up).
ZNMs were just another form of the Sky system of popping NMs, just requiring pictures and points rather than drops. It was certainly an upgrade to the Sky model, but the plate restrictions made it cumbersome and annoying since what was allowed per day didn't line up to how plates stacked. Remove the restrictions and make the point gathering worthwhile and I could be in favor of something similar in this game.
Not sure if I agree with this one; Mythics were horribly designed and the quests surrounding them were even worse.Quote:
Mythic Weapons
I'm hoping this is what Hamlet defense turns out to be; a bigger, more epic drawn out version of Besieged.Quote:
Besieged
I like most of these events, but I don't want to see carbon copies. The Leve system has the potential to be like Assaults if they revamp it, so I'll hold out hope there. Salvage we can pass on if we're talking about the copying the event as it was over. Einherjar was great.Quote:
Assault Missions
Salvage
Einherjar
Yes, please.
More varied content to do? not the same "dungeon" type setup? Big fat <yes, please>
tiered activities/monster, city invasions, fort defenses, multiple small missions/instances with less stupid cool downs, something similar to mmm.
Why wouldnt we want more varied content? It doesnt have to be a straight rip, but they can alter it however they want, as long as they remove speed runs lol
Let's see... Starting saying that I never played FFXI over L25, I suppose ZNMs are Zoned Notorious Monsters, which could mean... stronger NMs than the L30-49 we have right now?Quote:
ZNM's
Nyzul Isle
Mysitc Weapon's
Besieged
Assault Missions
Salvage
Einherjar
Also, if you could describe why did you put Einherjar and Nyzul Isle it would be great. I bet that you don't want Einherjar and Nyzul Isle in FFXIV, but something that is Like Einherjar and Nyzul Isle, so explain~
Mystic Weapons! I don't know what these do, but the name sounds cool!
Give an explaination of Besieged, Assault Missions and Salvage. Salvage I don't know what it could be... I could go to FFXIclopedia, but the reason I'm asking is because players explain it better =)
I apologize in advance if I use any terms or lingo that don't make sense. I'll try to clarify if I do, just ask!
ZNMs were Zeni Notorious Monsters. They were monsters you purchase the pop item for after gathering a certain amount of Zeni. Point prices fluctuated based on the popularity of the pop. Points had minimums and maximums. There were three tiers and you got to each tier by defeating the monster a tier before it. There's a tad more to it and I can go into further detail if you want, but it's probably boring details most don't care about.
Einherjar was a 30 minute timed event that you purchased an entry item for with Gil. There were 3 tiers of Einherjar and 3 rooms per tier. It culminated in fighting Odin.Quote:
Also, if you could describe why did you put Einherjar and Nyzul Isle it would be great. I bet that you don't want Einherjar and Nyzul Isle in FFXIV, but something that is Like Einherjar and Nyzul Isle, so explain~
Nyzul Isle was an event that consisted of climbing floors from 1-100, five at a time. You needed a tag to enter and tags regenerated at 1 per 24 hours. Each run lasted 30 minutes and the goal was to make it five floors at a time (each fifth floor saved progress to a disc. Each floor was randomized with layout and objective (although there were obviously only so many different layouts and objectives). Every 20 floors there was a boss fight that could drop gear.
They were similar to relic weapons if you knew what those were but obscene requirements and generally weren't worth the time it took to get them.Quote:
Mystic Weapons! I don't know what these do, but the name sounds cool!
Assault Missions were in a way like Leves, but leves are a very, very basic and boring version of the worst assault mission. They were objective based mini-missions that earned you points based on completion, and depending on the Assault, how well you did. You could then in turn use those points to purchase gear for the particular zone the Assault took place in. There were five zones with each assault and assault point correlating to a specific zone.Quote:
Give an explaination of Besieged, Assault Missions and Salvage. Salvage I don't know what it could be... I could go to FFXIclopedia, but the reason I'm asking is because players explain it better =)
Besieged was a single zone event where Beastmen forces would invade every so many hours. The enemies were incredibly strong and it required several people to take down one (usually). It was a lot of dying and reraising. Temporary items were provided to compensate for how strong they were and would refill at various stages of the fight. Hamlet Defense actually sounds like a zone wide version of this, but it remains to be seen how it's done and how similar after implementation.
In Salvage, you lost the ability to equip all gear/weapons until obtaining cells during the run. Certain cells unlocked equip slots and stats (I believe you started all assaults at -100 stats). The drop rates were horrid, doing Salvage didn't allow you to do Nyzul (because it required Assault Points) and it could be very tedious. It was my least favorite of the Aht Urghan events if you can't tell. Event last 100minutes and was limited to once per day, twice if you had saved an entry tag.
I blew through that kinda fast, so if I glazed over something you want more info on, just ask and I'll try to elaborate.
not we, buddy.
I support this thread.
I love how you mention anything XI and people scream either for it or against it. I also find it funny when people like to respond with "You like content from XI? Go play XI!" First off, I would be playing XI had they not totally destroyed the game with Abyssea. Secondly, anyone, me or another can want this game to be more like XI in every way possible without you or someone else directing me back to said game. In fact, I hope (which in a lot of ways already have) they make this a complete clone of XI just to wrinkle your "Don't turn this game into XI" panties.
You people are fucking annoying. Get over it~
On topic: I would def like to see more stuff like Nyzul Isle ect in FFXI, it would be.. oh I'm sorry FFXIV.
I miss Salvage, Nyzul and Assault only from that list.
You pretty much invalidate your argument by doing the same thing that said other people do.
I did not like assault in XI, so I don't want to see it in any form in XI.
I did not have the opportunity to experience Nyzul. I will comment on what I've heard from others however. The concept of "climbing" 100 levels appears to me as a journey. I enjoy a good journey. What doesn't appear as a journey are the problems that you'll face when trying to take someone else through those 100 levels. If the best bosses/gear/items/etc is always at the top, that means someone else will have to run 1-100 levels before they are "accepted" into a Nyzul group.
Also, expecting people to run 100 levels over and over and over and over again just to get people to the top means that older linkshell members will be repeating this content many times over for newer linkshell members. Although I appreciate that some members are willing to submit to such tasks, a very large percentage of players are not so forthcoming with the help. Thus, the concept of running these 100 levels over and over becomes tedious; something XI was known for. Nyzul sounds like an accessibility nightmare to me which is something XIV does not need. If SE manages to fix the inherent problems mentioned above, then sure, I might be willing to see something unique. However if you just need 1-100 levels as "difficulty," when there is nothing but trash all the way to the top and some minor bosses... that isn't difficulty, its just spending time.
Again, XIV really needs to forge its own path, not rely on other games be it WoW/XI/Rift/Tera etc. Any content that does eventually get added needs to be accessible to nearly all players who want to participate in it.
The issue with people not wanting to help others climb through a 100 floor dungeon, to me, is stupid. It does, however, highlight the difference in the XI community vs. the XIV community. I know at least 200 people that cleared Nyzul 1-100 at least 20 or 30 times if not more. If nothing else you could collect your points for the eyepatch, make sure you have all your weapons, make sure you have all your armors and so on.
There wasn't a need for them to keep clearing (or me for that matter) but the content itself was really fun, repeating it didn't seem like so much of a chore to many people.
I liked XIs concept of content that can be unlocked by doing content. Example.) You couldn't access Sea/Sky before doing missions to unlock it. You also couldn't teleport to areas you haven't been to before (why XIV allows this is beyond me).
Nyzul sucked... how is content that 90% of the game felt they had to cheat to beat enjoyable?
It was cool climbing floors (sort of) but I'm so over all this content with time limits and speed runs. It's ok sometimes, but not for everything.
Besieged was about the coolest idea ever but was executed horrible in XI. Campaign in WoTG was probably a more well-thought way of implementing the same idea, as it was the same concept but spread out and thus got rid of the huge lag problems and maximum player lockout that plagued besieged. Like I said, besieged was a cool idea but XI could not handle it (especially in 1 zone), and I'm not sure XIV would fare any better at an attempt of the same formula. But do give us something that has the same feel, as I loved the idea.
Pulling good ideas out of XI and making sure they modernize well is awesome, but just remember if you try to carbon copy XI you are not going to get #1 mmo.
1. ZNM's
2.3.Quote:
Large-scale instanced raids of the Crystal Tower and a vast labyrinth. Further expansions planned for future patches.
4.Hamlet DefenseQuote:
Examination of a system to introduce legacy FINAL FANTASY items.
Legacy items will have unique graphics and stats.
Obtainable only by players fulfilling certain attribute requirements after first "applying" for them.
5,6,7. Instanced Raids.
Sign me up, i loved these runs in ffxi, and i would like to see something with the same kind of idea in ffxiv :)
I do not get ppl not wanting content in a way Toau did it. Now I do not want copy paste from it but the way that content was handled was better then almost every mmo on the market handled content.
-You had casual elements with low time requirements. (Assualts, Isnms, Besiged and Nyzul)
-Mid core elements with slightly longer requirements and more ppl. (Znms not counting mega boss, Normal Nms, Einherjar)
-Some hardcore elements which took awhile and required more specific builds. (salvage, Znm main boss, hnms)
-Extreme Hardcore elements in the form of weapons that take years to get when you start working towards them (Mythics)
-Fun Elements (monster Arena, chocobo Digging quest, Choco raising, Choco Racing, Casino Tables) ... at least I think the choco and tables was that expansion.
-Moblin Maze Mongers I think released in this expansion might be 1 off though. Which where player designed dungeons sorta.
The content was designed for Solo, Small Group, Party, 2 partys, 1 Alliance, and multiple alliances. It even had just plain fun elements in it. There was enough content in this 1 expansion to keep the hardcore busy for years and allow the more casual player to log in for 1-2hrs and be able to play.
What made this expansion great is what it did with the content. This was the first expansion in any mmo that I can think of that had content for every play style. It was not designed for the casuals, it was not designed for the hardcore. It was not designed for those who like small group, and it was not designed for those who love large group. It was not designed for those who want a long goal or those who want instant gratification. It literally was designed for everyone, had something for every play style in a mmo.
ToAU's content model should be what every single mmo in the world copys, as it has yet to be out done by any other mmo.
I agree porting over the elements exactly would be a horrid idea. Sorta like copy pasting dungeons in the mainstream western style is more or less pissing ppl off atm. Copying FFXI will piss off the majority of players, copying WoW will garentee the game will fail due to comparison (can't out wow wow). What XIV needs to do is copy the content for all mentality with new original elements not in any other mmo atm.
In the end I say this game desperately needs ToAU elements in it. It is what the game is missing more then anything else atm.
People need to stop hating XI for the sake of hating it. There are many elements in that game that no one else even comes close to and this is 1 of them.
i agree with everything you said but you have to realize how long it took before toau was released for ffxi. i have never seen a dev post where they said they weren't going to implement content.
the thing that people have to understand is that content takes time to prepare. the content we have so far is pretty solid, its just people dont want to do them because everyone wants the best gear atm which is from cutters/AV
no one does faction NMs anymore or land NMs because its no point in doing them. ffxi did a great job of adding content that people would do over and over even though new things come out. i suggest they redo some of the gear that drops in the game and from where so people will go back to the older content we have already.
split up darklight gear between DH/AV/CC and have it only drop from bosses (low % of course) and accessories drop from chests/trash mobs/rare mini bosses. add cursed gear that crafters can make and have the land NMs drop the aburations required to unlock them.
things like that will help spread out content...