"An innovative, or at least uncommon, feature removed instead of ironed out."
Read this sentence over and over until you understand why you are in the corner, on a stool, with the pointy cone shaped hat on.
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Sorry, this forum's negativity is an understatement and anyone who makes a thread here, or most internet forums in general, will have to understand that negativity will always rear it's head. Even fan art threads here some how lead into a debate about the game's concepts.
Its hard to think about the positive aspects of the original FFXIV when I get a headache thinking about all the bad things that were plagued around it. Game was so horrific and nearly unplayable that people can't help but bring up the bad points of those "neat features".
In short. You attempted to make a positive thread in a negative forums based on a subject that inevitably leads to more negativity, the original FFXIV.
hehe So true. I know this is probably very naive of me but there is a part of me that is hoping and praying SE is secretly working on a new MMO. One that is not necessarily in the FF franchise but that is a spiritual successor to old style MMO's like UO, EQ and FF11.
Steampunk or FF7 style would be a good start
armory system, and personally I enjoyed the no auto attack system more.
I think the poor state of the game has actually tightened the remaining community. The enjoyment I manage to squeeze out of the current version is all due to the friends I've made; the social interaction is the main thing keeping me playing (other than anticipating 2.0, obviously :)).
The official forums are also not at all representative of the actual in-game community, as far as I've seen anyway. People are generally much more competent and friendly than the posts here would make it seem.
Already In Game
1. Spirit Dart (ect.) and Mage Weapon Skills
2. Damage Over Time spells (DoT's) - How do I miss you.
3. Shell as a seperate entity.
4. Mob Passive Following Behavior - Maybe not to the extent they had it but a little bit of following is fun!
Going To Be Implemented (But has not been implemented yet or may never be.)
5. Reraise, even though it was never implemented, they were going to and should have stuck with it. Saying this game does not need Reraise is like saying that the game doesn't need a 2.0 or to be remade at all.
Charecter/Object Clipping.
The way mages worked... I miss old THM and CNJ... :\
It was terrible. Unless you were some sort of 300 words per minute typer, it was impossible to communicate in even the most laid back fights.
Maybe if there was some sort of built in voice chat, but I don't even like voice chatting all the time I'm in game.
The only way I could see the no auto attack thing work is if you could queue up at least 10 seconds worth of commands.
Agree with this as well. FF11 had a fun combat style where strategy and chatting were both possible. Auto attack was sorely needed in FF14. Im a little perturbed by how they implemented it, for example RNGs not getting auto attack with their arrows and mages without darts, they took out darts altogether?
I don't mind the inclusion of more job choices and abilites but I cannot stand the use of both job crystals and the armory system. Why not move entirely to a job-crystal system? It would free up itemization a bit and would still work similarly to the current standard.
IE: You start out as a MRD with the MRD crystal. If you want to become an ARC or LNC for instance, visit the already existing guild to pick up a crystal for the job.
This is correct! Why not, this would allow for customization weapons and weapon variety for the players.
The number one thing this game lacks right now is player creativity:
1. From moving from one part of a zone to another: You always have to follow the path they set for you. Exploration is dead. Should have had the map appear as you explored.
2. A character build that is unique to the individual. Okay you can choose between these 2 weapons if your a BLM, these two if your a CON and oh 1 weapon type for MRD, ARC, PLD, WAR, PUG etc....
When thought about it this way the game can feel really constricting.
I agree entirely. Having both the armory system as well as job crystals is unnecessarily complicated. I'd like it better with just jobs. Either make current classes into their own jobs, or merge the current classes with the current jobs, then add a ton of new jobs.
I would like to keep the Classes and Jobs but have them all with Crystals. Why not the crystals for the classes just be a dull version of their counter part or grayed version of the same shape. Go with crystals, remove the job/class system being attached to weapons and allow for more player influence and culture instead of us being led down a path, let us make our own.
The wool boleros of elvaan. So amazing. And I adore the logo. Marmots looked cuter back then. True story.
-I liked the CGI.
-I liked that I could be any "class" with any weapon (technically not but I could equip most of the class's skills on most every other class weapon).
-I liked Dodo trains
-I liked being able to wear any armor/weapon I wanted to even if I got a huge stat deduction
I liked Physical Levels, problem is they became a pointless stat after you hit lvl 50 (probably after 2-3 classes to 50? i forget how long it took me). They needed to already have something like a merit point system in place, or some other way to make use of excess EXP....or make it take a hell of a lot longer to hit physical 50.
I still like leves, and i liked leve linking. Linking is pretty much completely pointless now, you may as well solo. The allowance system was a huge improvement to leves.
I liked the idea of chaining WS together to get unique effects to turn the tide of battle, even if the Battle Regimen system was cumbersome. I'm looking forward to revamped system of that.
ACTUAL ENFEEBLE SPELLS EXISTED, even though they only lasted for like 10-15 secs. God i miss casting slow/para/poison/silence on mobs. Would have been better if they were more potent.
let's see i'll not only go on release, but go up til january after release.
1. armory system. i loved being able to customize my character to be able to maximize its usefulness in party or solo. being able to equip my character differently with abilities that were situational i absolutely loved the freedom.
2. the stamina gauge. i know alot of people hated it, but i much preferred the fast pace of combat to the slow pace that's set now. i enjoyed having complete control of my character so i could either regular attack or build up tp(as a mage) to use a special move.
3. incaps mobs. the visual incaps on the mobs i absolutely loved. from knocking the head off a skeleton, to flipping a toad upside down, to visually seeing the horn break off the great buffalo. i really wish they had expanded upon that allowing additional drops when they were done.
4. material drops. the fighting nm's that had material drops where you had to farm additional parts to make that best piece in the game. it kept the crafters, gatherers, and fighting classes needing each other to get a final piece of gear.
5. the original thm/con. the lore of both classes really seemed like they fit to me. i know the old ff's had each of them as a different set of abilities, but each ff has always added a twist to the classes. i liked the elements on con and light/dark of thm. i thought they were really well put together even though i do feel they had too many spells too early in the games lifetime. i loved the dot's and status effects from them.
6. the speed of leveling. after they got rid of the proc of sp i felt like the speed to rank up a class was close to my ideal speed. i feel it was much better than it is now.
7. crafting. i really loved the way to make gear you had to make individual parts and then assemble them. the realism i loved. there was alot of fixes needed(r40 hammerhead for a r19 hammer) to correct issues to make it great, but loved the idea behind it.
8. the mobs. mobs special actions. sneaking by a mob and it would look your way because it was looking to see what disturbed it. that went to get near it and even though it has no clue what it is that was insta attack.
i'm sure there are other things that i feel they did right on release, but it's too late to think at this time.
edit: 9. battle regimens. his was probably one of my favorite parts of the battle system. if you took the time and was with a good group you could just destroy mobs using them. it also told you really quickly if you were playing with a good and experienced player or a not so good player.
Music. Definitly the Music
Everything else you mentioned was either something that was decent but terrible for balancing or was going to keep new players away.
EDIT: Though the THM/CNJ thing could have been fine if they just made it so you need CNJ and THM both at 30 for WHM/BLM and WHM got all the heals/buffs and BLM got all the damage/debuffs. I actually would have preferred they make it so that classes are just collections of skills that were decent for general mobs, but that you would have to equip a job that would limit which skills you got from which classes in turn for highly increased effectiveness (For example, Curaga on CNJ being as effective as WHM Cure). Rather it seems you want jobs for their unique skills rather than increased effectiveness of skills you already have.
Uh, the gear and enemies are by far some of the best looking that I've seen.
.....that's about it.
I can't argue but when I mentioned graphics the only thing I was seeing was my avatar and I'm know there are good graphics out there.
One of the Mobs in TSW. I still like Ksenia more in terms of her visual appeal.
http://i178.photobucket.com/albums/w...onsecratix.jpg
The monthly fee was the only thing that was right back then.
And they're not afraid to show some nipples either, it seems.
I know I posted this in another thread, but another thing SE did right at launch was pre-release hype.
Whatever game SE was advertising in this trailer, this was the game I wanted to play.
The reason the XIV Opening Cinematic suffered was because the game did not reflect the what was in the video.
There were many spells that were represented in the video that we have yet to see, most notably, and I am guessing at the names...
Enfire
- To be cast on others and self
This is where the Lalafell casts a fire spell on the Archer's bow to bring it a blaze and the Archer shoots the fiery projectile at the Molboro.
Force Field
- To be cast around a target or targets to protect them for a short amount of time for any immediate attacks. It was a beautiful looking effect.
This is when the Lalafell notices the Hyurs moment of weakness as he has been knocked down and stunned in the water and to avoid him getting hurt she reaches her arms into the air and summons a protective dome over him, stopping the attacks.
I realize that we have weapons that have an additional fire attack and the spell Protect which echos an effect around us when we are hit but the actions and results are different. The dome is completely intact after the attack and it is a visual constant around the player both protected by and casting it.
I don't think the question is worth asking (or even answering), especially when what the did wrong out ranks what they did right.
That's like saying the bread bun of a cheeseburger is nice when the rest of it isn't.
Hmm...
Graphics...
Monsters actually were living breathing creatures unlike other MMOs where they're just kinda plopped down and have no "emotion".
....