Some of us do still play XI (like myself), but that doesn't mean we don't want to see improvements to XIV.
Printable View
Because MMO's don't exist in a vacuum, it's worth paying attention to what other MMO's do even if it's only an example of what NOT to do in your own game. If a game does have something about it that is particularly good or works really well, there's nothing wrong with suggesting it. Adding a bit more danger and life to the open world areas of FFXIV and encouraging people besides gatherers to go around the various zones (which in the end is only at certain times because of unspoiled/legendary nodes) is not an inherently bad idea. I don't think the FFXI's method of doing that would work per se, but the concept itself of adding more danger to the various zones and giving people more reason to go back is something I could get behind.
I'm all for more reusing (and updating) textures from some of XI's armors. Usukane (Yes, please!)
More open world explorable areas. HW kind of dropped the ball on that, seems to be less zones (probably due to flight so I can kind of understand). Have some underground caverns and temples that aren't reduced to just dungeons (but could put entrances to said dungeons in them).
Because I still enjoy the social interaction when I chose to participate. That is the fundamental difference to me. When a game forces me to socialize, it often feels arbitrary or "fake" because many of us are there solely because we can't do whatever it is we're attempting without certain people. I certainly don't mind more social content-- like a less intense static. I just never want the game to force it on me because there are plenty of times we're I'm perfectly happy playing by myself. Might be my years of mostly playing single player RPGs or RTS games though. I'll admit, I can get oddly self determined. Like with crafting now. I want to make every bit of Ironworks because as my first foray into top tier crafting in this game, doing it mostly on my own felt like an accomplishment.
It isn't about not wanting social interaction, but more about it not feeling forced. Take dedicated raid groups for example. None of us are forced to play together, we're all just like-minded players with a particular goal we all want to achieve.
And didn't find it rude at all. You're not the first to ask me either. :D
This issue does greatly depend on the individual's interaction with it in the past. Some people got the good end and some didn't, so you're reasoning is justified. Being in hardcore linkshells wasn't always great since many had rules depending on the type of linkshell it was. For example, if it was one that did all kinds of events including HNMs, chances are they wanted you to only have one linkshell and for you to drop whatever you were doing to help if windows were open. Other types might be more loose like ones that focused on maybe dynamis/sea/sky. Loot determination was a huge deal as well. Some used point systems, some had leaders just decide on their own, etc etc. In many cases it was far from fair since you have several linkshells that just used people to help them make money or get relics while convincing the lower members clears and r/ex gear was what they truly wanted. Making it more sad, many of these leaders would milk as much as they could and just server hop to better linkshells since many high end linkshells didn't care so much about your rep as they did your gear. But again, everyone's experience with forced socialization in order to progress was probably different. Its just those types still existed.
The real difficulty is finding a middle ground, which for the most part I felt voidwatch kind of achieved more so than other forms of content in the game. You could group with pretty much any set of people, so no job was honestly useless unless there were just multiples of them and everyone got individualized loot, so no one could 'ninja' anyone and no one's time was wasted. Plus you could do it to level and get merits etc. Obviously there were many downsides even when they tried to adjust it years later since many mats were used for upgrades, such as people not wanting to run old ones to help people get certain key items and other ones were just down right obsolete, even the last one. All in all it was something that could be easily replicated here even though the mechanics would probably be different but the concepts could be the same, assuming they ever fix the alliance system.
I'd like to see FFXI's storylines and zones updated and recoated for FFXIV, just sell it as like an add-on pack and don't gate it like Heavensward. There's already an explanation on how it could happen, just needs to be expanded.
That's about all I'd want from FFXI to transfer.