What server on XI are you in? I'm on Siren
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XI's features that need to be incorporated into XIV imo
1. Genkai Quests
2. Salvage/Nyzul Isle/Dynamis/Einherjar/Sky/Sea/ZNMs
3. Weapon Skill quests
4. Access quests - to sky, or to sea, or to einherjar. Make Quests more about the journey and the exploration.
5. Merit points from XI or/and Spec path from WoW.
6. Large man content. 18 Man in XI, or 24 man now in XIV. (at least 16 man content). This will go a long way to create some kind of team/guild atmosphere in FC's and Linkshells.
7. Please stop making all fights digital dodge ball. You know who played Dodge ball in school? The kids who couldn't commit to real sports like football or basketball. Where are those kids now? Probably serving burgers at Mcdonalds. DON'T TURN US INTO BURGER FLIPPERS SE!
8. Lore - thanks for making summons little sprites (Egis) that look like the primals rejected offspring.
Its amazing! All the cool aspects that made XI successful for 8-11 years have been left out of XIV. All the horrible aspects have been included. Maintenance probs, latency probs, glitches here and there.
And those that say XI was an exp grind, what do you call a PLD spamming 123 123 123 on the same mob day in and day out? Sure its not for exp, but it is still a mind numbing grind.
You know, it's funny and a bit sad. I did the exact same thing... and it feels almost exactly the same as the current FFXIV. The sad part is that I originally quit Final Fantasy XI and started playing Final Fantasy XIV 1.0 because I was trying to escape from exactly the same thing I saw taking over FFXIV:ARR from as early as the Alpha stage.
No matter how hard I railed against it in the Alpha and Beta forums, what we got was a shell of what most 1.0 players hoped and dreamed would be the answer to all their prayers.
At least that's what I believe.
1) Forget it. Gating leveling runs entirely counter to these developers' vision of leveling.
2) Not a chance if it means locking people out who don't meet the approval of some high school loser with a Napoleon Complex.
3) We have those, or have you been ignoring those job- and class-related quests you see every 5 levels?
4) Gated content went out the door with Tanaka. That era can stay in the past, for all I care.
5) So long as it doesn't lead to cookie-cutter pathways, why not.
6) Maybe you haven't noticed that big tower in Mor Dhona. Hint: People can explore it now.
7) Uhhh...what?
8) Some touching up might be needed, but there really no need for them to be bigger than us. Besides, the lag would be that much worse.
There are vistas and caves in Eorzea. And there are things not marked on your map. There is also efficiency in how the areas are designed, which isn't a bad thing. A lot of the areas are connected to quests or events, and that's not a bad thing either; instead it makes the locales on the map significant.
And yet by design those were the same as the abhorred fetch/kill mob/speak to someone quests. Unless you live in some paralell universe where repeatedly bringing stones to Chamama, farming a needle in Quicksand Caves for the Star Onion Brigade, killing Two-Horn the Savage and trading food to Rycharde is somehow different from fighting off mercs hired to put up eviction notices, finding U'kahzuna after she was captured by the A'maal ja, helping a botanist study a dead gobbue, and yes, even getting tea leaves for Tataru. And I managed to derive more sense of purpose from the latter than the former.Quote:
I personally could not give a single rats ass about the rewards from quests. I liked XI's quests because they where engaging and varied. I enjoyed playing them. They very rarely felt like a chore.
If the journey was as important as you claim it was, the playerbase would not have been in as big a rush to level cap as they were. There's a reason I've mentioned before that even though FFXI was not designed to be a rat race, the players turned it into one anyways. As that is the nature of MMOs, I'd rather the design keep the rat race in mind instead of creating as many inconveniences as it can to try to deter something that is unevitable and unstopable.Quote:
The journey actually was more important than the destination.
Right. It's not like the progression for leveling was limited to Dunes => Qufim => Kazam => Altepa => Crawler's Next => Altepa Again => Boyahda Tree => etc. Oh wait, it was!
The moment you mentioned anything that was off the tracks people would either leave, argue to not go there or mysteriously DC. And god save you if you had a princess bard or red mage in your group.
You mean Bibiki Bay (one zone out of an entire expansion), which was part of the leveling on rails experience (replacing, to my recollection, Labyrinth of Onzozo) until TAU zones came out and made EVERYTHING from the 50-ish range to 75 obsolete between Sanction's exp bonus and the emergence of TP burns.Quote:
expansions
You forgot the part where they said that the good players new all the different xp spots and the party set up required for them. You listed all the scrub camps so I'm going on a limb to guess what kind of XI player you would have been.... Only one of the spots you listed was a good one, a shiny nickel if you can guess which one.
I'll save you the effort. I was a melee Red Mage, I didn't like Ninja or Utsusemi so I never leveled it, I hated gear swaps because a character blinking in and out of existence looked stupid, and liked subbing WAR on my DRK. Insult away.
The consensus and jokes about killing crabs for 40 levels exists for a reason. You can try to pretend otherwise, but this is what leveling was in FFXI. A majority of the zones went to waste because parties wanted to fight stuff that was easy to kill (the fact the devs purposely designed some mobs to be a pain to fight didn't help). It's also why TP burning became a thing as quickly as it did after TAU came out. It was just easier to spam weapon skills with no skillchain and f*ck black mages or summoners because max exp/hour. This wasn't an isolated thing that 2% of the playerbase did. It was widespread, and for a reason.
Vistas (he didn't mention that), yeah sure... but what caves? Do you mean the small corridors that connects two parts of the same zone together? Like in Eastern Thanalan or in Coerthas?
I think he was talking about the cave systems like under La Theine or King Ranperre's Tomb, which twisted and winded into other rooms or zones, not like the cave that connected Qufim and Jueno.
Seems more of the ease of leveling rather than the playerbase. People would still play long hours or try to get into a max xp lvl party in XI to get to 75 asap as well, however the game still slowed the pace down so that you did more during the journey.
Garlaige Citidel, Santuary of Zi'tah, Gusgen Mines, Korroloka Tunnel, to name a few?
You are among the most negative posters on this forum, especially when stuff is different from how you remember it. . . I'm not going to insult you for playing how you wanted to play, but I will point out that your unwillingness to play any way but the one you wanted, no matter what it did to a group dynamic, was petty. Like I said, you listed all the scrub camps, all those melee only, no SC, max xp per hour players were just that - scrubs. They are the people loving XIV now.
And blms got their comeuppance because they were the ones with chain 400 in sea that melee were not allowed to attend, and MB parties in the tree or in the tunnel that melee weren't allowed to attend... the best melee could do at the time was grind weapons and pretend it was acceptable.
Everyone got screwed over the course of the game at one point or another, except Samurai... SE has a hard on for that job.
This and..
I read everything, even all the sidequests. I don't remember half of it and it was only a few months ago, mostly because all it was is "Oh no, I dropped a sack of food way back there, go get it!" -Goes to get it and mobs spawn- That's pretty much all of XIV's (pretty much all mmos) quests, even main storyline >.>
I remember all of XI's storyline and 80-90% of the sidequests and that was years ago.
Heh, speaking of XIV quests...
I think 3 of those involved clicking the same spot over and over.Quote:
Objectives:
Obtain the empty tub.
Place the tub in the river behind the tavern.
Fill the tub with water.
Obtain the water-filled tub.
Douse the mead-soaked midlander] with water.
Report to Buscarron.
http://ffxiv.gamerescape.com/wiki/Druthers_House_Rules
Not here to say which questing system is better. However, it is a pretty clear understatement that most FFXI players did not engage in quest content that was not mandatory for their story/job. When you make a quest, you have to have the reward match the difficulty it was to accomplish it. I remember one quest in San D'Oria where you had to get an item that dropped off bats in the King Ranperre's tomb. Which is fine, but when you come back from something that took at least thirty minutes to do, you only get 100 gil for it. Things like that turned people off. Crawler's Nest map quest was such a pain that most decided to not even do it and use web browsers for a map. Collecting maps in this game was much more annoying than it should of been. Sorry but FFXI's questing is a chore also in it's own right.
It isn't to say FFXI's questing system was bad, but it definitely had notable flaws in it. In a sense the questing system between the two are the same, FFXI's is just more spread out.
I get it, you don't like FFXIV ARR.
I know you have an egotistical sense of misplaced entitlement because you played FFXI and FFXIV 1.0-1.23. You've shown it in numerous posts.
I've read "You" want to change FFXIV ARR into 1.24.
What I don't get is why you are still playing. Or does that sense of entitlement you have extend to thinking that as you are paying a subscription fee that they will bow down to the "almighty Vandarks" wishes?
If a company that has produced games I like before makes one I don't like, I dont buy or play it. If a game changes direction from something I enjoyed to something I don't I stop playing. Do I go on the forums demanding that they change just because I paid before? Of course not, I live in the real world, not in cloud cuckoo land.
Now, instead of avoiding the question. Why not go to the FFXI forums which, albeit has changed, is closer to what you want and would make more sense to revert to what it was than to inanely try and change the direction totally of ARR?
*edit* just feel like I should add this at the beginning: I never played FF XI. I never played FF XIV 1.0. my opinions are purely based on my experiences in XIV: ARR, with no previous FF bias.
now then.
after finally getting a class to 50, I can safely say that 90% of the quests outside of the main and class storyline(and about 60% inside the Main Storyline) are pure generic crap.
"You gotta prove yourself, go kill 5 of *insert animal* and bring meat back so I can make stew."
then you move on to a minor mini-boss. "Oh you saved us all from certain doom, I love you now, I'll write you a letter of introduction for *insert someguysname* and he'll help you with *insertwhateveritisyouhadtoproveyourselffor*.
you go see the next guy:
"Bah, you gotta prove yourself. Go kill 5 of *insert random native mob*."
the saving grace is that the Boss fights are awesome enough to slog through the crap to get to them.
I started skipping the majority of the side quests and anything that didn't advance the main or class/job story at one point. I think it was around Coerthas when I stopped doing side quests. the main story busywork quests were already grating on my nerves.
and some of the things in the main storyline just didn't make logical storytelling sense to me. like the Eorzean Alliance being able to hold a press conference outside of Castrum Meridianum before attacking it.
perhaps I am just spoiled by my questing experience in TSW, which is vastly superior to pretty much every other MMO i've played in 15 years. (note, I'm not talking about the overall game, just the quests)
the Class/Job quests are the best questlines in the game, imo.
I AGREE and I'm sorry I cut your quote short because everything you mention is a point to be discussed directly with the FFXIV DEVs.
They just don't get it.
We're not sure what their future intentions are for ARR because they won't tell us!! I raise my brow at the game at every update or patch... game still needs work and the only content there is: Stuff you can achieve alone. The only group/party content is the battles which is end-game.
Soloing on MMOs only appeals to those people that like to yell, "Look at me, look at me, see what I can do, see what I can do!?"
With the new party finder feature, they really do have an opportunity to add some of that more old school content instead of more timed theme park instances.
I would like to see some explorable zones that have small group AND large group content, so that you can choose how deep/far you want to go.
I never read forum posts (except on like BG looking for good gear setups and whatnot) before ffxiv. Was always too busy playing. All the massive posts for a game that's out and not in a beta waiting pattern says alot to me.
Why isn't everyone playing, instead of posting? This game is soooo watered down and boring. I only log in now to hang out with FC mates from 1.0. If I didn't have friends to hang out with, I wouldn't be playing this game at all anymore.
I care a great deal about this game and I had an entirely different vision for it.
I also have a great deal of respect for Hiromichi Tanaka and his vision for the game, I'm extremely disappointed that his vision has been crushed with ARR.
That is impossible, I just want some content back that I enjoy, that doesn't play like WoW or like Rift.
Things I want to see that FFXIV had
- I want crafting, gathering, farming monsters and gil to have a use again, have there depth returned and the Fishing game re introduced.
- I want caves and underground areas to explore
- NM's with small timers that drop awesome loot
- Coffers in the beast holds that require farming up keys, increase the difficulty of the beast holds, it's dumb that you can safely strole through an area that is supposed to be the enemy's Territory.
- Max lvl leves with loot for crafting and gil rewards.
- Bring back the music from 1.23 or improve on ARR's soundtrack.
Do you honestly believe this stuff wouldn't make ARR a better place, are you so blind that you can't even admit the game has faults?
You behave like I'm the only one that wants this/talks about this, have you read this forum? Check this out more people talking about the same stuff, http://ns.reddit.com/r/ffxiv/comment...shi_vs_tanaka/.
I stopped playing ARR for now because the game has become very repetitive and boring. Every time I try to play I get bored fast and log off, the restrictions are ridiculous and the end game is a joke. Unless there are some major improvements I won't be coming back ether, everyone I know that played 1.0 -> 1.23 has already quit.
It just proves how much I wanted this to be my next MMO and how much I care about the direction of the Final Fantasy series as a whole, you already expressed you would be annoyed if ARR changed into something you don't like. Why do you continually insist on being hypocritical, if the tables were turned who's to say you wouldn't want to defend what you enjoy, just as you are doing right now except I am not sure exactly what you are trying to defend when what you seek isn't at all threatened by what we seek.
No one is demanding that the current content be replaced or that future plans to expand on that content be stopped, just that we would like more verity, more options.
I'm not you, I express what my views are, especially when it's something I care about and I will continue voicing my opinion, thank you very much.
FFXI's time has long past, there is no more future for FFXI, FFXIV is the future Final Fantasy MMO, I want FFXIV to be enjoyable for everyone, not just casuals and wow fanatics. I am after something new, unless you have a legit argument as to why you think ARR shouldn't re introduce content for it's fans then perhaps you shouldn't bother posting at all.
You constantly keep saying things like you think I want this to be XI-2, that I want this to be FFXIV 1.23, no I want ARR to take the best from those two games in order to improve greatly on the ARR's over all experience. That doesn't mean change A to B or C just that A should take what B and C have to offer and expand as a whole.
I stated that this question has already been answered numinous times, that doesn't mean I'm avoiding the question just that there is no point in continuously repeating myself, you have your answer so get over it.
Your here posting in the same forum because you care about the game, just because I have different opinions about the game doesn't mean I should just up and leave, I'm not going anywhere because I also care about this game.
I'm sorry, do you feel threatened by my posts?
http://i1017.photobucket.com/albums/...psc43a2906.jpg
Perhaps in your next post you can join the debate or are you going to ask me to go play FFXI again. LOL
As a XI player of 7 years, I feel that I would agree and disagree with incorporating more FFXI type content.
HNM/NM spawns should never, ever make a reappearance. More often than not, this would create a toxic experience for all parties present at the time. I've done my time at Tiamat/Fafhogg, and it wasn't the waiting around that really got to me, it was what was usually said during/after the spawn timers.
Limiting content access based on story completion was also more of a headache and pain in the rear than it was enjoyable. Not only was it not fun at the end of the day, but when you actually succeeded, there was no real sense of achievement, but instead this sense of relief that the specific trial you were attempting finally succeeded. More often than not, the people who support story based road blocks were not playing Chains of Promathia story content back in 2005.
Coffer hunting was fun, the first few times. Then it just turns into a huge headache of a task, or it becomes trivialized with stealth items like Oil and Powder.
Experience parties were a great way to make friends, I believe all of the friends I knew up to my last days were all met in experience parties (Menalek of Diabolos here, if anyone is curious to know). But even knowing that, leveling turned into a really huge drag when you started working towards your Third or Fourth level 75 job. Heck, merit parties were worse even. Have fun with your 7k exp/hour in Bibiki Bay. Treasures of Aht Urghan made merit parties, and leveling 60+ a lot more bearable, though.
The one thing that I feel is absolutely important to FFXI's success, was in fact gear importance. In FFXIV I feel that gear is unimportant when it is acquired, and you know off the bat that it will be replaced in a days time (Either off the MB, or from a vendor). It was amazing to obtain Gallant Sollerets, or Leaping Boots, and know that those pieces of gear had so much lasting power than you would still be using them at level 75. When I obtained my first set of AF in FFXIV, I was really disappointed to notice that a few days later, it was all replaced by a generic looking set I bought from a vendor. After that, it was slowly replaced by gear obtained from Coil.
Threatened? Not at all as I know they are just hot air that will amount to nothing. I don't get mad with silly little posters on the forums :D You are amusing in your posts with your silly little pictures.
Maybe you should look up the definition of debate, debate is not just people who agree with you, it's both sides.
Direction I want FFXIV ARR to go? I want to go it's own direction, to stand out differently from FFXI and FFXIV 1.fail. I don't want it to have revamped content from previous FF MMOs. I want it to be new, for it to stand apart whilst keeping an overall Final Fantasy flavor, which for me, it does.
Theres no written rule that you have to like every Final Fantasy game or every game from SQE. I didn't like the direction they went with the single player FFs after 7, so I didn't buy and play them. SE decided that was direction they wanted to take them, and it paid of for them. I don't demand they change back, they either will or wont. Irregardless.
Honest question, wouldn't you prefer to try something new and maybe enjoy than to replay something rehashed? Which is point i'm making. Maybe over the coming year some of the content added will be more appealing to you. Final Fantasy FFXIV ARR is a new game that will stand or fall on it's own merits. Forget what happened in FFXI and FFXIV 1.fail. Comparison is irrelevant.
Personally think the main problem with ffxiv is that level progression and mission quests was and still is just way to fast and easy. You could probably get all disciples of war and magic jobs to 50 over the course of a week or two in this game with some serious grinding. Thing I liked about FFXI pre-abyssea was that there was a social lvling aspect to it and you could hardly get 1 job to 75 with rank 10 yet alone 50 with rank 5 in a weeks time.
That is the simple flaw with this game. Instead of dragging out the actual fun aspects to the game, they dragged out grinding endgame content instead and look whats happened. People quit or whine about it cause they are locked out for the week or have nothing to grind but gil, and all their jobs are 50.
Yes but your arguments seem to have more to do with me and the simple need to argue rather than discussing the topic.
Thanks for talking about the subject and not how egotistic you believe I am or how badly you want me to post in the FFXI forums.
I guess you could say this is new for the Final Fantasy series but it's defiantly not new to me, I've played at least 6 other WoW rip off MMO's and they are all the same crap to me, ARR feels/plays no different to me than all the other WoW clones.
The first FF14 is what you call something new, ARR is what you call rehashed.
So yea I would like to play something new thats why I prefured the first FF14 over what we have now and I've always wanted to see more stuff come from XI since the start but I've never wanted it to be done the exact same way, just similar content would be fun.
In the first FF14 you were able to make your character exactly how you liked, edit your stats at free will, skill up all your weapons learning all the abilities for those classes and combine those skills any way you like to create your own class. You could even change weapons/classes mid combat by disengaging first changing weapons then re engaging the enemy to make use of all your classes.
That was new to me, ARR is not new to me at all.
PS: I'm glad you find my posts amusing who doesn't like funny pictures.
lol you said the word silly.
http://i1017.photobucket.com/albums/...ps5837c8ff.jpg
Agreed! Wearing my AF and completing the main scenario felt so damn epic, and then I didn't even have that set for a whole week before replacing it with Darklight. Now I'm excited about AF+1, but discouraged that Allagan drops will make it all useless. I really wish I had more time to wear these excellent sets of gear that the designers worked so hard on.
agreed OP
lol10charftw
1. Incorporate some kind of 4 and/or 8-person party grind option similar to those found in FFXI as an alternative to FATE and dungeon-grinding
Won't argue here, but I'll never understand why someone would set aside something like running a dungeon for exp for a tank and spank "merit" party like those in XI. I still remember, and hate, those colibri party. Only the puller had some action, and by that i mean, running 5 feet to queue the next mob.
2. Rather than Warcraft-esque "raids" like Binding Coil, why not bring back things like Dynamis, Limbus, Salvage, and Nyzul Isle?
I'm also not a fan of the boss only type of design for Coil. I would have liked a full dungeon as well. Agreed.
3. Bring back BCNM, KSNM, ENM, ZNM, ISNM, etc
These were just introduced this patch. Treasure hunt is basically a BCNM kind of thing but in the open world. Think of maps as XI seals. I'm sure down the line you'll not only see maps from DoL, but also drops from mobs, maybe even rare maps crafted on Alchemist from rare mats.
4. Make gear with lasting power. Adding useful set bonuses like increased radius on Flash or increased duration on Regen when you're wearing full artifact gear would be awesome
Though I'd like this it won't really work in this game. It was cool in XI because of gear swapping. Secondary stats like Crit and Det are good to stack because they affect many abilities. Flash boosts on the other hand, would just affect Flash. No one's going to stack that unless they can swap back to more important subs after (which can't be done in this game.)
5. FFXIV needs a sense of community. It was a huge letdown to obtain all five pieces of artifact gear by myself over the course of 2 five-minute quests
Artifact doesn't have the same weight it had in XI or even XIV 1.0. Even hard mode dungeons' gear is better than that armor is most cases if I'm not mistaken. Doesn't make a lot of sense for it to require that much effort, right?
6. Other honorable mentions include Sky/Sea-type areas that are only reachable after the completion of difficult missions; HNM camping for those of us with too much time on our hands; 2hr abilities or something similar; Race-specific equipment; Skillchains
Unlockable areas, cool, was a nice thing. HNM botting, no. 2 hour wait for an ability... I don't even think XI has that long a cooldown anymore, just retarded. Race-specific equip, all for it, as well as skillchains, but they don't fit this fast paced battle system.
well getting to the level cap is easily done
the game content is easily beatable
a game designed like that will never have memorable set of gear that one person can really feel proud obtaining
you wouldn't even have enough time to be proud about it even if you wanted to because as you have mentioned you will be replacing it right away..
Yes.
the current Allagan set is a place holder that just happen to be the top set for the time being. This is a vertical progression type of game so Allagan set will meet the same fate as the rest once the development team release the next better set. So again we will be back to obtaining Allagan set is nothing to be proud about because in short time you will be replacing it with that new set.