Wow.... just wow... money hungry as always, nice one SE.... Couldn't put the nice songs in your game though huh? Great job...
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Yes, WoW allows a run-around its raid lockout. SE does too if you buy more accounts. WoW allows two playing fields, SE has everyone play on the same field. That's the real grievance here. I can't raid more than once per week via 1 account. I mean I've seen people switch in-and-out of roles for different coil turns. It can be done. It's just that there is a perveted sense of entitlement that since I can play 8 roles I should be able to get gear for all 8 during the same week because you can grind mutliple characters on other game platforms to circumvent raid lockouts.
What I find perverse is I pay for 7 days gaming a week and yet S-E tells me I can only really use 2 of those productively to enrich my main job of choice. We're not even touching on the fact they extol the virtues of being able to level multiple jobs on one character then kneecap their own system by inflicting a one item of loot per week per character system on us. It depresses me no end that so many people are willing to accept such a blatantly obvious and insultingly lazy artificial bottleneck to compensate for woefully limited endgame content.
Yes, the least they could do to provide a robust armory system is create systems that impose restrictions by job, instead of character.
There is no logic to a design that claims the virtues of playing many jobs on one character but imposes restrictions by character rather than by job. It is inconsistent.
It's called balance for PVE and PVP. If all classes had access to all abilities it wouldn't be possible to keep things balanced between all of the roles. It's only a bottleneck if you limit yourself to 30% of the game. It is your choice but your "bottleneck" isn't an issue for many people who play.
I can't say that I'm not happy with ARR, but I can also see where he is coming from, and possibly the 1.0 fans as well as the XI fans.
Part of the fun however, in this "open world" are those instanced dungeons, those closed environments with a team coming together, binding you to those you interact with!
Of course, it is a different level if you have, let's say, an really open world without teleporting and stuff, then there you would probably form teams and friendships and whatnot to conquer the world whereas in ARR the world is pretty accessible and you can focus more on designated dungeons and its mechanics!
I did neither play XIV nor XI, but again, I can see where he is coming from and maybe ARR can implement these things in the future!
This this this. I am more of a combat player, altho I do enjoy crafting and plan on leveling some crafting classes. I agree with OP, almost 100%, but I wouldn't want crafting to support the entire game. It needs to be balanced and there needs to be a way for people who don't want to craft to make money.
If the pace of combat in FFXI is "slow" and XIV 2.0 is "fast," then 1.23 was a moderate pace. You didn't have to store TP to 100 or sit on your ass to recover MP, but you didn't have to act every second either.
2.0 does a great job of making you feel busy, but sheer business shouldn't intrude on a combat system like this. An encounter should test player/PT understanding of mechanics - both of their own jobs and of the target - and ability to cooperate. Now, make no mistake: 2.0 does this. But it is agitated by a combat system that forces players to issue commands at a rate arbitrarily dictated by the "global standard."
In other words, it is entirely possible to have all the weight-dodgin', voice-stunnin', nail-bustin', conflagration-extinguishin', plume-whackin' and ultima-avertin' that we have now without the compulsion to press a key at extremely short intervals.