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Originally Posted by
Rustyhagun
That is a silly statement to make.
It's even sillier to quote something said by me almost nineteen months ago. Then again, I am bothering to respond to you, so this may be a case of "who's more foolish, the fool or the fool who follows him?".
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FFXI was a fun challenging game. When CoP came out(best exp ever) it was a challenge to clear the 3 promy area's to gain access to the new area. If you didnt have people that knew what they were doing you would end up doing promy runs for months.
You say that as if its a good thing. It isn't when you have people who paid for the damn content and not getting to see it between design and other limitations set in place. Aside from denying people content (in case you forgot, the CoP zones were the least populated zones in the game up until they removed the level caps and made the consummables sellable in the AH), it also split the playerbase, as in their ignorance those who got to Tavnazia and eventually made it to Al'taieu got inflated heads. I still remember the "n0 nubz in MY sea" dribble.
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Doing one promy run with a set of good people took 45 mins top. But it was a fun 45 mins.
As a concept, I think the promyvions were decent. Execution was severely lacking between the bosses requiring consumables that at the time of release were stupidly ambiguous, no real incentive to get the map as it is largely useless, not to mention the mobs above floor 2 were much higher level than you to the point that (unlike the console FFs) you could not fight your way up. The level cap was probably the worst thing in that deal, as it literally crippled jobs that were dependent on their higher level abilities to function.
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I'll say it again. Gamers this generation have gotten soft. Because it seems only the UO, EQ1, FFXI & DAoC player base want FFXIV to be a fun challenging game.
Oh, please. I did my time in FFXI. I also did the mother of all grinds in Lineage II and did some RO (another grinder). This isn't about people going soft, and more about the fact that people these days (rightfully) demand better design and better approaches to elongate the life of the game. Design that equates to one mistake costing you several hours of progress, or that is heavily RNG dependent, or that requires specific set ups for anything, will no longer cut it in this day and age. Didn't cut it back then either, but there was little in terms of variety in MMOs.
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(lucky for us Yoshi love DAoC, he's old school) <--OP and the rest are in for a big surprise.
Yoshida Naoki has also looked at modern MMOs like WoW, Rift, TOR and GW2, and has scared several people here by saying XIV could be "WoW meets Final Fantasy" just like XI was "EQ meets Final Fantasy". All his background with DaoC tells me is that Yoshida knows what has to go into balancing PvP, which I am frankly looking forward to seeing for myself as more info on ARR is revealed.
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Scaling up a mountain side to reach an objective, and if you fell you had to start over again.
Fun in a single-player RPG. Terranigma and Illussion of Gaia had something like that at one point, if I recall. As did Chrono Trigger with Death Peak. The difference is that the mobs around the mountain were things you wanted to avoid fighting due to being a pain in the ass to fight, unlike the standard mobs in any of the three aforementioned games, where if you screwed up all it meant was that you had to fight your way back up to that spot. You didn't cringe if you messed up in Death's Peak. You cringed, bitched and could even ragequit if you messed up climbing the Cradle of Rebirth. Worst of it is that when you did, you wasted the time of several other players, not just you.
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Running the sewer in CoP and seeing the door right their, but it being 1 level up you had to go around the sewer to find the ramp to get to the door.
Except that most people just sent someone with stacks of Invis Powder and Sneak Oil to go around, aggro the Taur and have him draw in the whole party over to the boss room.
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I said it in another topic. But to keep an MMO going you need to have challenges and time sinks of some sort.
No one, past or present, question this. That XIV will have timesinks is pretty damn obvious, as MMORPGs are built around them. The more important issue is whether it'll be timesinks for the sake of timesinks, or timesinks blended within gameplay in a way that the player barely feels it, if at all.