From what I hear, 1.23 is 100000000x better than what this game is now
Printable View
Many that played 1.23 enjoyed it and purely wished they fixed the issues that we were always told it will be fixed "in 2.0" - quite frankly you also misused "your" in place of "you're." Ironically enough, yoshida said just recently that subs to 1.x tripled when it went P2P.
So regardless of your opinion, 1.23 was going in the right direction.
personally i was paying the 1.23, but i wasn't playing anymore, i was supporting the game and was saying hello to friend. the game wasn't fun, stop to try to make it was cool that not the case. a lot of the player that was in the 1.23 was waiting for the 2.0.
after that people didn't like what they had get in the 2.0 it's another trouble. the 1.23 wasn't a decent game, it's as simple than this, it was still better than 1.0.... but still a bad mmorpg.
It honestly was, despite all the issues and problems with the game that we all know about. All those aside what it did do well was really drove off a lot of the more toxic members of the community. Thus leaving the game with a community that cared about the game, the world and building a nice friendly atmosphere. 1.23 was small, it was niche and it was a far more friendly place to log in and enjoy and I would give anything to have those feelings back again.
I just wish this game would stop catering to the "I want the best gear available day one" people. Content is pushed out of the way and made useless so quick it's sickening. God forbid you have to put in time, in an MMO(that's meant to be a time sink), to be able to do stuff. End game raiding is end game raiding some people can't do it and that's a problem for them it shouldn't be an issue for everybody playing the game. There also needs to be a revamp on boss fights. This pattern stuff needs to go. Why can't we have boss fights that use their abilities randomly and you have to adjust on the fly? You know giving us a challenge instead of a game of memorization. This new age of MMO players is just bad for the genre. Don't play an MMO if you can't put a good amount of time in it. You want an RPG? There's plenty out there for on person.
FFXIV Patch 2.1 Press Interviews with Yoshida
Original interview here: http://www.famitsu.com/news/201312/04044251.html
Yoshida: For a lot of players who are just starting with the new FFXIV, they're going to be more interested in the current state of the game than comparisons to the old FFXIV. There's been a trend with a lot of threads comparing the game to old FFXIV, so we're looking at changing up the way the forum is setup so that these new players don't get discouraged.
I feel like we are just wasting our time posting anymore. Countless threads have been posted on many heated topics that the devs simply delete or throw to the junk box. Even though the statement above relates to 1.0 they don't like anything related to any other games as well from what I have been seeing. Sounds like to me new players $$$ older players !!?? pfft...
There is so many issues I have with this game, pretty much all covered on here at some point. No large scale content, nothing feels epic, atma, hunts, lack of interesting stats ect. I don't even get this forum and it's 1000 word limit. If there was another game of its type on PS4 I doubt I'd still be here, as it is now I'm just hanging about waiting on Destiny to come out.
I've felt time and time again a more stricter tier system to set player demographics and play styles while extending game play within said tiers would do wonders for this game. As apposed to funneling the entire population into one set style as fast as possible with the only end result is raid or be bored to tiers.
As for the patterns i couldn't agree more. A little more randomness would be more fun. Then again I'm reminded of a early quote Yoshida made at the start of ARR "If we added random elements to fights, no one would be able to beat them" Which I thought was..odd because people have been beating random elements in fights for years. Then i watched a video that kinda helped put that quote into perspective. XIV was developed with the JP players in mind and were a convenient afterthought it feels like. This video helped shed some light as to why.
https://www.youtube.com/watch?v=MyUC_28HIvA Skip to 6:50 to see
*EDIT* A follow up video that explains more and deffo speaks a lot as why to be successful the Japan dev staff has to be more collaborative with NA/EU developers instead of the one trackness of culture as a hinderence but to learn beyond those boundaries.
https://www.youtube.com/watch?v=kG5gkSl_IjA
I don't think the game is going in any direction any time soon, it is just stuck. They dumbed everything about the game down to simplistic levels (I think the most complex thing in the game right now is the gardening system with all those crazy intercrosses yo) so that it will be easy to understand for new players and people to new to MMOs, and from what they have said they intend to keep it this way, no archetypes outside of tank/healer/dps, elements being useless, simplified stat system (highest ilvl wins) and this gives way to lack in gear overall, no character growth outside of gear, no real dungeon type raids with trash mobs and plenty of bosses because we can't have anything that will require more than an hour of someone's attention at once (I don't count CT/ST as a raid, I count them as a fiasco).
Things that can make the game better they can't seem to get done because they can't work around their own programming. Still can't que with a chocobo out because it counts you in a party, can't they just add a "que as solo" button to the duty finder, this has been done before in other games. We can't send/receive tells in dungeons, maybe someone in my FC needs to tell me something they don't want to share with everyone else, or maybe someone in the group is doing something wrong and I would rather tell them directly without calling them out in front of everyone.
I have no idea what any part of 1.x was like, as I came in just recently, but I feel this game is pretty awesome on all fronts. There is always something to do to advance your character. You aren't forced into doing any 1 thing to find a way to make your character better.
I think this is what is called Buyers Remorse in relation to 1.0.
Watching that video its kind of depressing. While 11's combat/boss fights was in no means hard or difficult, that game had so much horizontal progression and content that it was fun. This game, there is no sense of fun because everything can be acquired day one and makes everything pointless.
I agree with this entire post.
I largely think of this game as a work in progress. I think it'll be a while before the game feels complete and a lot of the wrinkles are ironed out. I imagine most MMOs start out slow and start to pick up, I think this game was reset so hard from 1.0 that it's like starting from scratch and it'll take an expansion and quite a few updates to make the game feel complete.
The issue I have is that there hasn't been any progress - the entire game seems to be on a hamster wheel. Content is deprecated, new content replaces it. This happens very frequently, and keeps the relevant content at any given time very small.
It's akin to walking down a hallway between two walls that are moving forward -one in front of you and one behind.... sure, you might be making progress overall (inflated Ilevels)... but all you ever experience is what is between those two walls at any given time.
Fun Fact - XI grew twice its size by the 1 year mark.
Yeah, it's no secret people who enjoy this style of MMO will love ARR, playing 1.2x though shows the creativity SE has without following 100% the 'WoW model.' XIV was just unfortunate to be on an engine not suited for MMOs and rushed out at the same time, 1.23 was the direction most people figured the game would take on relaunch, just without the foundation issue.
I mean, remember this picture?
http://i.imgur.com/6Ap2FQX.jpg
This is 1.23..only better. It still seemingly retained the same battle system that felt way more like it was designed for a FF game.
Definitely true, however, does not mean it can't work now. This game will not last if all it does is push content every 3 months and render everything else useless. If I wanted that type of content i'd go play guild wars 2 which is free to play. I want to see this mmo be successful AND good.
And that's the extreme I was talking about. Broken pieces of equipment that were relevant for far too long (I'm lookin at you, okotes) isn't the greatest direction either. Sidegrade after sidegrade after sidegrade, and then when SE decided they could, in fact, raise the level cap despite the "ps2 limitations" - they did it at lightning speed, slamming through to 99 in less than what, a year? Maybe two... but still way too much, too fast. They *could* have raised the cap to 80, balanced a good chunk of content around it for two years, and then continued upward but nope. I blame inexperience in the modern mmo world more than anything but at some point it's time to say enough is enough - you should know better by now.
This game is going the same way Rappelz did, minus the bad graphics and cash shop.
Every new update ushers in a level that makes all old content playable in your sleep, people all having the same stats/equips, etc.
Kinda boring. Too late for a refund?
I miss the leveling grind of FFXI. At least with that you were leveling in different places and fighting different mobs week after week, and your progress wasn't invalidated every few months.
There are a lot of great posts in this thread. I hope SE is listening.
Ah yes, the great bait and switch from 2012, they kept the facade up until this picture and its respective set
http://i.imgur.com/XuGWDrY.jpg
Then a month later at Gamescom they released this pic and a couple of others
http://i.imgur.com/m6MrBhn.jpg
Vastly different from 1.23's combat system, and here we are now.
I hear this too.
From what I've read by the Legacy folks, the game was stepping in the right direction at 1.23. Note, every time you
read someone comparing this game back to the old days, they most of the time compare it to 1.23 and not much before that. Thing is, it was far too
late to do anything now, because they already had 2.0 coming anyways.
In no way is this game bad or anything, but it's really simple. WAAAY simple, and when they try to make it complex, you end up with some sort of tedium.
Atma is is no shape or form, a challenge. You're sitting there for x hours/days/weeks/months hoping to the great Jesus you get something. This is whether not you got patience for this crap. That's not fun.
Glamour....not sure what the hell they were thinking to be honest with you. It's like they seriously band together to think on how to make this really annoying to go through.
I also agree with Barimu when he says this game throws you gear in a snap.
Get to 50, get your relic that takes 3 hours, go open CT and hi, you already have Ilvl80 gear in no time. And in no time flat, you're going to get Ilvl 100 from ST too if you want
then throw some soliders or myths for other stuff since we have a weekly lock.
CT is about damn dead. I tried to play just for fun because it's my favourite dungeon, as a healer, I am waiting 30mins +.
Oh well, this is what happens when you throw people gear like it's candy.
Side note: Why is there no options to be different in this game? Again I say this game, when it comes to gear, is very one way street. Everyone
does the same exact thing to get the same exact gear. At the end, there's very little you can do to be different.
Battle System is so kindergarten as well...I kinda am curious about that Elemental Wheel that was once used.
I appreciate Yoshi trying his best to please everyone, but you can't do that all the time. Pleasing everyone leads to pleasing no one.
Unless you do it the right way, and well....In my opinion, he's doing and okay job I suppose but throwing things
because people want it does not equal to, throwing them and they turn out to be a mess.
So! I should end this by saying, like I say in other posts...and should put in my siggy. xD
It takes time for things to grow and hope for the better. All in due time. Up to SE here though.
I believe this game will get much better someday.
I'm still enjoying this game quite a bit, with every patch and new content released i'm enjoying it more and more. At first there was very little to do but now if i find i'm tired of doing a particular content, i go do something else. I really like the frontlines, Duty Roulette, and the fact I can be any class on a single character. I guess because I'm not a content sponge (soaking up all the content a week after its released) i'm able to enjoy it more. If you plow through content just to be one of the first to say "I did it!" or have nothing else to do but play the game and have all classes/jobs maxed, then that must really suck for you.
I think my favorite thing about this game is playing it with my two sons, my brother, a couple friends, and even starting to get my wife to play. That there is the best. My one son is 9 and isnt as adept at playing with mouse and keyboard but with the controller he's just as good as anyone else. I think the ones really dissatisfied with the game will be the veteran MMO players, who are looking for something more challenging, more involved, and maybe more complex. But for first time MMO players, this is a great way to wet your feet and get into the genre.
I really hate the way people crap all over this game and pray for its demise or want to change it into something completely different. If you are that unhappy with the game and it needs so many "fixes" to get it up to your standards, then it just might not be the game for you. You bought it, you played it, you subscribed to it. No one forced you. I have bought some pretty crappy games over the years and never once demanded compensation or they change the game to make it better. Such entitlement.
I will say this though, we are all basically paying to play a beta, for the most part. The game isnt finished, there are still core systems that have yet to be implemented (personal Housing, Golden Saucer, FC Summoning system, etc,) as well as planned dungeons and classes to be released. I could go more into detail on why i think its in this current state and why i'm patient about it but I fear I'm already losing some posters attention. I will give it up till 3.0 and a little after to see how things develop (possible changes to the Class/job system might come for 3.0) then I will know if i'm a lifer or a dabbler.
TL;DR
no matter what anyone does, someone will be unhappy with it. you fix and change one thing for one person and 5 more are upset. Please tell me how anyone could ever balance anything to make everyone happy? I fail to think of a single thing that everyone is satisfied with.
FFXIV ARR has only been out for a year. This is a very short amount of time for an MMORPG, especially in its first year. I think a lot of the problems and gripes people (including me! I've done my share of critical posting on these forums) have will be fixed with time.
One of the main gripes, or the one that stems so many others is the simplicity of the game, this holds the game back in so many ways: character growth, raiding, gear, combat, group content to name a few, and Yoshi has said this won't change, he wants the game to always be easy for a new player to jump into and in a very short time be "end game" ready. As long as they hold to this, looking out for people that don't even play the game yet instead of people that are currently playing, there really isn't a lot they can do.
While I didn't play enough of FFXIV 1.0 to know if their elemental wheel was the same, it's prob a lift from FFXI's. Basically this thing:
http://zam.zamimg.com/images/0/8/081...d9f08d5b15.png
A fire type is weaker against water but stronger against ice. Light and Dark are opposites. This also played heavily into FFXI's skillchain system which allowed different weapon skills attuned to an element to chain off, finished off with a magic burst from a BLM.
http://images.somepage.com/ffxi/renkei.jpg
IIRC, FFXIV 1.0 had something similar called "combos".
Another interesting thing that FFXI and FFXIV had was different aggro types.
FFXIV took it further... for example aldgoats would follow you around non-aggressively.Quote:
Possible methods of detection are as follows:
Sight: The enemy will detect you if you are within 15 yalms, inside the enemy's "field of vision," and not Invisible.
This "field of vision" is approximately 60-75 degrees from the direct front of the enemy, and can be avoided by walking around or behind the field (and the enemy itself).
The faint inner circle on the radar is at about 15 yalms.
Sound: The enemy will detect you if you are within 8 yalms of it and not Sneaked.
Sound aggro is detected in a circular radius from the center of the enemy's model. As such, walking behind the enemy will not avoid aggro to sound.
The Ninja Job Trait Stealth and the Ranger Job Trait Alertness can occasionally reduce detection to sound-aggroing enemies.
Magic: The enemy will detect you if magic is cast within 20 yalms of it (counted from where you are standing; the position of the target does not matter).
Magic aggro is detected in a circular radius from the center of the enemy's model.
Spells that do not cost MP will not cause magic aggro. As such, Ninjutsu and Bard songs are safe to use.
The outer circle on the (non-Ninja) radar is at about 20 yalms.
Ability: The enemy will detect you if you use a Job Ability or Weapon Skill within 20 yalms of it.
Ability aggro is detected in a circular radius from the center of the enemy's model.
At the moment, only certain monster families from Aht Urhgan regions exhibit this behavior.
Low HP/"Blood": The enemy will detect you if your HP color is yellow, orange, or red while within 20 yalms of it.
Blood aggro is detected in a circular radius from the center of the enemy's model.
True Sight: A version of Sight aggro that ignores Invisible status. (All other conditions of Sight aggro will apply.)
True Sound: A version of Sound aggro that ignores Sneak status. (All other conditions of Sound aggro will apply.)
Sleeping Non-Aggro: Some mobs in Treasures of Aht Urhgan and Abyssea areas are Diurnal or Nocturnal, and will therefore occasionally be sleeping. The "Zzz"s floating from their heads indicate that they will not aggro until they are awoken (either because they are attacked or because the clock changes to their "awake" time). Unlike normal Sleep, any type of aggressive action will cause them to awaken from this type of sleep, even if it does not deal any damage.
Spawned Monsters: Many spawned monsters will immediately attack the person who caused the monster to spawn. In some cases, it may be possible to spawn the monster(s) with a Sneak effect up and cause the monster(s) to spawn passive (not aggressive). (Spawning monsters with an Invisible effect up is generally impossible because it prevents you from examining/trading to ???s or similar points.)
Many enemies pursue their target (in addition to their detection methods) using Scent. It is possible to "lose" aggro on these types of enemies if the player Deodorizes him or herself while he or she is out of the enemy's widest detection range. If aggro was successfully lost, the enemy will give up chasing the player at the point where Deodorize was applied.
Water element (Rain) weather and walking through bodies of water will have a similar effect to that of Deodorize.
the gripes and alot of people quitting is because of the responses and Yoshida's vision statements. Like the following:
Cannot be complex game mechanics because it might confuse new people to genre.
Cannot have guild based endgame, because people without guilds cannot do it.
Cannot have randomized attacks because it will be too hard.
Cannot have unique stats and gear because it will be harder to ballance.
Cannot add X because ps3 memory limitations.
Those are just some, and all are bad decisions on Yoshida's part. IT might make more money quick and get more newcomers, but it will not make for a lasting deep rich game.
People will give the devs time, the issue is many are not seeing a future anymore. The masses that are quitting do not want a gear treadmill every 3months. SE could add 100 raids, 5000 dungeons, 10000 instances, 50000 quest in the next expansion but if only 2 raids and 2 instances drop BIS gear none of the other content matters in terms of endgame. It will still have the same massive lack of content, that is why people are griping. SE needs to add new content without negating any old content. Meaning they need to find a way for the first raid in the new expansions to be relevant for top tier endgame for at least 2-3yrs. You know the whole horizontal development. If the first expansion is more of the same I see alot of people leaving. I know in my guild there will be so many are saying "I am waiting for the first expansion to decide".
The 1.0 had a battle regimen system, and this was taken out either right before or right after Yoshi took over, and a system similar to it was promised, but never came through, unless that's what they say the limit break is. Combos were individual rotations that were used to maximize TP/MP, you started fights with 0 TP autoattack to raise, and certain moves cost TP, unless you combo'd them, then only the first took TP, and the rest of the chain was free. The elemental wheel was scrapped when they split the elemental spells, half given to conjurer, half to thaumaturge, they used to all belong to conjurer and thaumaturge dealt in astral/umbral, life/death, or light/dark spells. If they kept the elemental wheel in, then stuff like primal fights it would cause groups to favor certain classes over others, taking only the classes that had abilities they were weak too. This might be fine in some games, but again, they have their simplistic mindset, so everything has to be newbie friendly.
Don't forget the one where he was talking about rare drops, he said by making rare drops (not vanity stuff), that it drives players to either quit or cheat, if it is rare and unsellable it frustrates players to the point where they quit, and if they make it rare and sellable, players will just buy gil. He treats the playerbase as if they have a 5 year old mind with stuff like this, but then he tosses out stuff like hunts and a ready check you can spam during combat and his response was that he though players would be more mature than that.
Nostalgic... seeing all those pictures... but ... somehow evil because, do i see there a glowing weapon?
Does that mean they already planed 2 years ahead at that time??
Well in last LIVE letter they said they already are working for 4.0, but still...
I couldn't find who said it, I apologize, but whoever said they pretty much are focusing on the person thats not playing this game but they want them to come play it instead of its current playerbase is absolutely right. They only care about the quick cash grab they can get from the new players and not the long term subscriptions they can get from the people that want to play this game for the long run but can't because we're treated as new players every 3 months.
As a new player, it's sad to see that many people see such a bleak future ahead of this game.
While I am new, I can already identify some of the issues brought up in this topic myself, which makes me think the words spoken here are mostly the truth...
As I am still one my first free month from buying the game, I think it might be a wise idea to wait a bit before actually buying a subscription to a game that will apparently end up like the last game that I left mainly because of the same reasons stated here :/
It's not so much that it's a bleak future it's just...that's what people come to know and love whenever you decide your MMO should follow in WoW's footsteps 100% when not even WoW does anymore and is trying to lure people back because they got tired of WoW. As a new player and you already see these issues means that Yoshi failed in a way when his whole purpose for the current design is to attract people like you.
Any game that gets treated like a "failed WoW clone" has the "bleak future"-sticker attached in my opinion, because many people want to play something that is not WoW, especially if it is marketed as a Final Fantasy Franchise - and that includes myself.
I like the diversity in classes and the easy way of switching them, but that you have to grind through the same map/guildhests/dungeon for every new class, with new class quests only being available every 5 levels makes it very repetive and boring. I would have liked it more if different classes had different quests, different stories that you could only do while being the specific class, but not limited to one every 5 levels.
The fact that you can't use your chocobo while queueing for a dungeon is such an oversight I don't even know how they managed to screw that up.
That Main Scenario fights require the DF is something I don't like either; Since I'm new and don't have a level 50 yet, I really want to watch the cutscenes that come up but I've got kicked out of primal fights for that alone. (The part that you get praised for defeating a primal alone - story wise - while you wiped at him with 4 people for multiple tries doesn't help either, immersion wise.)
I really like the concept of the Hunting Log, but the monsters vary too little and sometimes you have 5 groups of monsters on the same map and sometimes each monster is on a different map, it makes so little sense.
FATES could be interesting, if they weren't ignored like most of the FATES I've done so far (soloing a FATE, if at all possible, takes ages ~_~)
I can't share the sentiment of many people who don't like the Main Scenario, as I've enjoyed that quite a bit so far, although some of the quests in it really seem out of place (run to a, to b, to c, back to a, then to c again, etc.)
However, when I read about the same old "ilvl gear makes itself worthless" discussion and see the main developer say "we won't add anything that MIGHT proof difficult for "new players", I can't help but think that it's "WoW all over again" - something I want to get away from.
Depends. I like to think that I saw 1.23 for what it was - hold over content intentionally designed to be grindy and take forever because they had to keep you busy while they remade the game. Hence the shit drop rates in dungeons, hence failed material meldings having a high chance of destroying everything involved (gear and the materia involved), hence the RNG-reliant relic questline, and so on. I managed to put up with it because of the promise of what 2.0 was going to be, so unlike most people around here I am mostly pleased with what ARR has turned out like.
Not to say I don't have issues with some of the stuff they've done since 2.0's launch. Hunt implementation, reliance on FATEs, raid design, non-focus on 24-man content, lack of multiple raids for a single tier of content, RNG-fests like Atma grinds. That's just a couple of things I take issue with.
They made the mistake of wanting to make crafters relevant. I think that's what their decisions with Glamours boiled down to.Quote:
Glamour....not sure what the hell they were thinking to be honest with you. It's like they seriously band together to think on how to make this really annoying to go through.
I'd blame it more on the fact the gap between CT gear and ilvl90+ gear is somewhat sizeable. It was and still would be a tough call to make because you lose on both sides.Quote:
And in no time flat, you're going to get Ilvl 100 from ST too if you want
then throw some soliders or myths for other stuff since we have a weekly lock.
CT is about damn dead. I tried to play just for fun because it's my favourite dungeon, as a healer, I am waiting 30mins +.
Oh well, this is what happens when you throw people gear like it's candy.
If you mean the lack of multiple pieces of gear that have similar stats and in different combinations can still take you to your target stat caps, I'll point to the lack of multiple raids. I really hope they correct that moving forward.Quote:
Why is there no options to be different in this game? Again I say this game, when it comes to gear, is very one way street. Everyone does the same exact thing to get the same exact gear. At the end, there's very little you can do to be different.
As mentioned, the elemental wheel had to go because you'd otherwise make BLMs useless in several encounters. They'd get sat out on Ifrit and Ramuh, for example.Quote:
Battle System is so kindergarten as well...I kinda am curious about that Elemental Wheel that was once used.