HI BEL! <3
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HI BEL! <3
First time post on this forum, but I have to say, this is a great post that should be acknowledged. It basically sums up my feelings on how you build a strong social community in an MMO. I was also a long time FFXI player and reflecting back on those early parties, whether they were good or bad, I found you always came out with at least one new relationship. By the time you capped out your first job, you struggled to go anywhere where you couldn't find someone you had either partied or completed a common quest (Limit break quests for example) with. Those experiences built such a terrific social aspect to the game that FFXIV 1.0 could not compare to. I'm guilty in part of wanting a revival of an FFXI style of game, but I recognize that this game needs to be something unique in itself and solo ability has become more desirable for many MMO players.
My main fear is that FF will lose that rich social community if the game becomes too "soloable". Questing for xp should be an option, but I agree that it should not be the main and most effective way of levelling. Partying for experience should always play a big role in the game from early stages, otherwise you will create a community of self serving individuals which in my opinion is all WoW ever was, and not what this game should be about. I've heard the argument over and over that the game needs to be easier to play for those who don't have very much time, but to what extent? I would be so sorely disappointed if the game were to cater to those people and if the difficulty and team work was removed for the sheer sake of convenience. The game needs to be challenging and it needs to develop a strong community if they want it to last as long as XI did.
There was so much more to be had from problem solving with other players and learning your role on a team. Gamers are not stupid (especially not Final Fantasy players!) and I hope SE can get away from that trend in the MMO world of treating us like we are. At times I get the sense that SE is trying to run away from their own creation and emulate WoW instead of improving on the foundation they had laid out with XI. FFXI may have had it's shortcomings but the good definitely outweighs the bad.
No one is hating the game in this forum. People are expressing the fact that some of the directions Development appears to be going are not what they want in an MMO.
No one is complaining about how easy the fights are in the Demo. People are upset that it appears as though Quests are going to be extraordinarily simple, without any depth of lore, world or character development, and point players to the exact location of every objective instead of requiring some level of effort.
Ultimately I still have to say I like the video it is showing us aspects of the game. As for the people who are thrashing about quest leveling being the only option I have yet to see where they are gaining any validity in this from a teaser video. They have yet to release anything that says you HAVE to quest to level. If a quest yields 150 xp bonus for completing it and takes a few minutes does that mean that it will make exp parties obsolete? No it doesn't, it just allows for another outlet for something to do. Biggest complaint I hear in MMORPG's lately is "NOT ENOUGH TO DO". So even if the quest seems simple, it is something to do to help feel like you are in a world. FF11 did have questing wrong in the fact that it was almost worthless outside of quick gil or quick reputation gains. But, it did make you feel for the boy running around Sandy trying to find someone to help his sick grandmother. I am hoping for world developement from the quests in this meaning but having more meaning to the efforts.
Too many questions, not enough answers. Patience is a virtue, something we all need more practice with, including myself. Perhaps my desire to just have the game released already will be just a detrimental as those wishing to change things at theis stage of development.
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On the topic of questing, I actually prefer the quest based approach to the "hey, lets get together and kill this type of badguy for the sole purpose of leveling." Even though it is pretty predictable to talk to a farmer and have him tell me X monster is destroying his crops, please bring me 10 fangs to show me you helped clear some out, I much prefer to have a reason to be killing the monsters. Lol, PETA would be soooo upset at these pointless parties killing for "sport", just look at their attacks on Mario 3 and Pokemon (google PETA and Mario/Pokemon). I jest about PETA getting upset though.
I can also see why people would be tired of this kind of thing as it has been done to death. Especially if you have played "every MMO out there" cause thats a lot of MMO's. Several things that have me wondering though,
There will be a set amount of quests in the game.
Designed to help you raise your level.
To what extent will these gopher quests be repeatable?
I do the first 10 levels worth of quests to get me familiarized with the game then i change jobs, Will i again be forced to go through all of those tutorial quests? I'm no longer a new character, would they really make me do the "learn how to walk quest" "learn how to accept a quest quest" "help the local people quests" To what extent will these quests be repeatable?
Am i to do the same 10 levels worth of quests with each class or after finishing a quest with one class, is it finished for good? Wouldnt the repeatable stuff be the levequests? I would be fine with having to do all these "hand holding" quests so long as they are for a single class\job. the exception being class/job specific quests which would more likely not be "cookie cutter" quests. Something this MMO does differently than others I have played (havent played many mind you so please tell me others that do) is it allows you to changed your class\job without needing to start a new character and avoid the need to go through the tutorial and basic questing stuff. Also, whats to stop me from skipping all the filler hand holding quests and just doing the pivotal milestone quests that develop story and class/job progression. I only hope they make it so we can telll the difference between filler and important quests.
i know that in 1.0 once i did the quest it wouldnt come back if i changed my class/job, and this makes sense. I dont know if this will change come ARR but it seems a little redundent. Hold my hand with my first class/job up to endgame, ok. after that i get to grind with levequests and dungeon runs and mob grinding, awesome. Hold my hand through every class/job, whats the point of playing... Does this express the most of the concern with questing or do some people just not want this type of thing period? Am i over thinking this whole thing? Most likely. Cant wait to play the game and actually see how it handles and plays, with any luck the beta will give us all a better picture.
The majority of the way a game will feel, quality aside, is present before alpha. They're what you intend to build, and moreover the actual priorities you place in different areas when resources are limited.
You're building a machine. You have the schematics, and a one-fifth done prototype. Which do you think I'm looking at?
Granted, the schematics don't say what you'll do when things come to worse. But the way you've handled things so far do tell me that. That's why the alpha starts these points of concern.
Experience Points Party.
http://finalfantasy.wikia.com/wiki/Experience_Points
And in case you missed it:
http://finalfantasy.wikia.com/wiki/Level_Grinding