That isn't an argument because it's a "FACT"!
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Someone Matt like would be cool, I don't really think its a good idea to actually have "The Matt" from FF11 though.
Now I want a retro area thats made up like "3D Dot Game Heroes"Quote:
Your getting the FF14 version of those things. Its not like when you enter the crystal tower its gonna switch you over to pixels and spit an Nintendo controler at you from the Rom drive....
If the XIV team followed your mindset then they wouldn't draw any inspiration from other games and 2.0 would be non-existent.
Maybe you want your MMO to be a unique snowflake among MMOs, but I just want XIV to be good.
That means that they should pull some of the better ideas from XI, WOW and other MMOs that have succeeded. If they don't, we'll get another mess like we did at the launch of XIV.
Better than Maat GILGAMESH
doesnt matter how easy is it to level in this game when its boring
its a good idea...
BUT
with the stuff they add in this game already, i dont want to fight a XIV Maat.
its going to be stupid ridiculous.
I will say no to this on the grounds that well.. It really had no skill to it at all. I walked in and beat Maat on the first try... and after I didn't feel so good... I mean really I just beat up an old man... ><;
So yeah don't want to beat up old people really... so no Maat :P
The cat is bemused =-.-=
final fantasy always uses old stuff, matt should be what cid, moogle, ifrit(and other summons), chocobo, etc are, an icon at what they are. but if we really need new that bad why even have the stuff i metioned aboved?Quote:
Someone Matt like would be cool, I don't really think its a good idea to actually have "The Matt" from FF11 though.
If they put him in they put him some of us want him in some of us don't. The as forementioned ones Cid, moogle, chocobos ifrit. Those are trademark characters most people expect them to be in the game. Take Cid for example. There has been a cid in all of the final fantasy series but the original even then in the original he was said to be the original creator of airships.
http://finalfantasy.wikia.com/wiki/Cid
the reason why they keep using those things is to give some type of connection to previous games to make them "final fantasy" Even though it's set in a different world and different time periods. Also Moogles, chocobos, Cid, Biggs, Wedge and all the summons and all that have made an impact on us in some way or fashion. Take moogles for example, how they bravely showed up to help Locke in VI when he's trying to help Terra leave Narshe. Or for me in Four when you see Cid Jumping from his airship with a bomb to seal off the lower world to keep the dark crystals from escaping or. Biggs and Wedge from 8 with the idiot attitudes. How can anyone not want to ride a chocobo like they did in the games.
For a lot of people maat was an ok character but wasn't endearing to them more of an annoyance that they had to go through to continue on with what they needed to do to finish the story line or get to the end game content. I still say he shouldn't be in the game in the sense of fighting but if they can pull off a Maat that can strike something in our hearts then put him in but not as fight.
I love the concept of limit breaks. Only for XIV, instead of one badass that knows every job, we would have the guild leaders be the person you have to beat in order to break your limit.
that doesn't sound too bad. though right now i'm a bit drunk but i think still that wouldn't be too bad of an idea even sober...question though is how would that be implemented for those who only do doh or dol? That's another thing everyone seems to be forgetting about. The DOH and DOL are different classes in on themselves so they go in and fight a "Maat" type character to raise their level cap and why should they have to level a dow or dom just so their levels can increase?
I disagree Maat was old and his story wasnt the greatest in my opinion.
Being someone who likes aesthetically appealing characters and fantastic(fantasy based) stories, I would love to see something similar to the Maat character progression impediments through a different character or entity. Say a powerful and moral, talking dragon on the side of "good" or some other weird creature with an interesting story.
I have no problem with borrowing concepts from FF11 at all. But like the use of the exact same races and shamefully similar cities, im let down by some lack of new creatures/environments and lore. Some of the lore and such is great, but anything that i dislike is probably just a result of the rushed release. I really would love to see 2.0 do well
maybe instead of just having lvl cap increases by just fighting nm's, gettin items or killing maat,etc we could have a system that teaches/trains ppl how to play/use the class/job as designed or intended. what im mean by this is a type of ribbon or medal system where you get them by perfomring certain task/duties either soloing/partying, etc.
example: you are a pld at lvl50 and want to get 55 cap. you have to get certain kinda ribbon/medal along with a certain amount.
one ribbon/medal - you have to hold hate on 1 mob with a constant flashing bar for 30secs while in a party with other ppl attack it.
second ribbon/medal- you have to keep one pt member covered and keep thier hp above red for 30secs.
third ribbion/medal-you must interupt an enemy attack thats targeting your ally with shield bash skill.
fourth ribbon/medal- you must perform two successful combos on one mob in 30 seconds.
Another example you are a lvl50 whm:
one ribbon- you must keep 3 party members above yellow hp at all times for 45sec.
second ribbon- you must keep atleast 2 party members with atleast 1 constant buff for 10minutes.
third ribbon- you must must keep all party members(full) above red hp for 1minute.
What im trying to point out here is that we need a way to teach & train ppl how to play the class/job correctly. i know this might seem a bit wierd but the last thing we need in 2.0 are ppl that go around playing classes/jobs as they feel, or see fit, or how they think to class/job should be played. im not saying we should restrict ppl from using classes/jobs (or say this is the obsolute only way to play the class/job) but i along with many other are tired of players that have no clue how to play or refuse to use the class/job as it intended or designed by SE. i know right now the class/job system isnt fixed and all that BS but what a better way to get newcomers along with vets to play xiv when thier is a system that in a way will teach and train you how to play. i know it kinda seem stupid or even abstract but i just wanna get the idea across to you guys and hopefully you guys can see what im gettin at. also you can use your imagaination/creativity and think of some ideas how this should be.
SE can come up with some ribbons/medals that requrie you to either solo or party to get them (heck maybe you have to get them while doing some quest or dungeons,etc). this is just an idea so no need to flip out or rage!
Well i would rather have unique challenging solo battle for every class/job than be forced to fight same old guy on every class like it was in XI. Maat is not the best SE can come up with guys, don't force the devs to repeat the same shit over and over - give them freedom to come up with better ideas instead!
that's still not going to work though because everyone is still only thinking of dow and dom. It means shit (pardon my language) for the people who don't play those classes . Basically you want to force everyone to play a dow or dom to be able to gain levels in that sort of fashion. What we would really need if they implement some type of system like that then it would have to be across the board not just for Dow and Dom because not everyone wants to level a fighting or mage class. Some people just want to play as crafters. (which is nothing wrong with that) but how would they be able do that if some type of fight was involved.(stone flick really sucks btw.) A happy medium would need to be reach to satisfy everyone who play differently. (btw i play all types of classes so i feel that everyone should have some some of equality in the play of the game. wow being drunk makes me think better and clearer just my typing sucks. Had to back space a lot to type this out ^_^) Jic I'm not saying any of this to start an argument i just want people to think about this and give ideas on how they can add this for other classes besides dow and and dom. And it doesn't have to include maat perse.
my point being in ffxi crafting wasn't considered anything really in the game just something you could do on the side and hit up to lvl 60 with all bt 1 craft which you could take all the way up. so far it seems like this game isn't segregating crafting from fighting classes and giving them their chance to shine in the game and make their own glory. I think someone mention to me or on here about hamlets.... think more towards me on some other chat program but in hamlets you have your crafters and you have your fighting classes all working towards the same goal and i believe se is trying to do this as well.
I don't understand the masochistic/sadistic mindset that seems to have spawned this thread. Not sure if you want to make things hard on yourself or others, but putting in roadblocks to make people 'ragequit' hardly seems a wise choice for gaining and retaining subscribers in a struggling mmo.
honestly i think the masochistic/sadist mindset comes from the fact that some people want to have an a feeling of achievement behind the levels they've reached and shows them that they don't just suck at playing whatever class/job they've chosen to be their main want. it's human nature to (how can i put this) want to know that when they do something and go off and fight something (in the case of maat) that they are doing it the way they are supposed to and playing that job/class the way they are supposed to. Humans are egotistical in that matter. Take for example facebook, or even on here when ever some one clicks (wow typed in licks at first) like on your said post it gives you an emotional high that someone out there has the same opinion as you. We're all guilty of it even me. I get an emotional satifaction every time someone clicks the like button for my posts. I think i'm starting to contradict myself on some points but I was just answering your post. Not to make statements against mine in away but to give an example on how some people may think about it.
Cid is an Icon.
Moogles is an Icon, are are the summons.
Biggs and Wedge are even Icons.
Maat is not. Maat is a memorable character. Like Cloud, and Shantotto, and Sephiroth, and Squall, and Terra. Leave the memorable characters in the memorable characters category please, or else we'll justify some really baaaad ideas.
well damn near every game SE/square has made has been pertty much the same, 99% of there games are even called finalfantasy and were up to FFXIV and theres a missing third FFXIII. why break tradition?Quote:
Well i would rather have unique challenging solo battle for every class/job than be forced to fight same old guy on every class like it was in XI. Maat is not the best SE can come up with guys, don't force the devs to repeat the same shit over and over - give them freedom to come up with better ideas instead!
the only thing that changes is the story. so far its all they can come up with.
I'm hoping against Maat, which is odd, I usually when FF bring character/aspects from past games, Cid, Chocobos, moogles, but Maat.....there's so many other characters they could bring back.
I'd hope that limit breaks in this game are just handle through intricate class stories, and keep with the job stories being for abilities/gear. Hopefully someone difficult, but possible to solo, though with the ability to bring a friend or two. This game needs more duo/trio content.
There is no tradition to Maat nor is there a tradition when in comparison to all the other final fantasy games out there. The only one that every had a limit cap quests was final fastansy 11 which was their first mmorpg so they tried something different from the other games (which with most of them was you just had to grind enough to get to level 99 and then you hit max level) it was a concept that some people enjoyed while others didn't. The other changes is the story is what setting the final fantasies where in not the major plot out line. Each final fantasy carries the same story something evil breaks free or starts rising to power a group of heroes form to destroy said evil. It's the same concept in 11 as well you're fighting as a group even if it consists as an alliance to destroy what evil that threatens that world. The only difference with 11 is it's a group of different human players doing it together than a party controlled by ones self. And the reason why they call the games Final Fantasy was because it was a division of Square Soft's last ditch effort to make a game that could sell to the mass markets to keep them in the business and that original one succeeded so they continued with the title but making each background story different but the theme the same.
They are memoriable areas Rokien, the question is are they going to be exactly as they were in the previous games. The goldsaucer will it be surrounded by an uncrossable desert only accesable through a shit what the word ... cable car system to get to it or even a certain car we have to drive. Are they going to change it and make it like a gold saucer only in name. Also with the crystal tower are they going to make it where (I've played the ds version of III) where there's a wall surrounding the area that you have to pass through to get to it.
The gold saucer has memoriable areas in our mind like the crystal tower does, they are not makiing them in the same way. We can't even say for 100% that that is what they will be called. Atleast I won't call those areas that until they are actually implemented and it says those are the names for it in the game. But It still can't be compared to mogs, chocobos, cid, biggs and wedge which are true icons that have standed the test of time and have beeen through multiple games and not just one.
Most quests in WoW are the same crap over and over again, thus repeatables just disguised as something else. Same is true of CoH, even worse really.
My logic is firstly this: get rid of the dumbest crap in the world (repeatable quests). Secondly, just because you think something's dumb, doesn't make it dumb. The fact is, repeatable quests as far as I'm concerned is a lazy design. It's better to have no quest-based leveling than the same group of quests over and over.
There's not a single quest-based leveling game out there I felt the quests weren't hindering me. Games like CoH are especially the case.Quote:
While I know that's sarcastic, I can hardly take you seriously. Normal questing isn't simply a hump that prevents the progression any normal player would desire - in fact, it GIVES you experience and it helps you level.
Limit breaks are only non-beneficial by opinion, and nothing is necessary in a video game.Quote:
Limit breaks aren't beneficial nor are they necessary. What other modern-day MMO besides XI has 'limit breaks' that serve as roadblocks to your progression? I can't think of anything off the top of my head.
That doesn't make them any less legitimate now, only makes it your opinion they're not legitimate.Quote:
While some people thought XI's cap-based quests were good, as did I back in the day (when I was a child, with no real understanding of things) I no longer see them as legitimate.
[quote]Why should anyone have to stop to farm parchments, bomb pieces, or other items with such abysmal droprates that it could take many hours of farming per day, for multiple days before you get what you need? Not only that, but who wants to see their party disband before everyone got their required drops? (That happened to me plenty back in the day).
Why should any lowbie have to stop and spend hours and hours shouting for help from the other high-levels, rather than just keep leveling like he wants to?[quote]
Oh please, the droprates were never that horrendous to begin with.
Now you're just being an idiot thinking that's all there'd be.Quote:
Why should anyone have to spend a ton of gil, likely going broke (yes, again, back in the day) to prepare for some incredibly unbalanced fight where you'll either win in 5 seconds or lose in 5 seconds? Maat had no balance. If you were a mage job, he trounced you. If you were a DD job, you destroyed him.
Well jeese, I said "Maat or no Maat." Are you stupid? SE could do it plenty of other ways, though there's no reason why there shouldn't be a solo-fight to unlock the final cap.Quote:
If these are the cap-based quests that you're advocating for, then I'll have to decline with a huge {Thanks for the offer, but I'll have to pass.}
Nothing's necessary.Quote:
Cap-based quests are not only something of a decade-old ideology, but they're not necessary to the success of any modern MMO.
Are you just magically pulling crap out of your ass and trying to make it into words? I never said or intended with any mind set to not pull ideas from other games. But there needs to be a limit to what they pull and not just take everything and then FFXIV has no identity for itself. It has to be able to distinguish itself from other big MMOs. Though I am honestly not afraid of it not being distinguishable because it already is in some manners. Though they need not over milk the outside resources is all I am saying.
God forbid we install a system that teaches players how to prepare themselves for the endgame content and how to play their jobs. OH GOD THAT WOULD BE HORRIBLE, HOW EVER WOULD WE LIVE WITH OURSELVES. ONLY TERRIBLE HUMAN BEINGS WOULD WANT SUCH A THING
Seriously, I'd like to see a good and logical argument as to why a fight like that is a bad idea.
Hint: 16 pages and there hasn't been one so far.
Because fighting Maat didn't teach you how to do endgame? And if it's anything similar (a solo fight) then it's not going to teach you anything either.
The Maat fight was a roadblock and that's it. It taught you how to follow a specific strategy that was used no-where else in the game.
How does going 1 on 1 teach you anything about endgame? I don't think you can solo any endgame content :0
Will Maat teach you not to hit the Ogre in the butt? Will he teach you how to take down DH's boss's shield? Will he teach you how to kill Ifrit's nails and avoid 9999 damage? Will he teach you how to manage your enmity? Will he teach you how to tank properly? Will he teach you how to deal with adds in dungeons/primal fights? Will he teach you how to do pulls? Will he teach you how to kill Garuda without wiping? Will he teach you how to get all your AF gear and your relic weapon and how to do AV/CC? Is he going to teach BLM to spam harder?
No, he's going to teach you how to fight 1v1 on your class, and that is 100% useless for every single endgame content we have.
I usually feel pretty smart whenever I come to this forum and see horrible suggestions ala Rokien and his army of hilarity or people fearing content that actually requires a certain amount of dedication or at least awareness to complete. This is the solution to power leveling that everyone feels is destroying the social aspect to parties / grouping.
If you have a compelling argument to why encouraging players to have a certain skill ceiling to get past the leveling phase, please suggest why it's bad.
It did teach you how to be familiar with all the tools of your class, it taught you how to use consumables and the proper food in order to win the fight. It taught you that simply spamming a weapon skill would not win you the fight. No one is there you carry you, no one is there to do the fight for you.
Sit there for a second before you answer my post, how does that not prepare you for endgame?
1. You don't use consumables in most end game (Abyssea and VW are the exceptions, but those are temps) You use food, but I don't need to practice using food. You click the item and consume it.
2. As WHM you spent the entire match kiting him, or DDing him. How did this teach you to actively heal and judge situations? (When Regen is a better option than Cure IV for example).
3. As MNK you spent most of the fight sleeping with an opo opo necklace to build TP. I forgot how often I spent just before Byakko on MNK sleeping for that TP.
4. As BRD you used a sword or dagger to deal with Maat. As seasoned BRDs will tell you, you Melee'd at 75 all the time. I mean songs are your secondary focus obviously.
5. As THF, you had to Steal an item or kill him. Obviously THFs are known for stealing in endgame. You constantly stole from Odin, that was strategy 101.
How did it prepare you for endgame again?
As an edit: No endgame content was solo really. Generally you could rely on other players, and had to.
We got our genkai quests already, it's the job quests. You gotta go out and do a quest every 5 levels and each job has their own "Maat" they have to fight. Why make casual or hardcore players have to do a level cap quest every x amount of levels after a certain point on top of doing a job quest every 5 levels?
What about RDM, BLM, NIN, SAM and PLD? They prepared you pretty well for your job. PLD was about knowing your cooldowns and maximizing your total amount of effective hit points, RDM was about knowing the cooldowns, effects and implications of your job, BLM was about learning how to carefully weave spells in order to not get your shit wrecked, and SAM was about getting as much damage out of your weapon skills via skillchains (which were used constantly on mobs like Kirin/Byakko/etc).
All that stuff is relevant to endgame, learning the tools of your class makes you a better player, being a better player who knows how to play their job makes you better at endgame by default.
You never used food? There's no excuse why you wouldn't, it makes shit go faster. As a PLD tank if I didn't constantly have max HP food on I'd be wasting my LS' time with needless deaths.
Soloing has nothing to do with this albeit I solo'd plenty of Sky pops as RDM, guess you can do some endgame content solo. (I also ended up selling those drops for a mil a pop).