It's my job, not SE :P
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No, that's not what I'm saying. I would have preferred those who are complaining to at least come up with some "suggestions" or something they'd like to see changed other than just flatly saying "open world sucks." or "questing is boring". There's already so many of these types of threads on the forums, so you'd think if SE did actually listen to said "feedback" then they'd be making some changes right quick, but chances are the large majority of the feedback is just filled with complaint after complaint, nothing actually helpful.
It's easy to just judge something and give your opinion, but it's another to try and actually provide feedback and suggestions that help improve something.
Bring back some open world dungeons, or small nooks and crannies to explore. Random treasure chests found in out of the way corners of the world.
For me, I'd love to have the harvesting and quarrying points visible all the time again. That was the only time I actually ever used botanist or miner. Heading somewhere to do something, see harvesting point, stop, change classes and harvest. It was nice, it made the world feel real.
This are the two issues are annoying me in ARR and sometimes because this problems i dont even log in...
The dev team cant create new content "quickly". The 3 Months updates are failing, the amount of content they are making every 3 months is consumed in 3 - 4 weeks. I think Montly updates can work better. Sadly the dev team cant keep up with the demand the content in their game.
Maybe is Too late for Fix terrible mistakes with the characters in the storyline. BUT..
Allowing Our Self character or our Party members, have a Extra Quality with better animations could improve our gaming experiencie.
Maybe An Option for Increase Character Detail. Low - Medium - High - Maximun. Self Only, Self & party members etc. obviously this stuff would be incorporated with DX11 Client and Ps4 Ver.
Yeah our characters have Really Low quality, they did this with optimization purposes but the character looks hardly any better than FFXI PC ver characters. The environment looks fantastic but our characters looks at ps2 quality Not even ps3.
-Crafted equipment should have a point so that running dungeons aren't the only way to receive high-end gear efficiently.
-Combat should be made more engaging somehow. Implement tactics other than memorizing patters and repeating the same rotation(s) time and again.
-Have FATEs be more rare and difficult. Allowing them to provide experience, tomes, and rare items upon completion so that they're no longer just a grinding tool.
-Remove a lot of the quick travel so that players can actually see and feel how beautiful and vast the world is.
-Give classes a reason to exist. Boost their stats and give them access to even more cross class abilities so that players can experiment and create something unorthodox and fun.
-Introduce the element wheel so that battles can have more depth.
-Going along the above point. Give gear extra stats such as: elemental strikes, elemental resistances (when the have a point), % healing buffs, passive healing, % chances to apply status debuffs like poison and paralyze, provide buffs to individual skills in a class/job, etc.
-Provide alternative content other than dungeons and trials (PVP and Treasure Hunts were a good first step).
-Give players more incentive to perform leves. Perhaps have the bounties appear less often and drop greater rewards.
-Implement more animations. Give each race their own animations for each of the jobs/classes. Just give more life to the characters and NPCs (this is a big deal for me).
All I could think of so far.
I'd rather they not go to the lengths they did with Relic, and especially Mythic weapons.
Empyreans were a step in the right direction though (up until void watch anyway) as they were still an effort to obtain, but accessible to everyone. No single item should ever take more than a month of straight playing every day to obtain, that's just absurd and there's no justification for that. Relics used to take years for some people (even those who got super rich off the inflation period) and Mythics were asinine in every regard, including power level relative to relics save for a handful (PUP's in particular was insane as it made overloading nearly impossible).
It's all about balance - a lot of us XI vets (myself included) were only in highschool when the game launched and we had loads more free time back then, and it was a different era. I think we've all come to realize that that level of grinding really has no place anymore, and we need to strike more of a balance. Currently however ARR is a bit too "easy mode" with the only restrictions (as well as fight difficulty) being dictated by your gear. Basically rather than having spectacular content that can sometimes surprise you and be genuinely challenging, we have a bunch of patterns that once memorized can be executed with near-perfection provided everyone knows the patterns and is geared well enough.
That gets old very quickly, especially if all we're going to see is a self-perpetuating cycle with each patch. That was one of the things that made campaign battle so amazing in Wings of the Goddess - random factions showing up in the heat of the battle right when you thought it was over. Or the moment the battle ends, a new one begins;
I swear I had one that was in the mountain valley area... the name escapes me but it was the zone that replaced la theine - anyway the battle went on for over an hour with a total of NINE WAVES OF BEASTMEN including a few repeats, it was utterly bonkers. I remember my friend and I must have renewed our allied tags at least 3 times throughout the whole thing with capped EXP and Allied Notes each time. Crazy, crazy stuff.
FATE just doesn't do it for me the way campaign did. Recruiting the random NPCs like Maat or the Dragon lady was fun as well.
Gah, 20 post limit
I wouldn't be on these forums, or even making these posts if I haven't "played the game, like or cared about it" that's exactly why I'm here.
I think you mistake me not having to pay for content I don't enjoy fully, & somehow making these demands.
I want to see changes to the game, so do many others according to this thread.
Lastly, why don't you address the rest of my posts? The parts that discredit most of what you just said.
Some of the things I've brought up are actually very valid and facts, such as the elemental wheel and open world design.
& bravo for agreeing and repeating what I said, if you'd go back and read what I said about the open world- it IS gorgeous, it IS beautiful the music IS great, it doesn't mean it's not dull and unlively. The game feels dead because the nature of how the open world works and how the community interacts with it, as well as the NPCs within the game.
I know a fair amount of single player games with more believeable open worlds.
I've never played FFXI, or FFXIV 1.0, or any MMO, this is my very first. The only experience I do have, is with actual Final Fantasy games, which present a quality much higher than this game provides.
Endgame is seriously lacking in content and I know people will say this game is still young, maybe it is but it doesnt change the fact that so far the endgame is really badly implemented.
You just sit anywhere in the world and queue up for DF or check your PF screen then queue up for "fights", never needing to move anywhere. Coil is again not a raid dungeon, it's again 4 different "boss" fights that doesn't require you to explore this so called "dungeon". There is no sense of exploration in this game, everyone just sits at Mordhona or the main cities/craft etc and waits for queues to pop never needing to move. Also being able to teleport anywhere destroys exploration of the FFXIV world.
And looking at the 2.2 patch, the endgame content is basically the same exact thing, you get to do new extreme primals and new coil turns. So after completing these for the week, people will have no need to log in for the week again.
Another comment. I don't think they can just "open" the world. Each zone is not really connected and the far off places that are out of reach probably don't exist as well.
To open the world they would have to manually stitch everything together, which would take a lot of time and resources.
If you mean adding the secret cutaways and things like that to enable exploring, that's fine. That'll probably work.
The idea of adding cut scenes of your character running through ever zone however, while possible, is also unnecessary. It wouldn't be a problem if they did make that but at the same time, I can see why they wouldn't take the time to make it. Especially for every zone, especially if they are skipable.
Less teleportation would be fine with me. I ride around on my chocobo anyway, but then again I choose to do so. I would probably get very tired of riding from point A to B if I was forced to. One could argue that the idea is, if you want to travel you can, but I am not making such arguments. And I do like the idea of timed ferries and airships, but this is something I am used to with WoW, so I can wait 5 or so minutes for a ship to arrive.
Yea, the secrets and explorable areas, as well as higher level areas and more general content for the open world.
For the cutscene idea, it was moreso to make the areas feel less disjointed, it was obviously flawed, but I had no idea how they could do it besides making an entirely open world which isn't feasible for this game.
I think teleportation is fine as is, maybe make it a bit more expensive, but also add scenic routes like the ferry and airship IMO, I'd love to see actual race tracks for your chocobo, and optional obstacle courses.
I alos think differntiating the mounts could help too, make it so you can fight things on your chocobo for example, while things like the Unicorn or Couerl are the fastest but if you get hit even once you get dismounted. Same with minions small static buffs.
- Tonberry Minion: While summoned, an in a party; the more player dead in your party, your damage increases (2% for each dead party memeber) not only could this add some more relevance to minions beyond vanity, but it could be fun to choose one that could very subtly help you. Especially if they're bringable in dungeons (but not targettable)
- Cait Sith: Randomly casts slots, 3 lucky clovers increases your drop rate by 5% for 30 minutes, 3 skull and cross bones hits you for 2% of your max HP, 3 staffs heal you for 5% of your HP and so on
Then there's so many minions that could be affected
I wouldn't be for specific mounts having specific bonuses. At least not something that has to be bought to obtain. Same goes for minions, but more to the point that it just leads to situations where someone will find the pet that is "the best" and then you only ever see that one. I like running around with my little Baby Behemoth and being blissfully aware that I am not handicapping myself in some way.
Two things about this, people don't use minions at all now, besides a very few amount of players, I've collect over 40 or so I think and I still rarely use them.
Secondly, it's an absolutely miniscule difference for any meaningful ones, less than food currently but to add neat effects and small boosts that are completely negligible, only the hardest of the hardcore would min/max with, there's nothing stopping you from using Baby Behemoth.
Though for mounts, I mainly said it because everything feels the same, like different skins on the same wire mesh, even the Ahriman feels like it's walking on the ground and not actually floating/flying
That's kind of the issue though. A boost, even small, is never negligible. I had over 100 pets and mounts in WoW (each) and I barely used any of them but my Argent Charger (all but retired Charger after Lich King), Nether Dragon for flying, and pug for pet. The idea behind mount/pet collecting has always been about having a bunch of pets and using them to your fancy.
If even 1 pet had some effect that led to even something small like 2% exp or damage, then that pet will see the most use in any real situation. No, I would prefer pets just stayed vanity without any gameplay bonus. And I see quite a few people using pets on my server, from those puppies, to the chocobo eggs things. A whole lot really.
Recently i've been watching a certain MrHappy stream FFXI and it has solidified my disposition toward current generation mmos and the ones that we all grew up on.
I, too, miss the hidden mechanics of older games. The developers really strove to create real, virtual worlds. Worlds that drew us in (or pushed us away). 10 Min Boat ride to a new continent? Perfect for immersion. :D
However games of today, in all genres, have it tough. They have to compete with each other on several fronts:
1) they have to draw us in. Example: Pokemon X/Y (new gen! yay!)
2) They have to entertain. Example: This pokemon game is really fun.
3) They have to keep us coming back. Usually via some carrot on a stick. Example: In this new pokemon game, it's very easy to "train" your pokemon for the stats you want them to have. Thus, more people will try it out and maybe they will stick around.
However with more options we as consumers have, it becomes harder for games to achieve that third goal. It is now more easier than ever for us to pick up a game, and then drop it a month or two later. Example: I don't even touch pokemon and it came out when? 4 Months ago. Nintendo got my purchase, but didn't retain me.
And that is just a single player game.
TLDR: I kinda feel bad for game today. They have so much more competition than when I was growing up so they usually have to pander to a lower goal in order to retain gamers.
It's the small touches that really make a world come alive. Graphics and art can only get us so far, but it can never go beyond the superficial.
I still remember back in EQ, we had to /hail the NPCs, /con the creatures. Nightfall brings out the real dangerous monsters and we really had to hold up a torch to see at night. Now in FFXIV, night is just bright as day, we don't really care what level monsters are anymore, it's perfectly safe to navigate most zones because there are defined paths and monsters can be kited by absolutely every single class. Darkness makes no discernible difference and quest markers all but play the game for us.
http://i.imgur.com/SSRUIhB.jpg
They really need to be a little more alert. There should be about 15m or so radius in which any combat action will cause aggro regardless of facing. It's things like this that make the world feel shallow.
Makes sense, personally I have the most fun collecting them, but I only keep them out for 2 seconds to watch them play around then back in the minion list they go :P
Though.... I do bring out my Tortoise I fished up from time to time, love that little guy, how he spins around the place, haha
I actually like that mobs are labelled as aggressive or passive personally. However I do miss having different types of aggro in XI, as well as Sneak & Invis. I also like that overworld mobs are generally toned down (they were too tough in XI let's be honest) however as was said before, it is a bit silly that you can basically waltz past high level mobs and survive as long as you're not hit by heavy. There should be some sense of risk in the world, I mean it's kinda stupid how we can just waltz into Zah'rhak or w/e (beastman stronghold of all things) and just lay waste to everything in sight.
You try that crap in Castle Zvhal (S) and you will get OWNED, HARD (well maybe not as much since the cap went up but it's still a deadly place).
THIS is the problem, there are things in every game that some people will not like. Some things MANY people will not like. But, without MUCH MUCH better feedback of what is wrong and what could be adjusted by SE to make it better you will always just be looked over. Want something changed, provide no feedback as to what will make it better its going to be 50/50 tht it gets worse if they make changes because its not clear what direction they should go to improve.
I guess I didn't word that as clearly as I wanted, I think I said on the previous page.
I don't want to tell the developers, or even players how this game should be made, because, well, I've never developed a game before, that is not to say I don't have my own ideas, concepts and opinions for how content could grow and expand, and most importantly change.
Sorry for the misunderstanding, you can read some of my ideas though on Page 17 I think it was.
Edit: Confirmed Page 17, I listed some of my examples.
Its Dark Souls II
The "Souls" series hits all the right notes for old-school/serious gamers - Difficulty and Challenge, exploration, danger, atmosphere, secrets, awesome gear/builds, variety, great story and chars, immersive... The series has incredible depth. [/U]
I played Demons' Souls, and Dark Souls game relentlessly. Can't wait for DSII. :cool:
Right? It seems better in every single way, the new music is amazing especiall Majulas Theme and the Character Creation screen, reminds me of Resident Evil/Silent Hill music, hauntingly beautiful.
To stay on topic though, the biggest overall changes I want to see to FFXIV are combat and world structure, as well as the smaller fixes that make the game more natural like mob aggro ranges/detection, but one thing at a time I guess
Outside of 1 dungeon the game is boring
There is nothing that brings the community together
essentially just sit in town while while Q'ing stuff
I miss actually going To the door steps of a dungeon and opening the front door with my buddies behind me
Whats the point of designing a whole area for you to raid in when the only thing you need to do is unlock it once and never go back there again
This has annoyed me to no end as well, click the glowing thing or queue up in party finder, Haukke Manor feels like a rock wall, that you can magicall teleport inside, not a haunted mansion especially with it being on a sunnyy hill, make it always storming and gloomy outside, bats flying around, the moonlight shining down.
It's also a disgrace the beautiful and atmospheric music of Aurum Vale lasts like 2 seconds, and totally disspaears, it could totally give the dungeons new life.
The best part of this whole thing is that this here is the 2nd time in 3 pages that you've stated that this is your first MMO. You have no experience playing any other MMORPG besides this one, and have only played it for five months. Also did you realize that this game was re-made with in less than 2 years after 1.0 as deemed a failure?
I would suggest trying any of the F2P MMORPG's out there, and then compare them to this.
I blame the casuals from WoW for this. Blizzard started handing content to the casuals, because they felt left out or they didn't want to put in the time anymore cause they have a "real life" to do. That they couldn't see end game content so after Burning Crusade they started making the game easier and easier. Till you have WoD where you can build a town hire some NPC to run raids/dungeons for you, and get epic gear from that. Not only that but the entitlement issue as well "I spend $15 a month to play this game I should get what I want when I want"...
Because there's other games that have it worse off, is no excuse for SE to give half-assed results.
& as far as I know, this is a Final Fantasy game, a game with a long history of great and excellent games, I expect better from such a series.
From what I've heard, they've gone ass backwards with some of the content from FFXIV 1.23 to now.
All I read is "Me me me me me me me me"
So long and farewell. Nobody will miss you and don't let the door hit you on the way out. Go be a special snowflake somewhere else.
It sounds like you're the one more self-centered, trying to berate someone from criticism of some blatantly flawed systems in FFXIV, obviously some can be open to objectivity and interpretation, but alot are, you simply won't acknowledge them because they don't affect you. If anything that's self centered.
I've been pretty reasonable as well, hearing out how others think it wouldn't work. & unfortunately for you, I'm not going anywhere while I'm still interestied in this game.