And SE might consider such a drastic change again - if subs fall below 50k. It was a pretty desperate act after all.
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Speaking from a dev point of view, as much as I would love just exploring all the areas with updated graphics, and textures they'd still have to build it from the ground up. I am okay with them reusing XI's textures and updating them, as they have with some gear and enemies. Or give a separate fan team blessing and permission to build that world... which probably won't happen. I'd like to see them reuse world assets from X, XI, XII, and XIII and create new areas in XIV that might give you the impression "Oh hey, that reminds me of that one place."
HOWEVER, I just looked back and realized I missed the Shantotto crossover event from way back when (would of loved that minion). Perhaps maybe... we could get her as a character in the future? Updated as a Lalafell. She is capable of inter-dimensional traveling, so it wouldn't be far fetched. The questline she does even say if "Your world is in disarray, she'll be back to save the day" so having someone with chaotic good would be a fun change of pace. I mean we still have that whole what-if speculation that the Warring Triad is going to mess the world up, and Shantotto seems more capable to deal with the likes of the Ascians than anyone so far.
Don't think a Lalafell!Shatotto would be likely, SE's stance on crossovers form "Completed" FF games aside, I don;t think she is the type to use Fantasias or anything of the sort, an the closest equivalent is not only long dead, but was recently debated that she might NOT be a lalafell at all (thanks lazy Hyur sculptors of Mhach)
They should come back to Tanaka, kissing his feet and begging him to come back.
We only needed FFXI HD (a pure sequel) and we have this... ARR...
And it's nothing compared to WoW, we have no real contents, no real raids, we just keep getting glamour and emotes. I'd kill every glamour/emote and casual contents from the game and return to the original FFXI's team + Akihiko Yoshida as visual designer.
Honestly, I am still here only for the FC I am leading now, game status is just garbage and need a massive revamp; raids and hardcore contents or riot.
Nah, this game doesn't really require lot of time in order to play it properly (which is another issue); I am just around for my community and 3.4 raids, but I am close to hate ARR's team cause they ruined this game which has the greatest potential in the MMORPG scenario thanks to 1.0's team. I care for FF online and FFXI/FFXIV's team, but I despise this team and the lack of contents this game never gonna get till those ENIX people are in charge.
You do know Yoshida took over the game and got 1.0 to a good place at 1.23 right? The writing was on the wall for what type of game this would be when ARR first launched. That being a modern style theme park because it had to be able to recover from 1.0's flop. If they had made it XI part 2 it would not have made the money they needed and would have been a niche game at best and they needed better than that.
You really need to learn.
I didn`t ask for the game to become GW2, just to be more like it. A game can use advances, techniques and good ideas from others while retaining their own form. Thats why genres exist and not a single game is absolutely independent of the influence of others. FFXIV has taken way too much from the last decade of this industry which standars have been set mostly by WoW. 3 years into the game, its time to look for new influences, specifically, in games that didn`t follow the WoW Formula.
And considering there is not a single MMORPG which takes the whole horizontal progression to an extreme as much as GW2, and that being the biggest need this game has, i see nowhere else where to take a few ideas from.
I am not hating on Tanaka necessarily, but his vision of FFXIV was doing 8 guildleves every 48 hours and RNG exp grinding. Don't pretend 1.0's issues were only technical. He brought what was wrong with FFXI over to 1.0 and made it worse with things like the Fatigue system, gear without levels, stats that did not matter at all, lifeless areas, class/physical level, really bad exploits, and so on. There is a lot that happened in 1.0 that led it to the way it was, but a lot of that is pointed at bad direction. If we had 1.0 still and SE did not change anything, it would still be a mess today because they would be under that same philosophy that they know what is better than the players and not communicate at all. Probably be just like FFXI and do a class adjustment once or twice a year and at best be a niche game held on by people who are overly loyal to the Final Fantasy brand.
If we were in that situation where SE reformed their team, I doubt they go back to Tanaka. ARR despite complaints from people in here, is still a very successful game and I don't know where people here get this illusion it is not. Game is in that period where it is not as active like most MMO's when we are near a patch. The game is just fine. Yes there are definitely things this game needs to improve on and they need a better grip on what is fun and not fun, but they have a better handle on their online title than they ever had before.
The problem with GW2, was that for at least the first 3 years of its life, there was NO endgame, and there was no reason to have 1 piece of gear over another except for "glamour." Oh wait, the community decided the attack power, crit damage, and crit % build was best, so thats what everyone used. Oh, and you didn't ever even need to run the dungeons at all, since the best gear could be crafted.
GW2 was worse off by miles than XIV in everything except world size, and the quests and events were essentially fates, and thats all the open world had. Which is probably where XIV got the fate ideas from, since everyone liked them in GW2.
Omg... I wonder if it is the language barrier but... Are you even trying to read?
When did "take things" or "be influenced" became "turn into" or "transform into"?
Who cares about what GW2 did wrong, which goes beyond the lack of endgame, which persist till this day btw, one raid won`t fix that. Learn. to. read.
You see the same thing in this game with the Fatigue system being similar to tome/scrip caps and time gates at everything, there's still stats that do not matter, the areas were even more lifeless because there's barely anything to do in it, classes still existing, zerging in the open world, lazy/copy-paste content and a lot more questionable design decisions. Yoshi-P's vision for the game is doing your roulettes everyday, waiting for your queue to pop up while you're on a hub and cap on tomes/scrips for the week. After you're finished, you wait for the next week/patch to come up.
This game has its own issues similar to 1.0 but people fail to see it since ARR is the better game.
People believe FFXIV was successful was because it was better than 1.0, but if you compare it to other successful MMOs out there, then it's lacking so much.
Inventory and vanity systems are superior by a long shot.
PvP is superior in every way possible.
Dungeon exploration + open world exploration.
And taking a bit from its "horizontality" would help to fill the gap XIV has right now of absolutely no midcore content.
There is plenty of stuff to take from there.
They certainly did the FATEs better, seeing as the only one with comparable open world effects is that redbelly hive in the south shroud - aaand I'm inclined to say their PvP is miles ahead of ours, if only because of the lack of trinity system. Though WvsW was cool in its own right. The heart-thingies and map achievements also gave the restless completionist a bit more to do - our sightseeing log IMO is a lot worse. Especially with the time and weather conditions.
Uhm...couldn't name much else I personally would like to see. But I admit I haven't stayed with GW2 very long after reaching max level and gaining my crafted armor.
The sightseeing log here is absolutely terrible to be honest. In GW2 was simple, direct, and rewarding. Here is unnecesarily complex, they at least learned and fixed it for HW...
[QUOTE=dinnertime;3811153]You see the same thing in this game with the Fatigue system being similar to tome/scrip caps and time gates at everything, there's still stats that do not matter, the areas were even more lifeless because there's barely anything to do in it, classes still existing, zerging in the open world, lazy/copy-paste content and a lot more questionable design decisions. Yoshi-P's vision for the game is doing your roulettes everyday, waiting for your queue to pop up while you're on a hub and cap on tomes/scrips for the week.
All MMO's have artificial walls to keep people from getting geared up in just a week. Whether that be high rng like in XI (not to mention 24 to 72 hour spawn rates for NM's). Token grinding and the like are in WoW and many other games including lock outs as well. Honestly the Fatigue system is IMO not comparable as it stopped you from even lvling and there for being able to do hardly anything.
I don't care for pvp, and even when i did wvw, it was just zerg rushes. GW2 had no midcore or hardcore content, it was all casual lol.
You had to really try to find people to clear all the routes in the dungeons, when I played people only did one path of the charr dungeon, and they wanted a guardian and 4 warriors to speed run it.
You are not limited on how much you want to level you job. You are not limited to 30 minutes of content every 48 hours. It takes the average person that full week to get weekly tomestones.
You really want to compare areas in 1.0 to ARR's? ARR has towns, NPC's, events, and so on the map. Since the area isn't relevant at the time does not make it lifeless. You learn of where you are at through quests and the main scenario. You never got that from 1.0 except some back stories you read on the internet. Copy/paste is a ill thought argument. 1.0 was a literal copy and paste. If you want to call out 2.0's, then you are going to have a much harder time, especially since the idea of zones instead of seamless to begin with is so they could make unique areas and not a strong need to copy/paste anything. I have not once looked at something and went "I saw this over there.", not saying it isn't there, but they do a good job making unique places in zones. 1.0 within 15 seconds you would find the same exact terrain.
The development team's vision as said from them is to play at your own pace. Rather if you want to log on for a day and get a few things done, or once every other day. Or if you want to go hardcore on it, you can. If you do not understand why the tomestones are on a weekly lockout, then you don't understand how design works on a raiding level or overall progression level. All the ilvl230 gear shouldn't all be obtained on the first week, then there would be a reason to complain. Why not try to understand why something is there first before calling it out.
Sure you can call FFXIV out for some features that can be improved on. Argument isn't if it is a perfect game or not, because it isn't. Its the particular aspects that make it good that people feel this need to call out on without even looking into it or letting their ass speak on their behalf. If you want to play the compare to other MMO's game, sure maybe one MMO might do something better, but you forget that same MMO you compare has a lot of faults of it's own, even WoW.
I do wish people would look at a design choice, actually try to understand why its there, and if you still don't agree, then suggest how to make it better. If you want to fix an issue, you need to understand it first.
That is not working.
A player playing at their own pace, if said pace is slow, gets left absolutely behind. While players with endless free time and the will to go through the grind, get an advantage. The distinction between casual/hardcore players is far too wide and far too dependant on time investment, with no link or alternative between them. The diference between casual and hardcore and the content you do is not based on skill or capabilities as a player, but how much time you can put into the game. That is a bad design desicion from the player perspective. Is amazing if you have to charge a monthly fee.
Now that is also not true. If gear could be accesible at a faster pace, players will probably be encouraged much more to participate in content for longer time than this artificial time creation through long grinds. Since players will be rewarded faster and more progressive, if you get a weapon somewhat quickly, one or two weeks instead of seven... You are encouraged to repeat said content to get more weapons. If you only get one weapon in seven weeks, by when you get through the grind, you feel tired and you don`t want to see said content anymore, you are probably done with it and will drop it, also, the longer time makes it be "closer" to the end line that is the next update. So, a weapon that takes that long to get, halfway though a patch time is already irrelevant or unconvinient to get, by when the next patch arrives is just a waste of time, and instead of making content to live longer, this forced grind and delayed rewards just make it live shorter.
If anything, considering the speed of the patching, everything in this game should take half the grind it takes in average. Probably a bit more, it would increase the enjoyment of achieving things in a progressing manner and would skyrocket the replayability value of content. Where now it "dies" after the grind is, if things were more accesible, people wouldn`t have problems going back to get more of them.
I said it was similar because they are both time gates. It gives less opportunity to gear up more jobs and no it really takes about 4 roulettes, maybe throw in some other quick roulettes and you're done for the week. Why run that content if it'll negate you with any reward? You can easily cap scrips in a day and then you have to wait a week again. Normal raids give you 1 item per tier and then you wait the whole week. Same with the 24-man raid. etc.
Which is still really a shame because the zones are irrelevant. Full of life because of NPCs and FATEs? Sure, but it's barely full of players unless there's an event involved in that zone.Quote:
NPC's, events, and so on the map. Since the area isn't relevant at the time does not make it lifeless. You learn of where you are at through quests and the main scenario. You never got that from 1.0 except some back stories you read on the internet. Copy/paste is a ill thought argument. 1.0 was a literal copy and paste. If you want to call out 2.0's, then you are going to have a much harder time, especially since the idea of zones instead of seamless to begin with is so they could make unique areas and not a strong need to copy/paste anything. I have not once looked at something and went "I saw this over there.", not saying it isn't there, but they do a good job making unique places in zones. 1.0 within 15 seconds you would find the same exact terrain.
I'm aware of how copy-paste 1.0 was so I didn't even mention it. 2.0 zones were good aesthetically but they're barely put into good use. The copy-paste content around here is recycled mechanics, dungeons, relic grinds and even new content like Palace of the Dead etc.
I do, but you're missing my point. I've already mentioned why it's similar to the Fatigue system. Playing at someone's own pace is impossible if there is something that's going to block somebody's progression if they're too quick, and they'll be behind others if not, but I understand since time gates are a common concept in MMO like this.Quote:
The development team's vision as said from them is to play at your own pace. Rather if you want to log on for a day and get a few things done, or once every other day. Or if you want to go hardcore on it, you can. If you do not understand why the tomestones are on a weekly lockout, then you don't understand how design works on a raiding level or overall progression level. All the ilvl230 gear shouldn't all be obtained on the first week, then there would be a reason to complain. Why not try to understand why something is there first before calling it out.
I can see your point here, it's not actually a bad point at all and I can agree with some of your assertions. I do agree the grind should be lessened and you should be able to get more gear more quickly as I find myself with only just enough time to gear up 1-2 classes before the gear is obsoleted and we start over with the vertical progression model. If I could gear up all the classes I like to play (drk, pld, drg, blm, mch, whm, and mnk) in full 230's before the next patch hits, I would certainly do so. But as is, I can't because of the lockouts on WC and Lore tomestones so I can only gear up my two favorites (drk and drg) and while you can say I'm able to gear up drk and pld together because of the shared tank gear from lore tomestones, that is not always the case for things like esoterics which were class specific when they were the best gear.
As far as gearing up those classes, I manage my time really well and in other MMO's I could usually gear up all my favorite classes because even though there were weekly caps and lockouts, I had multiple characters I could gear up and no I don't think making an alt is a viable solution in this game because of the main story requirements that are in place. If we could get the tomestone cap on a per job basis rather than a per character basis I'd really appreciate that. I'd be running content all the time if I could get gear that way.
Velhart however does have good points of his own.
Weekly caps are indeed there for a reason because the devs don't want players gearing up in a week, it's a conscious design decision to stop players from going nuts spamming content burning out and to keep players playing longer. I respect their decision but I always felt that should be up to the player, if I want to spend 50+ hours (hyperbole obviously) grinding dungeons to gear up all my favorite classes in 230's (if the cap didn't exist), I should be the one to make the decision if I want to do that. The decision shouldn't be made for me. That being said though, I understand the reasoning for the weekly cap and don't want it gone, I DO however wish lockouts were tied to your job rather than your character.
Edit:
Let me just add that I don't think you should compare tomestone lockouts to the Fatigue system. The tomestone lockout just stops you from getting gear at maximum level, the Fatigue system was more about stopping you from being able to level your character as much as you want. The former is a pretty common trait in all theme park MMO's, the latter is completely and utterly asinine.
Yeah, I admit I shouldn't have. I thought they were quite similar since both block progression, although block the opposites. Fatigue ""encouraged"" progression with other classes but blocks progression of the class you mainly play while tome lockouts would only make you progress with your main role/job, but not your other classes.
With how this game is set up, your idea is to give people gear as fast as possible to beat content that is already doable without it? Only real benefit gear gives in the game is the ability to clear the higher end of content like raids and extreme trials. Your idea might hold water if the game was catered towards high ilvl play, which in most cases it is not. That is something that is a potential issue, but SE's heavy catering towards casual content makes it as such.
Again, the average person does not cap their tome stones or scrips in a day, you are trying to argue on behalf of people who have a mass amount of time and nothing better to do. You can't make content in the idea of people who will cap your stuff in a day or beat your raid the first two weeks. You simply can't fight it beyond capping the amount of gear you can get a week.
Better question is, why do you believe everything should be handed to you in a short period of time? Even FFXI created methods that you don't obtain everything you want in a short period of time. Artificial walls have to be created to create longevity, how you create those artificial walls is another matter, but they have to exist. I guarantee you if walls for tome stones were taken down, the longevity of a patch would be greatly reduced.
Barely put to use? Areas are used for treasure maps, FATE's, dailies, hunts, gathering, crafting, quests, guildleves, relics, seasonal events, and so on. People still do all of these in old areas and new. How can you say they are not put to good use? You can say you don't like it, but don't pretend areas do not have a purpose. An area once very relevant is not going to be as much when we reach new areas, that is going to be a given thing. I can credit them however to keeping them in good use.Quote:
Which is still really a shame because the zones are irrelevant. Full of life because of NPCs and FATEs? Sure, but it's barely full of players unless there's an event involved in that zone.
I'm aware of how copy-paste 1.0 was so I didn't even mention it. 2.0 zones were good aesthetically but they're barely put into good use. The copy-paste content around here is recycled mechanics, dungeons, relic grinds and even new content like Palace of the Dead etc.
I believe Khalithar explained it well enough.Quote:
I do, but you're missing my point. I've already mentioned why it's similar to the Fatigue system. Playing at someone's own pace is impossible if there is something that's going to block somebody's progression if they're too quick, and they'll be behind others if not, but I understand since time gates are a common concept in MMO like this.
The game IS catered towards high ilvl play. The diference is how to get that ilvl, casual way through mindnumbing slow grinds or hardcore way, investing hours upon hours of raiding. Gear is the reward on itself. Adquiring gear fast will only increase the ammout of players doing content, since people would not be left behind and everyone will feel like progressing in a way or the other, specially true for those who disliked the way SE thinks "casual" means and don`t have the time to get into high end raid content. There is a gap between those two, making gear faster to adquire will fill that gap by encouraging players to replay content and will reduce the number of people "left behind" for the next patch cycle, which will mean all content will be always revitalized and the natural geargrind obsolence will be reduced enough to make items adquired doesn`t feel like a waste of time at the end of a patch or completely obsolete at the start of the new patch.
Also, do not confuse time with difficulty. Some people thinks, and sadly SE seems to do too, that somehow investing time is a way to measure content difficult challenge, and thats offensive to people and a bad way to gauge at which rate gear should be rewarded.
I play the game for 3-4 hours a day and I get to cap tomes half the week from purely doing undone roulettes, maybe less. It's not that hard.
I don't? I just said that tome caps block progression. If anything, I want tomes to be separated for each role.Quote:
Better question is, why do you believe everything should be handed to you in a short period of time? Even FFXI created methods that you don't obtain everything you want in a short period of time. Artificial walls have to be created to create longevity, how you create those artificial walls is another matter, but they have to exist. I guarantee you if walls for tome stones were taken down, the longevity of a patch would be greatly reduced.
FATEs? Leveling up by doing dungeons is way more efficient, and FATEs gets zerged and that's not "good". Hunts get zerged. Quests aren't repeatable (while dailies are), seasonal events are a limited time only. If you think hunts and forcing FATEs into the relic or events is "good use" then I don't know if you're joking or not.Quote:
Barely put to use? Areas are used for treasure maps, FATE's, dailies, hunts, gathering, crafting, quests, guildleves, relics, seasonal events, and so on. People still do all of these in old areas and new. How can you say they are not put to good use? You can say you don't like it, but don't pretend areas do not have a purpose. An area once very relevant is not going to be as much when we reach new areas, that is going to be a given thing. I can credit them however to keeping them in good use.
The only good purpose of the open world is gathering, doing dailies and treasure maps. At least they're putting battle leves into some good use now.
The issue with the open world is that it really does feel lifeless. there's no sense of danger there no dynamic environment, nothing ever impacts the open world in any way.
the fates for example "help the settlement is being attacked!!" no one turns up fate fails. nothing happens the settlement is unaffected. the opposite is also true. bunch of people turn up clear the fate. nothing happens the settlement is unaffected..
everything in the openworld is trash so you never really stumble across a player or group of players engaged in a proper fight agaist a boss or something remotely dangerous all of that stuff is locked away behind instanced versions of the exact same place. hunts don't count either there not really dangerous its just throw enough bodies at it till its dead. basically the exact same as a fate. just without a blue indicator on the map.
this is one area they could take a lot from xi. be it the conquest system, campaign, or besieged. the state of many zones was always changing subtly. that out post you used yesterday is under beastman control today and you can't teleport. or the runic portals are unavailable because beastmen stole the candescance. little things that made the world feel alive. and also the sense of danger many zones had even at 75 when that was the cap. that danger isn't there in xiv. I can run right past everything without consideration. if it aggros me so what. it'll give up the chase after a few metres... no danger at all. even the dunes in xi were more dangerous. that goblin that would literally chase you all the way across the zone for example...
the open world is incredibly static and dead.... it'd be cool to see players actions impact the open world in some way. and really bought it to life.
look at costa del sol at the minute. more people around because of the moonfire faire but not really bought the area to life. most of them spend 90 seconds burning the special fates and then afk till they repop. it's not exactly "lively"
Ffxiv is unique in its own way. It's not wow and it's not Xi so deal with it. It's successful for a reason
Some sandbox mechanics for the open-world would be appreciated. Something to emulate from XI possibly could be Grand Company regional influence for Heavensward zones. The top ranked GC of each HW zone gets some bonus like bonus Gil from Fates in that zone, versus the 2nd and 3rd place GCs that get bonus GC Seals instead (3rd more than 2nd).
Whichever GC has top rank in that zone has access to an outpost vendor that is otherwise inaccessible (a Flames/Adder/Maelstrom Caravan Trader) that sells some GC-specific glamour items (need more !_! ), barding, or fireworks. GC ranking updates weekly.
I think a feature such as that does far more to keep Fate/Leve/Hunt alive 1,000x more than peppering different relic stages or Seasonal Events (wtf) with ATMA grinds.
The factions are getting expanded soon, maybe that'll add some spice.
After reading through this thread I've come to the conclusion that the same people I keep seeing post in other threads about how great FFXI is absolutely refuse to believe that:
Final Fantasy XIV is not now, and never will be Final Fantasy XI - 2. Period.
They are under some delusional idea that Final Fantasy XIV was only released to be a prettier version of their beloved Vana'diel. When they found out that it wasn't, they have raged every since. Yet for some reason, they refuse to go back to their "perfect" MMO, and I guess, hope that if they scream loud enough on the forums the devs will start the conversion to becoming FFXI-2. /shrug
As for the other stuff: It may have borrowed ideas from WoW, Guild Wars, AION, FFXI, Hello Kitty Adventure Island, ect.. that isn't up for debate, as everything influences everything else. What I'm getting from the thread though is when those things are introduced, people rage that it was either not wanted, poorly executed, or not as good as what it was in the game they think it's mimicking.
Most are quick to forget that the devs aren't just copy/pasting code from the source game to this one. If they do attempt to implement a concept from another game into this one they have to make it work within the already established core systems of this game. They already rebuilt this game from the ground up once, they won't be doing it again just to quell a very vocal minority. Sorry to burst bubbles.
So really, If you are unhappy with the state of the game: Feel free to post your suggestions. However, take into account that unless what you are suggesting is extremely minor and has little to no impact on the game at large.. you might as well just accept that it will never be introduced. The devs have their own roadmap and plans as to how they are going to build 'THEIR' game and you as players are along for the ride. If you don't like 'THEIR' game there are countless others out there that might better fit your gaming needs.
Except those zones are Ishgardian territory and not Flames, Snakes or Maelstrom territory, you are completely ignoring the politics of Eorzea.
The open world is part on the setting for ARR, changing it alters the MSQ for others. Also, open world is dangerous, just try starting an alt in Ul'dah and run north through Northern Thanalan to More Donuts, there is your open world danger. You're levelled and geared andthe Warrior of light. Primals fall to your sword, the open world should not be a threat.
GW2 was a ton of fun on the journey from level 1 to cap. But after hitting max level, the game was extremely boring.Quote:
GW2 was worse off by miles than XIV in everything except world size, and the quests and events were essentially fates, and thats all the open world had. Which is probably where XIV got the fate ideas from, since everyone liked them in GW2.
Altering the msq wouldn't necessarily be a bad thing. The problem with the msq is there's so much filler junk in it that a lot of the main plot points are completely lost.
The slayer of mighty primals as you said yet after defeating a mighty primal you're then resorted to whacking a few bugs for some dumb npc for lord only knows what reason. Hardly a fitting task for the slayer of mighty primals.
Theres to many filler quests that end up burying the the more key plot points.
OP - I don't want this game to be more like another one, I want it to focus on it's own strengths.
Great ongoing story, dungeons and raids, crafting, new classes now and again, evolution of existing classes.
Now if this sounds like some other mmo's then so what? If you wanted it completely different you'd have to get rid of all the above, then what would you have?
This is an mmo, it wouldn't survive on polarised players reminiscing about FF(insert past version) with often rose tinted glasses.
The game is there to attract a wide spread of mmo fans - players who weren't bothered by FFsomething or other.
What sets it apart therefore is the quality of presentation. How it does the story, how it ties the group content into character progression, the variable challenges.
If there is one thing I'd like, it's a speeding up a bit of new content/expansions - but that's just the wish of most players frequently looking for something new. I appreciate it takes time and resource to do this, and am ok to wait.
I'd much rather have in-depth and good quality content over a rushed and bugged release.
I would like a more horizontal progression with more interesting (special) stats.
Thats what i loved about FFXI.
In current FFXIV, gear is getting obsolete too fast. It's frustrating and boring.