You know, fun like FFXI.
Printable View
You know, fun like FFXI.
Ughh for the idk 65th time FF14 isnt FF11. FF11 isnt dead go play it if you want to experience it
Uh, define 'fun', as it is completely subjective anyway so what one player might regard as 'boring' is lauded as being fun by another. SE tried a psuedo 'FFXI-like' battle system once before in FFXIV 1.0 (which was designed by exactly the same producer and development team as FFXI!), and well, we all know how that turned out.
It just so happens that FFXIV ARR's style of battle system was chosen by players (in other words, the Armoury System retained and Jobs upgraded from existing classes) instead of an FFXI-like system back when Yoshi took over as producer. Players made their choice back then, and hence Yoshi is sticking to that.
probably not.
If you're referring to the actual battle system, FFXI's battle system is/was by no means "fun." You literally sit there and auto-attack until you have enough TP to do something fun. Casting is the same animation until the splodey bits at the end. Then you have to squat and rest for 20 minutes once you exhaust your MP. The worst part of the game for a lot of players was experience grind parties. They were so boring because of what I just mentioned. Filling in your party with laggy Trusts doesn't make it fun either.
I'll admit, FFXIV could take some pointers from FFXI battle content, but definitely not FFXI battle systems. Patches simply don't deliver a punch like they used to. Having to wait until .55 several times for something to grind has become very unsatisfying. (And this was going on before covid, so that's not the reason.)
The current cycle I'm usually done with meaningful content the first week, then it's a wait until Tuesday. If I do login during that down time, I'm usually not doing anything highly constructive. This is where some of the content from FFXI could hold my interest. Something like Campaign, or Assaults. Maybe even Besieged. (Though hopefully on a better schedule.) Maybe some random little delivery or escort quests that pop up around the world. Something to make people wander around, instead of sitting in town with their sparkly weapons.
Maybe they need to change up the drop limits on the raids. I mean we have 17 jobs now we can grind gear for, do we really need to be limited to 1 item per week when a raid comes out? Even 2 items per week would see a drastic increase in how much people do the content. Like they don't want us playing the game "too much" for raid gear, yet when that relic content hits we better be grinding day and night? It doesn't make sense.
Maybe they need to give more incentive to redo certain content? Like the new ex trial is great if you enjoy ex content. (I don't) Why not have a lower version of the weapons or something else to grind for in the normal trial? Even then, I don't know how people can sustain themselves on the same fight over and over.
I really like AF gear in this game, and like the idea of upgrading it. I was disappointed to see it locked behind an ex trial this go around. Why not instead have a system to make those pieces better with each patch? I enjoyed that when Eureka started, and was excited to keep raising the level on my AF gear. Then they tossed the idea and went back to role gear. I ended up skipping it after that, and ended up doing Eureka less because of it.
I think both games could learn a little from each other. I'm secretly hoping they are in the background. I'm all for traveling to Vana'diel in FFXIV after all. But I definitely don't want to go back to that battle system. It was boring. Just the speed alone of FFXI makes it boring today. Everything is soooo slow. FFXI was great... back then. It would not hold my interest now. FFXIV is struggling to hold my interest as it is, gods forbid they make it slower and more boring.
The thing about an MMORPG that you pay a sub to, is you want to play it as much as you feel your money is worth. To some, that's maybe once a week. To others, it's all week. I tend to fall in that "as much as possible" category, because FFXIV is like my primary game. But sometimes it just feels like there's "not enough" in it. The island thing makes me hopeful for the future. I just hope it's not inspired by FFXI's private island, where you can only do 10 things per day.
SSSSHHHSHHHH! I'm spamming Art of War! I NEEDTOCONCENTRATE!!!!!
In all seriousness would be cooler if it was faster paced, like say half the cast timer? I'm used to it and my only complaints are to do with healer dps kit but if things happened faster...I might like that. (Yes, I know...server ticks and load etc. I know why it is the way it is)
I agree with the sentiment, but not the example.
Given XI still exists and gets support, if you want a XI-like combat. I'd rather have Heavensward combat. Cross-class skills, enmity management, dps utility and cleric stance included.
Yeah they're probably going to have a fun battle system in Endwalker, like they've had for Shadowbringers, Stormblood, Heavensward, and A Realm Reborn.
The one thing I liked about FF11 combat was doing skill chains to get distortion or whatever other elemental effect and have a BLM use the magic burst. I thought that was cool. I enjoy FF14 combat way more tho and I don't get how you can think 11's combat is superior to 14.
First of all FFXI and FFXIV are completely different types of games that you can't really compare. But the combat of FFXI has changed quite a bit from how it was a long time ago. I only really started playing it last year but I am quite aware of how slow it is in the beginning. New gear has a BUNCH of haste on it to aid that infrequent TP problem (if only it was for the entirety of the game). But despite how slow early game is, it DOES have some really compelling aspects...
FFXI has so many prominent systems and gameplay elements that FFXIV sadly doesn't use. CC/debuffing, skillchain system/magic bursts, damage typing (elemental weaknesses/strengths, piercing, blunt, etc), killer traits, intimidation (enemy race/job paralyze), non-linear gearing system, impactful sub jobs. The list really does go on with how expansive the FFXI battle system is, but FFXIV simply does not stack up to, especially with SHB - EW. Also back to the TP thing, most jobs get TP so fast that they can multi-step self skillchain (skillchaining off the skillchain itself multiple times) quite effectively, and as we all know magic burst gets MUCH stronger with bigger skillchains. Oh and all skillchains have elements attached to them so depending on the enemy you are fighting, the combinations you use are different. There's so much more to say but I don't feel like writing an essay, but I do understand that can be a turnoff uwu.
If current FFXIV was modeled after HW I'd be more compelled to agree with you saying its combat is fun. In HW, job design/uniqueness was a priority, and every job brought something big to the table (we dont talk about PLD). This was especially the case in HW PvP where actions that would never be used in PvE would suddenly have HUGE potential. Everything really goes double for healers and tanks (why you take my dots!?) But what I don't understand is if Yoshi P wants to break the boundary between MMO and single player games like he said, why simplify the jobs this way?
I find it funny for SHB-EW they remove crucial gameplay elements like enmity management, MP/TP management, unique utility with each job/class, but really adds nothing that makes the game similar to a single player RPG. Thanks Yoshi P now I can do my role without having to think about anything except my burning desire to press 111111 or 123123. Single player RPGs usually have unique effects for each ability/spell coupled with a LOT of customization for how you play, if anything i believe FFXIV has drifted away from that.
Ehh sorry to go on a tangent, as you can see I am an idiot sperg.
We do. It's called Crystalline Conflict. Where suddenly every job is balls off the walls fun.
I don't want FFXI's combat per say but I would like for its uniqueness in jobs like others have mentioned.
The problem with FFXIV's combat (aside from everything feeling the best at level cap) is that too many jobs feel the same within their role. Tanks and Healers come to mind. The best example of a role having unique feeling jobs is Caster right now and that needs to extend to the rest of the game.
BLM, RDM and SMN do not feel the same from lv30-90. Even before SMN's rework. Can't say the same for Tanks/Healers at all and for Phys Ranged and Melee... eh there's some overlap but not much.
None of the jobs feel the same at all in PvP and I don't understand why that isn't the same in PvE other than "too much work". Because, no, having less skills is NOT the reason at all. Other MMOs had just as many skills as we do here (WoW, Rift) and their classes feel different.