I played FFXI for about a week. I didn't like the battle system. It was slow and boring. This one's faster, more involved, and is graphically appealing. The only things that I would change in the current system is to make it so that you can chain physical attacks, equip weapons from two different classes, use classic attacks (jump for lancers, focus for conjurers (would be black mage based), and pray (based off Rosa in FF4, healing a little bit for no MP to every character in your party), duel wield weapons (two swords), or if you have only one weapon, and nothing in your off-hand slot, then that weapon should be handled 2-handed, and damage should increase.
Those are the only things that I would change... other than making different types of mages (black mage, white mage, time mage, setup again). I miss having the separate mage classes. BRING BACK SUMMONERS, summons are amazingly awesome!!!!
Some graphic optimization would be nice too (processing wise, not appearance). Having the game default to vertical synch would make it so that things just ran more smooth.
I do have a suggestion for the bazaar system also. We don't want this game to get like WoW, with people underselling, so I think we should have a minimum and maximum selling point for each item. This will make it so that the bazaar system stays balanced, and will give people a rough estimate of what they can expect to pay for an item.
Last edited by Suetan; 05-06-2011 at 01:32 PM. Reason: Added one last change
I liked XI's combat, but it was admittedly boring for many classes, especially at early levels. Combining what we have with XIV while drawing some inspiration from XI could be a great thing. We obviously have a great deal of abilities to work with, which (at least as far as I am concerned) having an auto attack system like what was mentioned could be a great thing. Less constant management of abilities leads to more time for actual socialization and gives you a little time for a heads-up if something happens during a (to be later implemented) difficult boss fight.
Also, spell interruption played a huge role for mages in XI, whereas I have never encountered issues being interrupted at all in XIV. Not that I would think many people would enjoy the hassle of having a spell be canceled from being hit, I believe it would (along with a more responsive UI for combat to counter it) increase difficulty in some regards. This seems to be a welcome change of pace, given that I keep seeing players post about the general ease they have with this game. XIV has a lot of really great ideas, like the Battle Regimen system, but need to be a little more fleshed-out and paired with a system that would grant more ease to usage of said system. Or the ability system is great, but just needs a little fine-tuning for balance issues--issues that every MMO has anyway. Those are my two cents, at least.
It would be difficult to get a good grasp on FFXI battle system in one week. There was a lot in FFXI battle system and as a characters progressed the battles began to get more indepth. For FFXIV, I don't think this game should use the same battle system. FF games have a tendency to change core aspects with each new title.
The game does need more mages, but I dont think they should add new ones into the game just yet. Expansions are a great place for new classes. However, I think it was a mistake to give 2 mage classes so many different types of spells. They seem to have less specialty this way and to be honest sometimes I cant tell the difference to a thrm or a conj when I'm in a party with them. They both are doing almost the same thing and don't have a distinguished role.
A free competitive economy is going to be much better than an economy with price ceilings/floors. Underselling allows for economic growth, and at the moment FFXIV economy is very weak. Personally I think there is too much gil in the game and not enough sinks. Hopefully addition of chocobos can change that.
FFXI battle system was a little sluggish for me, as I already stated. A personal problem with that, but then again, battle in most Final Fantasies was sluggish (with the exception of later on in FFXII and FFXIII). I like the current battle system; I think spells and creatures need to be adjusted + the server shouldn't have to confirm every action that happens...it slows down an otherwise workable battle system. If they do decide to remake it, I hope it's something closer to FFXII though, without Gambits.
CON has elemental spells (to exploit elemental weaknesses) for damage, a quicker (barely) burst heal, and team buffs. THM has Astral and Umbral damage spells, more DoTs, enemy debuffs, and a small burst heal followed by a HoT.The game does need more mages, but I dont think they should add new ones into the game just yet. Expansions are a great place for new classes. However, I think it was a mistake to give 2 mage classes so many different types of spells. They seem to have less specialty this way and to be honest sometimes I cant tell the difference to a thrm or a conj when I'm in a party with them. They both are doing almost the same thing and don't have a distinguished role.
Their roles right now are distinguished but they don't leave room for mages other than Summoners.
They could just remove the Anima system, give everyone an "Aetheryte Crystal" and have you pay Gil to teleport. It would be a HUGE gil sink. I agree that "underselling" is basically what a free market relies on...if you can't add a feature to make your product better than the competitors' (or at least advertise it that way) you have to sell it for less than them. Price ceilings/floors would feel way too artificial for me.A free competitive economy is going to be much better than an economy with price ceilings/floors. Underselling allows for economic growth, and at the moment FFXIV economy is very weak. Personally I think there is too much gil in the game and not enough sinks. Hopefully addition of chocobos can change that.
Peach Parfait/Khulan Angura on Gilgamesh
How far in levels can you even get in FFXI in a week, like for me being a rdm, the battle system didn't totally come out till level 20, level 1-15ish, were not a representation of the battle system. And then at level 50 it was like being a full fledged rdm with the battle system. I just don't even think you know anything about XI's battle system in a week because of how deep it was. I mean to be fair the UI takes people a week or more to learn there way around (not saying thats a good thing), and then on top of that, if you don't play the game with macros, you aren't really playing XI. Not saying I want anything of this back, but I would love macros to be more important than for just changing actions and gear.
Yes please . Go back to a battle system like FF XI.
It was not perfect and need to be improve but it was much better than all action oriented combat of other mmo's.
While XI's combat system is better than what we have now... It definitely is not something I want in this game. Gimme something better than both of those system. Something that incorporates positioning, dodging, reactionary commands etc.
XI was NOT as good as people remember it being.
Good post playing FFXIV feel soul less where is the adventure the abilities the skills the nice equpment you have to work for.
I felt no joy get max rank here becouse it was way to fast boring and easy with no tactics skill at all to get there
no need work for better equipment
no need tweak the setup
no need farm to get better equip
becouse the game is made that way
I feel like playing super mario without obsticles just an empty straight road to get to goal
FFXI was an awesome game
http://www.youtube.com/watch?v=HJuAc4iInAw
Last edited by Achi; 05-09-2011 at 11:37 PM.
I can respect what XIV tried to do, but daring to be different and flat-out being experimental are two different things.
To be honest, I think a lot of what is currently in there could work if re-tweaked for responsiveness and if an auto attack system were implemented. Perhaps redo the battle regimen system to not work with normal attacks or perhaps when it is turned on, turn off auto attack to make it easier to coordinate actions. Fix the clunky targetting, use a fixed stat system per class level, consider rebalancing AOE to certain spells, and rethink the ability system with slightly modified restrictions and you would have a working (not perfect, by any means) system as a good base to use.
From there, adjust difficulty and give players a good challenge (I'm all for death exp penalty, by the way) so they have a real sense of accomplishment. To be honest, I played the hell out of XIV for a few months during beta/after launch, but I felt no real achievement in what I was doing, and became a very casual player at best. I can't vouch for the remainder of XIV's players, but I personally am not just happy seeing a high number where my level indicator is. I enjoy the journey of getting there. I loved the torturous process of making it through Valkurm Dunes back on XI, or getting my ass handed to me when checking out the Greater Faydark back in Everquest. I've had a pretty fair amount of experience playing MMOs, and I personally feel that without a sense of risk, there is little reward. Without difficulty, there is little achievement. And to reiterate my point again, without a working combat system there is little enjoyment. While I am definitely happy with what I have seen from the dev team, who I know is working hard, these are some changes I would enjoy. And chocobos. Just saying, devs! I will buy you all (as much as I can afford) some kind of present or something! .... If I have money after mortgage. Maybe a chocolate bar? Is that a fair deal for chocobos? I mean... choco... choco-late? Right? Right? ....
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