Your post contradicts itself and makes absolutely no sense. Also, Maat is a fun fight and a great touch to the game.there is a difference between a challange and a redundent time sink. Seems most here want the latter. They already said how it will be. You get a class to a certain rank and do a quest. And that the job is a more specialized form of said class.
One thing I disliked was the Maat fight. When you not that great at playing solo, that fight almost made you want to quit the game.
Maat was not a fun fight.
This game like every other game needs to be fun. Not a epicly redundent mess of frustration.
I do not want to see another kill 100 mobs with a slow weak weapon. That was stupid not challenging.
Why do people here want this game to be niche like ffxi? We need a much bigger player base then ffxi. Mostly because waiting 6hrs or 6 mnths to get a mission done or to level up is a waste.
I'm not asking for easy, but challenge is subjective. And need a balance, not too easy not too hard. Or no one will join the game.
with that said, I would like to see the quest similar to AF quests in ffxi.
umm maat was for limit break, we are talking about Job quests please dont deviate.

Yes, Maat was for limit break in XI, but what I was trying to touch upon was that there was a different Maat fight for each job, and tested what you knew. I'd like this to be implemented in some way for unlocking the jobs.
Just because he was in one game for one purpose, doesn't mean he, or someone similar, can't carry out such a role in XIV.


Personally I would prefer a Maat fight -like challenge than a AF-like quest. The reason is that AF quests were hardly doable (solo) at the level that rewards were worth it whereas you could ask any 75 in your ls to farm the item for you.there is a difference between a challange and a redundent time sink. Seems most here want the latter. They already said how it will be. You get a class to a certain rank and do a quest. And that the job is a more specialized form of said class.
One thing I disliked was the Maat fight. When you not that great at playing solo, that fight almost made you want to quit the game.
Maat was not a fun fight.
This game like every other game needs to be fun. Not a epicly redundent mess of frustration.
I do not want to see another kill 100 mobs with a slow weak weapon. That was stupid not challenging.
Why do people here want this game to be niche like ffxi? We need a much bigger player base then ffxi. Mostly because waiting 6hrs or 6 mnths to get a mission done or to level up is a waste.
I'm not asking for easy, but challenge is subjective. And need a balance, not too easy not too hard. Or no one will join the game.
with that said, I would like to see the quest similar to AF quests in ffxi.
Maat fight, on the other end, was level independent and relied exclusively on skills (given that you had the gils to get the basic items you needed for the fight).
That being said, at level 66-70, you were supposed to know your job, which was the point of the Maat fight. But you are not expected to be a pro before having even played that job, so a Maat-like challenge to unlock new jobs would not be the best idea in my opinion, or at least, the Maat-like NPC you would fight should not be a pro BLM if you're trying to unlock BLM.



I disagree. I'd rather they introduce NPCs for each job class, to both give us someone to look up to while making it job vs job rather than against this one guy whom to me was just a cheesy character.
As far as the Maat fight, the timesink was in finding someone to help you farm a testimony, then dealing with the testimony's low drop rate, then traveling to the BC. Provided we're using the NPC fight to end the AF questline, I'd say having to resupply on items for the fight is enough of a timesink in the event of failure.
The fights should also be designed to not rely on RNG or spell resistances.
Last edited by Duelle; 05-24-2011 at 01:34 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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