The reason Leves dont start until you chose to activate them is because the time limit is part of the difficulty for them?
The reason Leves dont start until you chose to activate them is because the time limit is part of the difficulty for them?
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.
That might be true but I don't believe the time limit adds much to the game. Now a few Leves can be time limited and linked to the crystals but not all of them.
I know the few times I've done solo 5 Star I've had to finish with less then a few seconds left when I was done.
Levequests are now not the only type of quests in game they are one of... 8 types now?
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.
the idea of leves was you can choose where to go after you meet in a central location, if it was given only at the crystals, youd have to go crystal hopping to find parties.
Far as time limits, it depends on your job party make up, and the leve type
OK. I can see it that way. There have been plenty of times when I've come close to the thirty minute mark on difficult leves solo. Wight Stuff comes to mind.
The only part of the OP that I agree with is the switch between active and passive mode.
The battle system is fine. The problem is that there is still some noticable lag with the servers, and players refuse to pace themselves and expect the game to do it for them (ie they spam everything as quickly as possible and are then upset they they have to wait for stamina regen to do anything).
Archers needing ammo has been a stable in fantasy games for ages. I can take it or leave it myself, but you can always just switch to another class if you run out.
HP/MP regen should be something that the player manages, not something that is done for them automagically.
Anima is in place to keep people from simply teleporting all the time. It serves as both a timesink and as a way of keeping the sense of scale.
The levequest foundation as it stands is fairly solid; it's major failing is repetitiveness and lack and variety. Having one central location to pick up all of your tasks is actually a really nice idea, so it confuses me that you'd rather go camp hopping instead.
The game certainly has problems, but I don't think the items on this list are part of it.
I am not saying that it should be given at the crystals but that should not need to be activated at the crystals. They should be active when your receive them.
Here are my thoughts on the topics you brought up:Originally Posted by geniusprime
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I do not think HP or MP should regen in Combat. There are plenty of other MMOs out there that do this. If i wanted that, i would play them (which i actually have been. Playing Aika off and on).
Combat does seem dull & slow and hopefully Auto-attack along with Battle Regimen adjustments might change it. However, i don't want to be attacking so fast that you barely know what anyone else is doing either. Haste will eventually make this better too (FF11 starting out is slooooooooow).
Archers and Ammo. I think if SE is planning on nerfing Archer then they should have a non-ammo ability or be able to wield an axe or something if they run out of ammo. If they don't nerf Archer then i think the pay off of running out of ammo is fine anyway (if you can't manage ammo then that sux for you).
Transportation needs to come about in many forms. Teleporting should be limited, but the problem is that it's all we have right now. Once we have airships & chocobos this will change a bit. There are little airship docks all over the field areas in La Noscea as well (foreshadowing at flight paths perhaps?).
Levequests are boring, this is true. Since every single leve can't be right around the camp, they should provide quick little portals to get us to the fight where applicable. As long as we're not running all the time, i believe they should add these to get us in the battle faster. Anything that stops us from having to run all the time. Also, i believe levequests should have more epic encounters other than wiping out a few enemies of the same type.
Active & Passive mode. All i have to say is that it should be similar to RaiderZ online. See video below:
http://www.youtube.com/watch?v=zCZtk6KvT0s&feature=related
Notice at about 0:30~ he's running while taking his weapon out. No stopping.
Last edited by Tezz_Xivectro; 06-09-2011 at 01:23 PM.
Its funny that you said that the battle system is fine yet you immediately describe some of the issues of the same system you claim to be fine. Its slow and boring. There is nothing particularly engaging. And folks trying to spam the attacks is not the problem. It needs to be faster and definitely more responsive. At moment is feels very turn based. The inner mechanics can work on a turn base system but the execution should feel more real time.
Switching to another class is definitely not a solution to Archers needing to spend money to fight. It also not ideal to switch class if the class you selected is the class you want to be.
HP/MP regen(ing) when you are not actively engage but still in active mode is not "something that is done for the them automagically" it simply streamline the process. Streamlining is very important to a game's playability. Obstacles should not be placed just for the sake of it. And the inclusion of many obstacles is one of the reasons this game is not successful.
They should find alternatives and more fun timesinks than running from location A to B especially when this game is loaded with so many painful timesinks already. The sense of scale would still be there for you CANNOT teleport to any location on the map so I don't quite get this argument.
Its funny that you say that however, the current setup IS equivalent to camp hopping because you HAVE TO activate the Leves at the specified camp. That makes no sense and it doesn't alleviate the problem of camp hoping. My point about the Leves is that it should be activated the moment you receive it. It does not matter where you receive it once it is activated upon receiving it.
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