
Every time I logged in and played FFXI I had a blast. Yes sometimes it really sucked trying to get a group for exp or quest, or you get a jerk in a party, but once the group was together, it was great fun, immersive, exciting. FFXIV to me just seems like "hurry up and get this done so I can do something different next week" There is no sense of value in your character. I spent a year getting pld to 75 in ffxi, I was dedicated to that job, and making him exceptional. In ffxiv I hit 50 in 3 weeks casually, I leveled so fast I skipped gear sets. It just seems to lack the depth that ffxi had. The more I play this game, the more I miss the old one...flaws and allI guess I really want a game somewhere in between 11 and 14

which is basicly wrong, since i am one of them, i never asked for a HNM 21-24/24-72 hours spawn window, and i am pretty sure Vandark and the others didnt said such things too. I am following this thread since days and nearly everyday for some hours too while playing other games. We mentioned a Abjuration System to involve the Crafters into the Game experience and prbly boost the Economy which is dead. Abjurations back in XI wasnt a HNM only drop, Sky Gods dropped them, Odin in his Chamber (Einherjar) dropped them too. We made some suggestions but ill Point them out now again.
1) Abjuration System to involve Crafters into the "Endgame" part
Suggestion how it could work:
Let Bosses Drop Abjurations they are Rare/Exe this Abjuration with a specific Cursed Item can be traded to the Legendary Blacksmith to create your Piece of Gear
How to get the Cursed Items (the crafter part): to craft this "Cursed Items" you Need some Common Materials, some Rare Materials via DoL (Mining/Botanist) Spots and 1 specific Item from a specific Fate which can only be obtained via "Gold" Status on this Fate. You have to mention that this Item is also rare/exe and there is no way to sell it until you have created the Cursed Item, the Cursed Item can be sold on the Auction House/Market Wards, the specific Item from the fate will never be a HQ Version to make the craft and the Chance to make it HQ even more harder. This is HOW it could be and please i know the Problem about the RMTs but thats something SE has to fix and not we also this specific Fate doesnt Need to be a 24 hours spawn, it can be just a common one, every 2 Hours it will appear.
2) Open World Encounters like Sky and Sea
Suggestion how it could work:
The Triggers:
Bring in High Level Tier Mobs like mini Bosses, build up a Zone like Sky or Sea and add there Mobs they are about Level 60 or 70 which Needs a Party or Alliance to kill, i am not saying that this Mobs Needs to be a 1-6 hours respawn, let them be like Common Mobs they running arround the Area, if the map size and numbers of this kinds of Mobs balanced on the Server Population is correct, no1 would complain and everyone has everytime the Chance to get one of the Trigger items, the Trigger items are rare /exe so every Player can only take one of the Triggers and it cannot be sold on the Auction House. For sure the Trigger Items shouldnt be a 100% Drop
The Bosses and their Spawn:
With the Triggers (2 or 3 different ones) you can spawn a God, the God itself has an Item which has a 100% Droprate to spawn the next higher Tier God (it could look like in XI where you had to kill Genbu;Byakko,Seiryu and Suzaku for their Triggers before you could have spawned Kirin) everything else has a Chance to drop, sometimes the full loottable, sometimes only 1 item and sometimes 2x the same item. You can spawn a God by trading this Item on a Special place they are market like ??? instead of having a 15 Minute Respawn Timer on this trading sign, you will have a 5 Minute one.
3) Long Lasting Content and Gear and variations for everyone
how could this work:
Lets Keep the Mythology Points and say they giving us ilvl 90 Equipment which should be the Basic to start with either Coil or Open World Content.
So while we have the Coil Gear lets say ist Item Level 100, we also have the Item Level 100 Gear from the Open World Part. Both Coil and Open World have the same item Status Points inclduing extra Additional Stats on the item (so legs from Coil and Legs from God xyz are the same) the only difference is the visual one because the gear sets looking different but they are equal to each other.
So while some People say, we doing coil because they dont like the big alliance stuff and farm hours for Triggers and be happy with a 100% drop on 2 Items in each turn and have a lockout for a week, some of us (like me) will build up a large FC and focusing more on the Open World Part they have a small Chance to obtain something but enjoy to spam the Bosses without any Kind of lockouts. And some will do both, some for the vanity and some because they have much more time to Play.
Also every Class Needs his own specific Gear not Gear to pimp 2 Jobs at once, this would slow down the progession on gear and will allow us to enjoy the current Content a way longer. (Dont Forget we have a armory System and some of us want to gear all their DoW and DoM with the best gear)



Yeah, let's look at your spell list more closely shall we?
Aquaveil? You're joking right?
Bar-resist spells? The overwhelming majority of them were never used. A few of the barelement spells were used if a few select fights. The bar spells actually saw more use on other jobs other than WHM as a hate tool.
Banish/ga III? Another joke apparently.
Raise I, II and III? Lower level raises very rarely saw use unless you wanted to recover from a wipe quickly.
Reraise 1, 2, 3? More like RRIII only.
Erase? At least you had the good sense of only mentioning one status healing spell instead of mentioning how there was a specific status healing spells for several afflicitions.
Benediction? A 2 hour ability? Seriously? This is something you used often in a fight?
Though you did forget to add Repose I guess.
I at least agree with your assessment of RDM.
BLM? The only thing you did in fights was repeatedly use the same 2-3 elemental spells in a fight (which is pretty much what you do in FFXIV too I guess). And lol at mentioning Retrace. I'm surprised you didn't mention the Warp spells and Teleports for WHM. Everyone being able to use those spells is a boon in FFXIV.
Now let's look back at your little list and check-off the spells/abilities that are over level 50... Yeah.
Now before you blow your lid off know that there are actually things that I would like to see from FFXI:
- longer leveling.
- crafting/gathering having a place in end-game.
And probably a lot more stuff that I'm not mentioning because I actually want to go play FFXIV instead of being here. The reason why I seem to be against FFXI is because I find several of the arguments used here to be extremely biased.
"FFXIV doesn't feel like a FF because it doesn't play like FFXI" -> Not only is this argument stupid but I find the combat here to be so much more fun. Especially if you played a melee job in FFXI. The only jobs in FFXI that feel as fun as the ones in FFXIV are the mage jobs since in FFXI they weren't stuck watching their TP get to 100%.
"Lockouts in FFXIV are horrible" -> No, the lockouts in FFXI were the ones that were horrible. Best equipment in the game dropping from 22-24 hour HNMs that only 1 group per server could fight? Let's not even mention the HQ versions of these HNMs! Haidate being bottleknecked by Ullikummi? The only content in FFXI that had arguably less severe lockouts were Dynamis (and later on Limbus, Salvage, etc) because you could enter every 72 hours instead of every week like coil. But the difference with coil is that you only become locked out after you successfully complete it. And even CT's drop lockout (not content lockout) isn't that bad considering how often I ran stuff in FFXI for other people's gain. But above all else, even with the "horrible lockouts" of FFXIV we get gear a hell of a lot faster than we did in FFXI. And while I do think that getting some stuff should require more work/time, I can't say that getting gear faster in FFXIV is a bad thing.
"FFXI had longer lasting content" -> Of course it did! But not because it was terribly fun, it was because (as mentioned above) gear took a lot longer to obtain.
But most of all, I am completely against arguments that basically claim that ARR is crap. For a 5 month old game ARR is certainly looking a lot better than FFXI was with several expansions on top of it. FFXI's endgame only really started to open up when ToAU was released.
Last edited by Gilthas; 01-10-2014 at 04:17 AM.



Another reason why I don't like the arguments being used here. They're mostly hyperbole.
Yes, I agree (and dislike) that leveling is so fast. No, it is not true that gear under level 50 isn't worth crafting. Lower level gear actually sells pretty fast if you put them on sale at reasonable prices. Though things might be different on Legacy servers, and if it is, it very likely has nothing to do with fast leveling.

Well i dont know how you played XI, i used all spells they had atleast a use and the retrace you are right, well i mixed them up with tractor and this were used sometimes in fights if someone died, barspells where used on serval fights maybe not everyone but some used em and they atleast had a use.
I am never said that ARR is fully crap lol its what you feel when you read some Suggestion it seems. You mention something about HNMs i cant read this anymore lol no1 here said that we want 21-24 or even higher respawns are needed. Its true that it was frustrating to get a dalmatica, toau changed alot and alot good aspects.
SE had easily builded up the game with the footsteps of XI pre abyssea, noone said to stick with the same combat System, its time to evolve and thats how it should be done but getting into the footsteps of WoW force me to think they going to kidding me.
Its your opionion that this game is only 5 months old, i say its 3 years old and there is nothing you can do to Change my opinion like i am not going to force you or even try to Change your mind about this.



I think you went a tad far in what I said. I never said you or anyone in here said it. There has been multiple threads talking about open world HNM's and I was referring to that. But i'll look at your first statement for the hell of it. I can go over two and three, but those are topics for other people, not touching those, FFXI community will just chase me with pitch forks.
The idea of using abjuration. I am not against it and something neat for crafting classes to do. However, its something to be left up to experiment, the idea can go either way. There is a really good feeling people get when they see the piece of gear they desire drop, but a crafting piece may give a different kind of emotion. This video below explains it better than I. Like I said, it isn't a bad idea, and it did technically work in FFXI, but its something that has to be experimented with and see player reaction.
https://www.youtube.com/watch?v=EmCn-csZStA


Not sure if this is a case of rose-colored glasses or nostalgia, or maybe your main job wasn't THF.... I loved the game for the 7 years I played it, but I didn't necessarily "have a blast" every time I played it. Waiting/trying for hours for a party when playing a THF pre-Abyssea was a pretty dismal experience a lot of the time. It wasn't until later when THF was given additional useful enmity/TH abilities that people actually wanted one in their party over other jobs.
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"Well, it's no Vana'diel, but it'll have to do..."
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