XI's features that need to be incorporated into XIV imo
1. Genkai Quests
2. Salvage/Nyzul Isle/Dynamis/Einherjar/Sky/Sea/ZNMs
3. Weapon Skill quests
4. Access quests - to sky, or to sea, or to einherjar. Make Quests more about the journey and the exploration.
5. Merit points from XI or/and Spec path from WoW.
6. Large man content. 18 Man in XI, or 24 man now in XIV. (at least 16 man content). This will go a long way to create some kind of team/guild atmosphere in FC's and Linkshells.
7. Please stop making all fights digital dodge ball. You know who played Dodge ball in school? The kids who couldn't commit to real sports like football or basketball. Where are those kids now? Probably serving burgers at Mcdonalds. DON'T TURN US INTO BURGER FLIPPERS SE!
8. Lore - thanks for making summons little sprites (Egis) that look like the primals rejected offspring.
Its amazing! All the cool aspects that made XI successful for 8-11 years have been left out of XIV. All the horrible aspects have been included. Maintenance probs, latency probs, glitches here and there.
And those that say XI was an exp grind, what do you call a PLD spamming 123 123 123 on the same mob day in and day out? Sure its not for exp, but it is still a mind numbing grind.
You know, it's funny and a bit sad. I did the exact same thing... and it feels almost exactly the same as the current FFXIV. The sad part is that I originally quit Final Fantasy XI and started playing Final Fantasy XIV 1.0 because I was trying to escape from exactly the same thing I saw taking over FFXIV:ARR from as early as the Alpha stage.
No matter how hard I railed against it in the Alpha and Beta forums, what we got was a shell of what most 1.0 players hoped and dreamed would be the answer to all their prayers.
At least that's what I believe.
Last edited by Kittra; 01-13-2014 at 01:25 PM.
1) Forget it. Gating leveling runs entirely counter to these developers' vision of leveling.
2) Not a chance if it means locking people out who don't meet the approval of some high school loser with a Napoleon Complex.
3) We have those, or have you been ignoring those job- and class-related quests you see every 5 levels?
4) Gated content went out the door with Tanaka. That era can stay in the past, for all I care.
5) So long as it doesn't lead to cookie-cutter pathways, why not.
6) Maybe you haven't noticed that big tower in Mor Dhona. Hint: People can explore it now.
7) Uhhh...what?
8) Some touching up might be needed, but there really no need for them to be bigger than us. Besides, the lag would be that much worse.
Last edited by Hayward; 01-13-2014 at 02:40 PM.
There are vistas and caves in Eorzea. And there are things not marked on your map. There is also efficiency in how the areas are designed, which isn't a bad thing. A lot of the areas are connected to quests or events, and that's not a bad thing either; instead it makes the locales on the map significant.
And yet by design those were the same as the abhorred fetch/kill mob/speak to someone quests. Unless you live in some paralell universe where repeatedly bringing stones to Chamama, farming a needle in Quicksand Caves for the Star Onion Brigade, killing Two-Horn the Savage and trading food to Rycharde is somehow different from fighting off mercs hired to put up eviction notices, finding U'kahzuna after she was captured by the A'maal ja, helping a botanist study a dead gobbue, and yes, even getting tea leaves for Tataru. And I managed to derive more sense of purpose from the latter than the former.I personally could not give a single rats ass about the rewards from quests. I liked XI's quests because they where engaging and varied. I enjoyed playing them. They very rarely felt like a chore.
If the journey was as important as you claim it was, the playerbase would not have been in as big a rush to level cap as they were. There's a reason I've mentioned before that even though FFXI was not designed to be a rat race, the players turned it into one anyways. As that is the nature of MMOs, I'd rather the design keep the rat race in mind instead of creating as many inconveniences as it can to try to deter something that is unevitable and unstopable.The journey actually was more important than the destination.
Right. It's not like the progression for leveling was limited to Dunes => Qufim => Kazam => Altepa => Crawler's Next => Altepa Again => Boyahda Tree => etc. Oh wait, it was!
The moment you mentioned anything that was off the tracks people would either leave, argue to not go there or mysteriously DC. And god save you if you had a princess bard or red mage in your group.
You mean Bibiki Bay (one zone out of an entire expansion), which was part of the leveling on rails experience (replacing, to my recollection, Labyrinth of Onzozo) until TAU zones came out and made EVERYTHING from the 50-ish range to 75 obsolete between Sanction's exp bonus and the emergence of TP burns.expansions
* 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)
You forgot the part where they said that the good players new all the different xp spots and the party set up required for them. You listed all the scrub camps so I'm going on a limb to guess what kind of XI player you would have been.... Only one of the spots you listed was a good one, a shiny nickel if you can guess which one.
I'll save you the effort. I was a melee Red Mage, I didn't like Ninja or Utsusemi so I never leveled it, I hated gear swaps because a character blinking in and out of existence looked stupid, and liked subbing WAR on my DRK. Insult away.
The consensus and jokes about killing crabs for 40 levels exists for a reason. You can try to pretend otherwise, but this is what leveling was in FFXI. A majority of the zones went to waste because parties wanted to fight stuff that was easy to kill (the fact the devs purposely designed some mobs to be a pain to fight didn't help). It's also why TP burning became a thing as quickly as it did after TAU came out. It was just easier to spam weapon skills with no skillchain and f*ck black mages or summoners because max exp/hour. This wasn't an isolated thing that 2% of the playerbase did. It was widespread, and for a reason.
* 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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