

People have concerns and SE has no intentions of addresing them from what they've said.
The people 'constantly complaining' probably want the game to succeed and become great, if they didn't they'd just leave and not say how they wanted the game to evolve.



I agree with you but for the most part, all the changes that were made were suggested by the unhappy 1.0 player base via the forums as well as the three polls that SE released for players to tell SE what they wanted in a MMO. The majority wanted a WoW clone. Now that we have it... they regret asking for it.
Instead of trying to flesh out their original concepts, it seems like they instead put together a team to try to mold this game into what every other game on the market is. Quick, easy leveling, menial quests, handing out gear like candy, every important piece of content becomes instanced and the main world is basically a hub for people to queue up for those instances. Like it or not, it's what we have for now.
Its a case of the... be careful what you wish for.
Last edited by LoLo; 01-24-2014 at 03:37 AM.
I am going to be completely honest here:
Am I excited for 2.2?
To put it bluntly I am scared of the outcome. Because of the simple fact that every 6 months a much bigger update is put into the game than the 3 month (2.1). If 2.2 doesn't appeal to the masses, this game will surely be in trouble.
2.1 was more of:
1) Catching up
2) Laying down the foundation
3) Adding some new features
2.2 I feel is where the meat and potatoes will come in personally. Which is why I am excited personally for it, but at the same time scared.
I haven't been playing much not because I hate it, but because of other single player games recently that I found myself not playing as often.
2.2 will set the bar on how FFXIV ARR will progress.

no offense but i was never reading the question "Should ARR become a WoW Clone?"I agree with you but for the most part, all the changes that were made were suggested by the unhappy 1.0 player base via the forums as well as the three polls that SE released for players to tell SE what they wanted in a MMO. The majority wanted a WoW clone. Now that we have it... they regret asking for it.
Its a case of the... be careful what you wish for.



All I want for content is more open world party play.
Yoshi P, everyone is tired of the Primal stuff. I think most people enjoyed having summons as avatars you control rather than a God-like monster you have to kill that has broken mechanics. Enough of the Primal (Hard), (EX), (Ultra EX), (Ultra Uber EX One Wing Angel edition). Im tired of it.



Watch out, you might have this thread shut down for "being off topic" soon lolAll I want for content is more open world party play.
Yoshi P, everyone is tired of the Primal stuff. I think most people enjoyed having summons as avatars you control rather than a God-like monster you have to kill that has broken mechanics. Enough of the Primal (Hard), (EX), (Ultra EX), (Ultra Uber EX One Wing Angel edition). Im tired of it.
People aren't gonna wanna do the same stuff, but from what they said so far...well what are you really expecting? another primal means they can do a hard mode and then later shove and extreme mode down our throat...cause we NEED MOAR! The other thing announced was a dungeon....based on an old dungeon...so nothing much there....i wonder if it will be trash mobs >boss 1 > trash mobs > boss 2 > trash mobs > boss 3 = end. Maybe im just a crazy person, but i have a good feeling its gonna play out sorta like that. How about a Primal fight a circle arena with lots of content dodging and some form of "Nails mechanic" ...if that comes true am i a future reader?
Open world content that isnt FATE wont happen, the devs say people dont like competition (btw we have PVP!) and they are scared of RMT all the time. But hell dont listen to me and my crazy ramblings, there is no way in hell il be right about that stuff.
Last edited by Zanfire; 01-24-2014 at 03:56 AM.


That's the point.. for most players to say 'hell no'.
The 6-18 month quests are for prestige gear. The items they give are the absolute best --and should be for ~2 years, but the vast majority of players (like you and I) will likely ignore the commitment/headache required and instead focus on the more accessible linear gear progression for their gear fix. (Coil 31-70, CT floors 15-25, Sastasha Insane Mode, Titan-Super-Ultimate-PinHead-Arena-Edition, etc..)
Without an (almost) impossible goal and proportional reward, the game is a treadmill, and only a treadmill. I don't think I'd ever have the time or dedication to obtain one of those 6-18month ultimate weapons if they were ever added. But it would make my game experience better to think that I could, and I'd be really happy to see someone who had one
Nah that's 1 thing XI did horribly wrong and should be left dead and buried. There was nothing hard about getting a Relic or Mythic weapon, it was just a tedious, merciless grind. Empyreans were a step in the right direction until Void Watch entered the picture.
While I do find Relics are a bit too easy to get in ARR, I'd rather not go back to the old stupidly grindy ways either. Prestiege or not it's a frigging game, not a 2nd job and there are better ways to actually challenge players than simply force us to grind out the same nonsense for months on end for a single item.


But this is a false assessment and why ARR is in the sorry state it is. There's no reason we couldn't have a game like XI was again but with the refinements of ARR - in other words it doesn't have to be a tedious time sink in every regard. Just before Abyssea XI was actually striking a pretty good balance between hardcore and casual play with stuff like Fields of Valor that should have been in the game from the start. If you factor in things like XIV removing the need to skill up, more fast travel etc. I'm confident we could still have a game modeled after XI but with modern influences that smoothen out the overall experience.I played XI for about 6 years, and it was a great game, and will always to me be the best MMO I have ever played. But, lets be honest if another game came out like XI, I'd stay as far away from it as possible because it wouldn't fit into my life as an adult.
The community was as good as it was because only the subset of MMO players who liked that style of game would actually stick it out for the long run. Most of the players I knew in XI ranged from 16-25, mainly students (HS or college) and those without families or numerous life commitments. Most of these players are now adults, have families, real jobs, and would not have the time to commit to a game like XI again.
a new MMO in todays world tried to focus that same group of people (16-25yr olds with time and money to spend), and guess what, work for it = quit; no progression for killing this boss = bad design; low drop rate = something is broken, please fix it; no new things ever month or two = too slow content and quit.
Point is, the MMO market has changed as the younger gamers dictate the markets, and they do not like the same thing that the same group liked 10yrs ago. most MMO's have investors = need big numbers or f2p; and those who shell out their own money will not risk it for a small subset of gamers.
I can't wrap my head around why SE didn't try that. Maybe they just did ARR this way on purpose because they felt it was a safe bet to get back the money they'd blown.
EDIT: Crap double-post, shoulda condensed this into my other one. I really wish they'd fix the stupid 1000 character limit.

Written that way makes very little look complicated. lets look again. XIV has more to do for each person, and most (endgame atleast) depend on your group members doing their job just as much as your XI example.
THF, SATA tank at start, hen stand there and auto attack until time to SC.
PLD, stand behind mob for SATA then provoke every30sec and flash now and then, rest of time stand and auto attack.
off tank (if used, often just a dps with war subjob) provoke at start, stand there and auto attack.
BRD, cast songs, pull mob, run back (do so many time you can run around the insta death holes with eyes closed) recast songs doing a cure here and there while auto attack till next pull.
healer, heals..
other DPS (if used), stands and auto attacks till time till skill chain
BLM, cast spells till time to MB then time a bigger spell correct.
Now each person does very little, very repetitive and much of this training is left to the wind by lv75. no one Skillchain > MB at 75, SATA was used at max once a fight, and most often the thf was only there for treasure hunter (so SATA leave group, reinvite close to death). While it was fun, if you thought it was hard and alot to do.. idk what to tell you as most of the time in combat was doing next to nothing or running the same pulling paths over and over...
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