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  1. #1
    Player
    Jonny_Tapas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa
    Posts
    197
    Character
    Jonny Tapas
    World
    Faerie
    Main Class
    Archer Lv 50
    So here's some hater for ya. Let's take a closer look at the article:

    The company profited at the time they were selling the box / digital download itself along with a large 2.1 marketing program... 7.8b yen.

    The companies projected annual profit ending in March 2014 is... 6b yen.

    Why would they project 1.8 billion less; only 3 months later with the launch of patch 2.2 and PS4 release? This is a profit decline of 23.1%

    Numbers sound good but that's the wrong direction.

    Now to close this... I'm not a hater... I'm a lover and that's why I'm still here. I hope this game holds incredible success because the end of SE would mark the death of a life long friend. Simple truth... the game is on the decline and SOME (not all) of what the haters are saying holds value. SE should do the best they can to create a fun and enjoyable environment for a large global fan base. "I love everything about this game" does not help it grow. Constructive criticism does!
    (4)

  2. #2
    Player
    Blissa's Avatar
    Join Date
    Sep 2013
    Posts
    195
    Character
    Blissa Whitewolf
    World
    Leviathan
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Jonny_Tapas View Post

    Now to close this... I'm not a hater... I'm a lover and that's why I'm still here. I hope this game holds incredible success because the end of SE would mark the death of a life long friend. Simple truth... the game is on the decline and SOME (not all) of what the haters are saying holds value. SE should do the best they can to create a fun and enjoyable environment for a large global fan base. "I love everything about this game" does not help it grow. Constructive criticism does!
    What this game is severely lacking is a reason to adventure in the open world. the game is nothing but fate grinding and instances. FFXI had a million reasons to explore the open world.
    (4)

  3. #3
    Player
    Macka's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    412
    Character
    Macka Na'vatru
    World
    Diabolos
    Main Class
    Miner Lv 50
    Quote Originally Posted by Blissa View Post
    What this game is severely lacking is a reason to adventure in the open world. the game is nothing but fate grinding and instances. FFXI had a million reasons to explore the open world.
    Level 20 shouting for an escort to jueno will pay reward lol.
    (0)

  4. #4
    Player
    chococo's Avatar
    Join Date
    Feb 2012
    Posts
    342
    Character
    Chococo Cobo
    World
    Masamune
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Macka View Post
    Level 20 shouting for an escort to jueno will pay reward lol.
    Even though this is merely a case of buy-and-sell between adventures, it's actually these things and other interactions between players that made the game more lively and world-like.
    (2)

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jonny_Tapas View Post
    Now to close this... I'm not a hater... I'm a lover and that's why I'm still here. I hope this game holds incredible success because the end of SE would mark the death of a life long friend. Simple truth... the game is on the decline and SOME (not all) of what the haters are saying holds value. SE should do the best they can to create a fun and enjoyable environment for a large global fan base. "I love everything about this game" does not help it grow. Constructive criticism does!
    That's kind of the thing, though. Aside from FFXI-nostalgia goggles used as a filter to see XIV as a failure/subpar, most of ARR's problems are quality-of-life related. We haven't had overly glaring issues that ruin gameplay or break the game.

    Class design is solid for the most part (bard and summoner whiners not-withstanding), with WAR being the only iffy design and even that got fixed to a degree with this last content patch. Dungeon design has also been decent for the most part. I do take issue with the fact that the 4-man dungeons are built around a formula (easy first boss, notably more difficult second boss, easy-or-relatively-hard final boss), but I'm hoping they expand their approaches to dungeons as the game ages.

    I can really call SE out on only two things. One being endgame raid design, but my opinion on that is somewhat hampered by the fact that I've never set foot in coil yet have raided in other games and clearly see some of the issues with endgame based on testimonials (like the fact that each turn of coil seems relatively short for a raid and should have multiple bosses with their own loot tables instead of only one boss at the end of each turn). The other being the use of multiple versions of primal fights (not to mention that extreme modes should be there entirely for e-peen and shinies and have absolutely no story component to them, much less a questline that pushes players into the extreme primal fights).
    (2)
    * 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)