You still haven't told me how the stat system in FFXI was imbalanced.
If you are just looking for character models
http://wiki.ffxiclopedia.org/wiki/Category:Bestiary
and start clicking on things. Most monster designs were in XI.
You still haven't told me how the stat system in FFXI was imbalanced.Read your own post. You're relating things that are happening in one game to what happens in this one. The ilevel bump coming in 2.4 was likely planned before ARR even released. Also, XI did not introduce ilevel. It's been around for quite a long time, not always visible, but it's been there.
If you are just looking for character models
http://wiki.ffxiclopedia.org/wiki/Category:Bestiary
and start clicking on things. Most monster designs were in XI.
Same reason gear wasn't well balanced in 1.0. The more things you add to gear, and I don't mean to the same piece either. I mean the "variety" people are asking for. Let's take your basic stats. They scale a certain way with higher levels and more of the stat and so on, very simple to tweak and adjust for the desired outcome. however, once you start throwing in "special" things. For example, and I'm remembering this as best I can, but Bard AF gloves in 1.23+ or some other AF piece of theirs, boosted Mage's Ballad. How do you then balance that against similar gloves that simply have more stats? It's not as simple to balance. Now, throw in even MORE of these special effects. It starts to take more time, or they just don't care about balance as much and put less time into it. But when things are unbalanced too much, it causes problems. Like you need THIS belt to do this dungeon, not this other "equivalent" belt, THIS belt. More options don't always give you more options.
Not to mention, and i'm still looking for where they said it, the devs of XI even said they didn't really care about balance. So take that one with a grain, but i'll update the post if I find it.
And many of them were in other Final Fantasy Games too.If you are just looking for character models
http://wiki.ffxiclopedia.org/wiki/Category:Bestiary
and start clicking on things. Most monster designs were in XI.
lol
you know, reused and redesigned (remakes also fall into this category, i think. Others may have different view in this) are totally two different things.
example of redesigned are dungeon/crystal tower bosses, they are different variation of past FF enemies. Mobs like morbol & treants are even very different between XI & XIV.
And yes, chocobo are also and so far... redesigned for each FF series.
Reused are simply and plainly using object of same shape and same skin palette. I mean seriously, those beast triibes like Sahagin, Mamool Ja, & Gigas are down to earth exactly same as their XI version, with added lightning touches.
As for mobs, they are way too many to list here. Also one special note are those elemental mobs. In 1.0, they have original design albeit swapped colour palette to represent their different elementals. Now in ARR, it's exactly copy paste from XI version, again with lightning touches. There are even unofficial 3rd pt application that lets you add advance graphic features such as lightning in XI, and they already looks very much same with ARR version.
I even lol-ed when 1st time I ran through Lost City of Amdapoor Keep, only in the end meeting an exact same Promathia's Diabolos.
It is really amusing that alot of ppl keep pointing 1.0 terrain have way too many copy-paste, while there's ppl still claiming those exactly reused mob design between 2 games are totally 2 different things.![]()
Last edited by BobbinT; 07-04-2014 at 05:47 PM.
The monster types and names are from other titles, but the actual character models are basically just higher quality renderings of models from XI.
And having things that boost specific abilities is different from boosting things like double attack rate, store tp, enmity +/-, and convert HP/MP. They could add skill specific stats, but using that as justification to not increase the stat diversity is just refusing to accept an idea based solely on stubbornness rather than it's merits as a potential idea.
It'd actually make content more accessible because they could create dungeons/raids that center around an ilvl of say, 100, and instead of making the new content release ilvl 110 gear, they could make new content release ilvl 100 gear with different stats. That would allow more people to participate because they aren't playing catch up every patch. That would, of course, require the secondary stats to have more of an impact, not have universal values, and be more diverse. For this example, I'm assuming the stats have the same weights. One piece could have 20 acc/crit, one could have 40 determination, and one could have store tp. It would allow for people to try to maximize a specific stat or spread out how they like.
Ah yeah I see a couple of things that could be touched up XI models now, neat.You still haven't told me how the stat system in FFXI was imbalanced.
If you are just looking for character models
http://wiki.ffxiclopedia.org/wiki/Category:Bestiary
and start clicking on things. Most monster designs were in XI.
Though I do see that the majority of things have been redesigned and the reused assets may just have been a matter of the mob being popular among the staff.
Edit: thats just me extrapolating an answer though but SE does have the funding to redesign every single one of them for sure.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.