Gobbies
Gigas
Mandies
Those plant looking things (Ochus?)
Morbols
Mammol Ja
Sahagin
Adamantoise
Several XII mobs (Those alligator thingies)
Demon mobs
Mindflayers
"Raubahn" (Flames leader and BLU leader share the name)
Just off the top of my head.
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.
Morbols and Sahagin look WAY different than they did in FF11 and Raubahn isn't even the same person...
Its been happening for nearly 10 years in wow and 7 million people are okay with it and this is essentially a wow clone with a final fantasy feel so get used to continually rising ilvl equipment.
what's stoping you to just go into dungeons wearing i90 gears? if u want to have "fun" do that.
I kinda agree with this. Doing dungeon as my main (WHM) is so boring cause one regen is basically enough to keep the tank alive. and maybe some cures during boss fights
@Ryans
Don't even try man, Ispano is a FFxi hater who have been around for a lot of time.
____
SE should not stop, but slowdown the ivl raise a bit, intead of 25 ivls they should raise 10 or 5 while intruducting gear with specialized stats to allow horizontal progression, then make the big raise with the expansions.
Horizontal gear progression is more interesting, it's hard to balance but at least we will avoid looking like clones like we do now, we have a lot of ilvls but they are just higher numbers, gear makes little difference right now, between ilvl 90 and 110 you'll increase your DPS in 10-15, and you'r play style will not change at all, i remember ppl playing their jobs in different ways in FFXI based on the gear they were using, here we just follow a boring rotation, and the root of this problem is the ilvl raise with vertical progression.
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.
Personally, I don't exactly agree or disagree with you here, as I really don't know what all goes on behind the scenes in creation of any FF game (specifically FFXIV).
However, I feel the reused assets are more about development convenience than actual relation between one game and another. Every FF (that I know of) after FF1 has been reusing FF assets, while still bringing new stuff to FF at the same time.
I personally don't have a problem with the reuse of old assets, especially since FF, as a series, has a great deal of nostalgia associated with it. The only problem I had with XIV was the fact that they chose to reuse the playable races and just stick different names to them, and the way they attempted to originally work 1.0's economy. The former, I got over because it was no big deal; and, the latter, because it's no longer an issue. However, those two issues are neither here, nor there in the discussion of this thread. I simply wanted to share my PoV about the reused assets.
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