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  1. #1
    Player

    Join Date
    Dec 2012
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    1,132
    Eh, Clavaat is right, the reason there weren't any detailed guides for FFXI bosses is because there really was no need (though YouTube not being a thing back then also contributed a lot). They were simplistic enough for text to be more than enough. How hard is it to explain Kirin? How hard is it to explain Faf/Nid? How hard is it to explain DL?

    Yes, it is true that Kirin required you to move a lot, but kiting was pretty much aimless, you just ran the boss in circles, that's not the kind of movements you do in FFXIV. FFXIV videoguides show you where to stand, Kirin doesn't need to show you because the only thing you need to know is to stay away if you're being targeted. And yes, FFXI did have the need for coordination for skillchains/magic bursts, but we're talking about a game where most classes had nothing to do until they reached 100 TP. Compare that to how Monk and Dragoons have to move around to keep their DPS up, and it's really no comparison at all.
    (0)
    Last edited by Gilthas; 09-12-2014 at 03:48 AM.

  2. #2
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Gilthas View Post
    Eh, Clavaat is right, the reason there weren't any detailed guides for FFXI bosses is because there really was no need (though YouTube not being a thing back then also contributed a lot). They were simplistic enough for text to be more than enough. How hard is it to explain Kirin? How hard is it to explain Faf/Nid? How hard is it to explain DL?
    -snip-
    I guess we just have to disagree with each other here. I just don't see how you can give the details in a guide, when most happens randomly. When in a fully scripted fight, you can tell them what to do before a skill and after to prepare for next you know will come and when.

    Yes, personal coordination is much more in this game. But I would trade all that for more interaction between the players instead.
    (3)

  3. #3
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Gilthas View Post
    Eh, Clavaat is right, the reason there weren't any detailed guides for FFXI bosses is because there really was no need (though YouTube not being a thing back then also contributed a lot). They were simplistic enough for text to be more than enough. How hard is it to explain Kirin? How hard is it to explain Faf/Nid? How hard is it to explain DL?
    Then you probably never done the new FFXI boss battle. Delve Version 1 was and still hard to do for most newbies. People complaint so much they had to nerve Delve Version 2. I am ok to have normal difficulty for those dungeons at 50 we have to farm every single day..... no need to make it such a PITA for everyone. Most of FFXI content - whenever they are freshly introduced, is HARD until you figure out what jobs best to bring for the said Bosses. Voidwatch when it was introduced was quite punishing until people figure out what to do (due to there is no "message" to move here or move there or watch out for this and that).
    (1)
    Last edited by Luvbunny; 09-30-2014 at 12:49 AM.

  4. #4
    Player Dashuto's Avatar
    Join Date
    Aug 2011
    Posts
    317
    Character
    Dashuto Moragan
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Luvbunny View Post
    Then you probably never done the new FFXI boss battle. Delve Version 1 was and still hard to do for most newbies.
    I remember when Einherjar was brand new and people couldn't even get halfway through the fights.

    FFXI managed to be hard without instant-wipe mechanics or puzzles, and thats part of what made its challenge feel better.
    (3)

  5. #5
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by Dashuto View Post
    FFXI managed to be hard without instant-wipe mechanics or puzzles, and thats part of what made its challenge feel better.
    There kinda were instant-death mechanics and puzzles to an extent though. ADL could instant wipe alliances if he spammed tera-slash, and there was some RNG involved to killing the right clone. Still, not knowing how he would respond made the fight a lot more intensive and exciting.

    Puzzles came in the form of not being told how to kill the boss, and having to study the mob's hidden effects. Nyzul Isle was a greater example of puzzle/maze content that got the player problem-solving for each floor. A battle type I hope comes back for FFXIV.
    (2)

    "I'm more powerful than I ever was, but it came with a price." ~ Lightning
    Image by http://ilpas.deviantart.com/

  6. #6
    Player Dashuto's Avatar
    Join Date
    Aug 2011
    Posts
    317
    Character
    Dashuto Moragan
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by NovaUltimatum View Post
    Nyzul Isle was a greater example of puzzle/maze content that got the player problem-solving for each floor. A battle type I hope comes back for FFXIV.
    I love Nyzul too.

    Only a true Nyzul veteran will understand this image

    (1)

  7. #7
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by NovaUltimatum View Post
    Puzzles came in the form of not being told how to kill the boss, and having to study the mob's hidden effects. Nyzul Isle was a greater example of puzzle/maze content that got the player problem-solving for each floor. A battle type I hope comes back for FFXIV.
    I do agree that there are so many great things from FFXI that they should straight up "COPY, STEAL, APPROPRIATE". I rather have they do this than trying to copy "WoW, Guild Wars, and twitchy FPS" game on every single things. It's ok for the first year content, but please... SE already have another great golden game that has good mechanic and battle system, why not adapt it and put a FF14 spin on it. Though I can just imagine trying to clear any delve content via Duty Finder lol.... Nerd Rage drama rama will ensue when you see half of your team mate has no clue on how to play their roles.

    Nyzul is basically "kill everything" with a twist, and all is dandy until you hit the "lamp floor" lol. ToAU is the shining jewel of that game. Abyssea is another great example of "plug and play" - customize your play style and do what you want. Adoulin is shaping up to be a great expansion. And yes it's ok to slap newbies hard - you either learn how to play your class, or don't try to do more advanced content.

    Though you gotta admit, the beauty of FF14 is, 90% of their content can be cleared with ANY combination of classes here, as long you understand the "jump rope" mechanic and not a complete noob. While FFXI prefer you clear with certain jobs combination that are optimized, effectively prevent 75% of the classes in the game to be utilized.
    (3)
    Last edited by Luvbunny; 10-02-2014 at 12:40 AM.

  8. #8
    Player
    filene's Avatar
    Join Date
    May 2014
    Posts
    4
    Character
    Talia Winters
    World
    Goblin
    Main Class
    Pugilist Lv 50
    Team jump rope is why everyone I know in RL that had this game cancelled their accounts. Team jump rope requires no ability to adapt or think. It could be done by a bot program.
    (8)

  9. #9
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by filene View Post
    Team jump rope is why everyone I know in RL that had this game cancelled their accounts. Team jump rope requires no ability to adapt or think. It could be done by a bot program.
    One negative thing, yes, but not the only reason why players are leaving...
    RNG and grinding are 2 other points very high ranked when asking players who had left.
    (1)