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  1. #1
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,852
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ibi View Post
    What was hard in FFXI?

    Unless you're equating hard with time consuming or needlessly convoluted.
    99% of XI's "difficulty" could be boiled down to one of three things:
    - Needlessly long travel time (without the Tidal Talisman, getting to Einherjar required a 10 minute boat ride with a 10 minute wait if you missed, or using a consumable item to travel through a maze then running through aggressive territory, which also took about 10 minutes. Tidal Talisman cut that down to three zones and five minutes, only one zone of which had aggressive mobs.)
    - Unforgiving, no do-over mechanics (you lost control of Dynamis Lord, it was all over) thanks to strategies that required 2-hour abilities
    - Competition between groups for scarce resources (HNM pop claims, scheduling Dynamis zones, and rare party members)

    XIV eliminates the travel time and makes building a party for any given content much less frustrating (cross-server duties in Duty Finder, and Party Finder.) Open world resources like Hunt NMs are shared and all fights are instanced so you don't need to reserve Coil Turn 9 two weeks in advance. This isn't necessarily making the game easier so much as it is removing the tedious pointless BS that is anything but actually playing the game.

    What IS actually easier: XIV is considerably more forgiving about failed attempts. Imagine having to get ejected and then go build another pop set each time you failed Titan HM. That was FFXI.
    (1)
    Last edited by Catwho; 08-12-2015 at 03:32 AM.

  2. #2
    Player
    Obysuca's Avatar
    Join Date
    Aug 2013
    Posts
    963
    Character
    Ayaminae Yirien
    World
    Midgardsormr
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Catwho View Post
    99% of XI's "difficulty" could be boiled down to one of three things:
    - Needlessly long travel time (without the Tidal Talisman, getting to Einherjar required a 10 minute boat ride with a 10 minute wait if you missed, or using a consumable item to travel through a maze then running through aggressive territory, which also took about 10 minutes.
    Just going to say. You could have always spent the few IS and took Azouph Isle staging point and ran there in like ~5 mins >_>


    Quote Originally Posted by Catwho View Post
    Imagine having to get ejected and then go build another pop set each time you failed Titan HM.
    Tbh, if they had kept that and put it into XIV, I'm sure a lot of players would stop sucking and learn to dodge/listen to the strategy and not cause wipe after wipe after wipe. If you knew that a wipe meant spending a while to refarm the pop to try again, you'd sure definitely want to try your best to not wipe.
    Very accessible = too many people causing too many wipes causing unneeded stress.
    I've seen so many people pull miracles out of their @ss on XI to ensure a victory. While on XIV, I've seen countless number of pts just go "Just wipe" if a single mistake happens or if 1 healer or tank dies.
    (1)
    Last edited by Obysuca; 08-12-2015 at 04:43 AM.

  3. #3
    Player
    Melch's Avatar
    Join Date
    Feb 2014
    Posts
    103
    Character
    Melchior Ballester
    World
    Cerberus
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Obysuca View Post
    Just going to say. You could have always spent the few IS and took Azouph Isle staging point and ran there in like ~5 mins >_>




    Tbh, if they had kept that and put it into XIV, I'm sure a lot of players would stop sucking and learn to dodge/listen to the strategy and not cause wipe after wipe after wipe. If you knew that a wipe meant spending a while to refarm the pop to try again, you'd sure definitely want to try your best to not wipe.
    Very accessible = too many people causing too many wipes causing unneeded stress.
    I've seen so many people pull miracles out of their @ss on XI to ensure a victory. While on XIV, I've seen countless number of pts just go "Just wipe" if a single mistake happens or if 1 healer or tank dies.
    What you call miracles is the mastery of spellcast, but I get your idea.
    (1)

  4. #4
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Catwho View Post
    99% of XI's "difficulty" could be boiled down to one of three things:
    - Needlessly long travel time
    - Unforgiving, no do-over mechanics
    - Competition between groups for scarce resources

    This isn't necessarily making the game easier so much as it is removing the tedious pointless BS that is anything but actually playing the game.
    An excellent summary.

    Quote Originally Posted by Catwho View Post
    What IS actually easier: XIV is considerably more forgiving about failed attempts. Imagine having to get ejected and then go build another pop set each time you failed Titan HM. That was FFXI.
    True, although it was also (excepting the occasional fight like Dynamis Lord where your two hours were necessarily for mechanical reasons) much easier to stop an attempt becoming a failed attempt in FFXI.

    There's no equivalent to "Okay, kite it while three-quarters of the alliance recovers from weakness" in FFXIV, because there's probably an enrage timer in your future if that many people have died.
    (1)