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  1. #1
    Player
    Charismatic's Avatar
    Join Date
    Jul 2011
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    481
    Character
    Patricia Lanvaldear
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    So then are you trying to say that a game can't have both? I hope that isn't what you are saying because the market wards aren't anything more than structured bazaaring.
    FFXI already had bazaars and AH which proves that they can work together.


    Please please please tell me you aren't trying to say these awful market wards are a good excuse for not having an auction house.
    There's plenty of people (including myself) that don't agree with that at all.

    I suppose I missed what you were trying to say because I thought it was so absurd that I assumed you couldn't have meant that but it seems that you did.
    (0)

  2. #2
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Charismatic View Post
    So then are you trying to say that a game can't have both? I hope that isn't what you are saying because the market wards aren't anything more than structured bazaaring.
    FFXI already had bazaars and AH which proves that they can work together.


    Please please please tell me you aren't trying to say these awful market wards are a good excuse for not having an auction house.
    There's plenty of people (including myself) that don't agree with that at all.

    I suppose I missed what you were trying to say because I thought it was so absurd that I assumed you couldn't have meant that but it seems that you did.
    Market Ward = Auction House.

    You can search for your item, you can see who sells it. The two differences are you have to run your lazy ass across two GIGANTICALLY tiny rooms while looking for an NPC with a different colored name and a red star conveniently located next to the name, and that there's no price history (my only problem with it).

    Both games have bazaars.

    There you go. A searchable option, and a non-searchable one.
    (0)

  3. #3
    Player
    Charismatic's Avatar
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    Jul 2011
    Posts
    481
    Character
    Patricia Lanvaldear
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by KiriA500 View Post
    Market Ward = Auction House.

    You can search for your item, you can see who sells it. The two differences are you have to run your lazy ass across two GIGANTICALLY tiny rooms while looking for an NPC with a different colored name and a red star conveniently located next to the name, and that there's no price history (my only problem with it).

    Both games have bazaars.

    There you go. A searchable option, and a non-searchable one.
    No price history, inconvenient search, decentralized (50 billion wards), you have to run around to get your items... why not just implement an Auction House instead?
    Leave the market wards as is, they can be the new rolanmart. There's no point to not adding a more convenient shopping option... that's why so many people keep asking for it.


    EDIT: Oh yeah, and another issue with the wards... there being enough space for the retainers. I often cannot place my retainer in the "proper" ward because it'll end up being full when I want to. With an AH you just don't really have to deal with stuff like that.
    (2)
    Last edited by Charismatic; 09-25-2011 at 05:33 AM.

  4. #4
    Player
    Jennestia's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Charismatic View Post
    No price history, inconvenient search, decentralized (50 billion wards), you have to run around to get your items... why not just implement an Auction House instead?
    If you can give a logical answer to why they should waste resources on a redundant feature instead of other aspects of the game that needs fixing, I'd love to hear it.

    Also, the search being "inconvenient" is bull -- It works exactly like any other type of search system when looking up items, ironically enough, some MMOs with an AH have a more inconvenient search system because some require you to know the database ID of certain items, especially when you dip into +2 and higher territory.
    (0)
    Last edited by Jennestia; 09-25-2011 at 05:41 AM.

  5. #5
    Player
    Charismatic's Avatar
    Join Date
    Jul 2011
    Posts
    481
    Character
    Patricia Lanvaldear
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Jennestia View Post
    If you can give a logical answer to why they should waste resources on a feature instead of other aspects of the game that needs fixing, I'd love to hear it.

    Also, the search being "inconvenient" is bull -- It works exactly like any other type of search system when looking up items, ironically enough, some MMOs with an AH have a more inconvenient search system because some require you to know the database ID of certain items, especially when you dip into +2 and higher territory.
    Some MMOs having worse searches doesn't make this one any more or less inconvenient. When you don't know an item's type it's difficult to find even if you know which craft it is for (really generally only an issue for crafting parts) and when searching for equipment in several ranges having to go through the different ward searches rather than being able to search by slot and sort by level like most games. There's other junk too but I'm not going to list it all. You are crazy, gonna stop responding to you.
    (1)

  6. #6
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by DNO View Post
    keep crying about the system thats gone.... that will do you some good ^^

    ill keep enjoying the new system instead of bitching because thats what smart people do. They play a game they like..... learn from this.
    He's not crying about the old system.. he's lamenting about the fools that SE listened to. The issue of 1111 spam is very telling. What kind of person would actually do that? There were so many abilities to use that you rarely had to use 1111.

    Quote Originally Posted by Nero View Post
    You still dont know what you are talking about, like i said a couple posts ago. If you point out that FFXI was "looking better in beta" than FFXIV is right now, then bring on your facts. If you cant fact out things, you obviously fail with these kind of comments...

    "I am right, cause i say so"..

    is totally fitting your current attitude.
    What are YOU talking about? Anyone that played the FFXI beta can compare it with FFXIV. Why don't you explain how FFXI beta wasn't smoother than FFXIV's release?
    (0)

  7. #7
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Neptune View Post
    What are YOU talking about? Anyone that played the FFXI beta can compare it with FFXIV. Why don't you explain how FFXI beta wasn't smoother than FFXIV's release?
    I could go with your style:

    It wasnt smoother, cause i say so.

    There are like 20 Thread about this Topic allready in the NA-Forums. What about using the Search-function and look it up yourself? Some ppl were nice enough to post the whole Updatelogs from FFXI compared to FFXIV. Wont be hard to find it.

    But since i am a nice guy, here is a little Quote for you... and there are way more than just this one, with way more details.


    RDM
    - Gravity did not exist, and did not lower mob evasion when first introduced.
    - RDM could not use Raise.
    - RDM could not use Invisible, Sneak, or Deodorize.
    - Refresh was not added until February 3, 2003.
    - Regen was introduced as a RDM-only spell, and could be used like Poison to prevent Sleep.
    - Dispel did not exist, and was added much later than Magic Finale.

    WHM
    - Teleport-Mea, Teleport-Holla, Teleport-Dem, and Teleport-Vahzl did not exist even in the original game.
    - Protectra II-IV and Shellra II-IV did not exist.

    - Sneak, Invisible, and Deodorize did not exist, and when first introduced, all could be overwritten by recasting before the spell wore off.
    - Reraise did not exist.
    - Raise II and III did not exist.
    - Erase did not exist, and when first introduced had an even longer recast.

    - Cure V was not WHM-only when introduced.
    - Cure V originally did not have a set hate value, but acted like other Cure spells.

    BLM
    - Warp II did not exist.
    - Escape did not exist.
    - Tractor did not exist.
    - Sleepga and Sleepga II did not exist.

    DRK
    - Absorb spells did not exist.
    - Stun did not exist.


    PLD
    - Flash did not exist.

    SMN
    - In a funny error, SE claimed to introduce the elemental spirit pacts when SMN was released, but actually Thunder Spirit Pact and Earth Spirit Pact did not exist until a much later update.



    Job Ability & Trait Related
    - For almost 1 year of gameplay, RDM did not have Convert. It did not exist until April 15, 2003.
    - Mighty Strikes used to be even shorter duration.
    - WAR ability Aggressor originally gave a bonus to Ranged Accuracy.
    - Sneak Attack dealt the same high damage even when subbing THF.
    - Sneak Attack had a wider angle of use behind the mob.
    - Treasure Hunter II did not exist.
    - Trick Attack did not exist.

    - MNK's Dodge, Focus, and Chakra had a 15 minute recast.
    - MNK abilities Chi Blast and Kick Attacks did not exist.
    - Divine Seal did not exist.
    - Elemental Seal did not exist.
    - Weapon Bash did not exist.
    - Sentinel did not have a high enmity value.
    - PLD ability Rampart did not exist.

    - RNG ability Unlimited Shot did not exist.
    - 2-Hour abilities originally could be reset by changing jobs.
    - BLM's Manafont ability originally allowed for spells to be interrupted.
    - SAM's Meikyo Shisui did not originally fill the TP bar.
    - "Killer" and "Circle" traits and abilities originally had the effect of Slow rather than Paralyze.
    - DRG's Spirit Link did not exist, and when introduced, did not heal status effects.


    Weapon Related
    - Guns were RNG-only.
    - Ammo only stacked to 12, not 99.
    - Quivers did not exist.
    - Ranged attacks did not generate TP. <---------LOL!!
    - DRKs could not use Great Sword Weaponskills.
    - PLD's could originally use Axes and Great Axes.
    - PLD originally had Throwing skill.
    - RDM originally had Marksmanship skill.
    - BRD could not use Staves.
    - RNG could not use Axes.
    - Equipping a boomerang did not originally change TP, but equipping a fishing rod and bait did.



    Battle Related
    - **Experience Chains** did not exist. @__@
    - Weather and day effects on spells did not exist.
    - Half-resists on spells did not exist.
    - Magic Bursts did not exist.
    - The enmity system was drastically different, with more abilities having set hate amounts rather than based on damage.



    Item Related
    - RSE did not exist.
    - Crystals were much rarer drops from enemies.
    - Crystal clusters did not exist.

    - Percentage-boost foods did not exist; All foods gave static bonuses.
    - The Life Belt could not be worn by All Jobs.
    - Scrolls of Instant Warp and Scrolls of Instant Reraise cost double the amount of CP.



    Other Game Related
    - The original Level Cap was 50.
    - The highest Rank was 5.
    - Crafts were capped at level 60.
    - Harvesting, Excavation, Logging, and Mining did not exist.
    - Gardening did not exist.
    - Chests and coffers did not exist.
    - Only items came from chests and coffers, not gil.
    - Thieves did not have the ability to pick chests and coffers.
    - Mog Safe expansions did not exist.
    - Gobbiebag quests did not exist.
    - It was not possible to exit to any zone in a city from a Mog House.
    - There were no fame-reporter NPCs.
    - Title-changing NPCs did not exist.
    - Synthesis inside a Mog House was not possible.
    - Changing your job required an entire other game screen, instead of the Mog House menu.
    - Chocobos were not available at Crags.
    - The level limit for riding Chocobos even from home cities was originally 20, not 15.

    - Expeditionary Force quests did not exist.
    - Non-quest BCNMs did not exist.
    - BCNM orbs cost more Beastmen Seals.

    - BCNM clear-time scores were not recorded.
    - SMN, SAM, NIN, and DRG did not exist until April 15, 2003.
    - True Sight did not exist as a mob ability.
    - DRGs could not originally change their wyvern's name.

    - Dying in a BC originally had an experience penalty equal to your true level (rather than your capped level).
    - Jeuno originally only had 2 Auction Houses, one in Ru'Lude and one in Lower.
    - The amount of PCs allowed in Lower Jeuno at any one time was restricted (due to game/server limitations).
    - Desynthesis did not exist.
    - Synthesis recipes for ninja tools originally produced less tools per synth.

    - Cutscenes from quests could not be replayed.
    - Furniture did not add any Storage.
    - Moghancements did not exist.

    - Wedding Services did not exist.
    - Garrison battles did not exist.
    - PVP in the form of Ballista was added nearly 2 years after FFXI's release.
    - The Mentor system did not exist.
    - The Merit Point system did not exist.


    System Related
    - There was only 1 window-type, instead of 8.
    - /attack on & /attack off commands did not exist.
    - /names command did not exist.
    - The following emotes did not exist: /kneel, /sigh, /comfort, /huh, /blush, /angry, /disgusted, /upset, /panic, /fume, /doubt, /sulk, /shocked, /hurray, /toss. (In the beginning, Taru couldn't dance!)
    - /sit and its associated emotes were added only after the NA release.
    - The Triangle and + buttons couldn't be used to cycle through different windows.
    - Calling for Help did not make a target appear on nearby people's compasses.

    - Valkurm Dunes was not displayed on the Title Screen.
    - Text for items was not color-coded (I.E., Yellow, Green, Red, or Blue).
    - The subtarget cursor did not function except when using magic spells.
    - Received Friends List messages could not be read in-game.
    - The search function did not exist.
    - Search Comments did not exist.
    - The first Search Comment function did not have any category subdivisions.
    - Names in the search function were not color-coded (Blue for in-party, Yellow for party-leader).

    - The ! icon above the head of a player seeking party did not exist.
    - Originally it was impossible to Seek Party while in a Mog House.
    - /lsmes and Linkshell opening messages did not exist.
    - Originally a player had to be in the same zone to invite them to your party, rather than the same region.


    Interesting Points of Note
    - When Behemoth was introduced, the level cap was only 55.
    - When Invisible was first released, you could not see your own character at all after it being cast.
    - AF was not all introduced at the same time. The six standard jobs of WAR, MNK, WHM, BLM, RDM, THF recieved their AF quests a full month before the other jobs.
    - Coffers were not introduced until AF.

    - When the function was introduced, there were only call0-call3.
    - Kazham, Rabao, and Norg all originally had their own seperate bazaar tax. Kazham was steepest, a hefty 15% tax.
    - AOE spells originally had a similar radius vertically as horizontally, thus allowing a -ga spell to hit mobs on multiple floors.
    - The first people to reach level 60 had never had access to popular leveling spots like Kazham, Crawler's Nest, Garlaige Citadel, Gustav Tunnel, Altepa Desert, Kuftal Tunnel, Cape Terrigan, Valley of Sorrows, or Boyahda Tree.
    - When SMN was first released as a job, the level cap was only 65, thus making the avatar prime fights all the harder.
    - SMN, SAM, NIN, and DRG were released all at the same time, but SMN did not require the Zilart expansion pack to unlock and play.

    - The spell Absorb-DEX originally contained a typo and was called "Absorb-TEX"
    - An error when the job was first released allowed DRGs to summon two wyverns.
    - The first NA update increased the job cap to 70.

    - The level cap was increased to 75 on December 16, 2003, 19 months after FFXI was released.
    - Fenrir was released almost a year after SMN was added as a job. Incindentally
    (0)

  8. #8
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by KiriA500 View Post
    Market Ward = Auction House.

    You can search for your item, you can see who sells it. The two differences are you have to run your lazy ass across two GIGANTICALLY tiny rooms while looking for an NPC with a different colored name and a red star conveniently located next to the name, and that there's no price history (my only problem with it).

    Both games have bazaars.

    There you go. A searchable option, and a non-searchable one.
    Just because they share some similar features does not mean it's an Auction House/Trade Broker/something good.

    A bicycle has wheels and it takes you from point A to point B, but it's not a car.

    MW is barely passable as a trading system. It's been met with an incredible amount of hostility from the majority of customers since its inception. It's time to stop wasting time with it.
    (3)