I actually like the gating of *some* content. For example, end-game areas. It means that you know that people that reached it have overcome a trial of some kind. In a way, it's a sign of solidarity to see other people randomly running around Sea (or at least, it was back before they allowed you to go in uncapped) and it always sparked me to converse with others.
Sky, to a lesser extent. Even though it was mcuh easier, you still had to earn your entrance in. And FFXI made up for this gating by having the areas actually be interesting. Compared to Sky and Sea, none of the areas of FFXIV really left much of an impression on me. Regardless of 2.0 or 3.0, they're all so easy and fast to get through, you never truly stop to examine the area, learn the monsters, etc. etc.
Now, note that I say some. Unlike in FFXI, FFXIV gates jobs behind the story and having an expansion, whereas FFXI only gated it behind having the expansion and being the same level to unlock the job as you neeeded for all other jobs.. Which one sounds like a better system to you?
Fake extreme %'s are fake extreme %'s - I recall it being closer to 20-30%, and even if specific items didn't drop, you still got the other ones (Wyrmal Abjurations, shining cloth, etc.) whcih had various uses.-No guaranteed drops, everything has a 1-5% change of dropping to keep content relevant.
Only the alliance to land the first hit on a HNM could get anything from it. However, only the alliance with claim could attack it. This meant that there was competition, whcih can be argued to be good or bad. In the case of the Sky gods, it wasn't terrible - most people could get their items together from random drops if they put in a bit of effort.-Only the party to land the first claim on a hunt get anything from it.
- Yes. It took a ton of dediction from a dynamis linkshell for a completely option but massively overpowered piece of gear. It'd be the equivelent of getting a piece of gear that's 90 item levels higher than our current set - Would it be awesome to run into someone wearing it? HEll yea! Is it required? Deargodno.-A single relic weapon takes 1 year of dedication from 36+ players to create by doing a 3.5 hour zerg event 2 time a week, after collaborating with every other Dynamis LS on the server for a slot. Also, every entrance requires 1million gil.
...Nigh unkillable? Is this because the fights took longer to do? (Kirin I know took some time even with a lot of cycling) but that doesn't make them nigh unkillable. Just meant you had to work for it.-Best drops come from a nigh unkillable enemy with and RNG spawn, requiring you to gauntlet through 7 other powerful NMs. Ability to kill is RNG dependent on what abilities it decides to use.
This is a subject that will always be debatable. Is solo really required in an MMO? Some people loved the community aspect of leveling in FFXI, but it was also slower-paced than FFXIV is. This allowed us to, while fighting, type casually to eachother. Enjoy some laughs. Enjoy some drinks.-Dependable solo is only possible on two, maybe three jobs.
I'm a Pre-WoTG player, so outside of lolPUP there wasn't many 'useless' jobs. Melee (dragoon, warrior, samurai, dark knight) classes often had fodder around they could build TP off to be switched in for Weapo nskills. Black Mages joined the party, dropped all the MP nuking them down, then switched to the Bard party to get their MP back (out of rotation.) Paladins and Ninjas were both effective tanks. Thief was great for doing a spike of damage and securing more threat on tanks, too.-Break job balance into a million little pieces, only 1/4 of the jobs in the game are considered viable.
Again, this is bad? The world was massive. Everything had a ton of love and detail put into it. I can still remember getting lost in Windurst for the first time. I can't remember any area in FFXIV proving to be anything more than an open field. I remember searching the quicksands and finding the weighted door lever that required either 3 lalafell, 2 hyur, or 1 Galka (Numbers might be off) and thinking that was AWESOME. I remember spelunking into dungouns with my thief friend and exploring around, only to stumble onto an NM and to get our **** royally wrecked by it.-Traveling anywhere of significance takes up to an hour.
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On that note, I want to say one thing:
I do not want FFXIV to be more like FFXI. But I do think that FFXIV rehashes content way too freaking much and, more than that, is constantly offering less and less content for the same fee. Three months and a half for this patch, and we're still getting two dungouns, with people saying that "It's ok it's not 3, because we're getting the ... training hall?"
I'm sorry. we waited more than 3 months for 3.0 to come out - and we had to pay for that game while paying our monthly fee. We waited over 3 months for 3.1, and we paid our monthly fee during that, only to get a dissapointing and over-waited Relic that could never live up to player expectation.
I don't think it's bad to want to see more unique content. Nor do I think it's bad to want to see more well done content. Regardless of your origins - the OP just was noting that FFXI players don't care for rehashed content because every expansion had some kinda difference.