Page 13 of 14 FirstFirst ... 3 11 12 13 14 LastLast
Results 121 to 130 of 138
  1. #121
    Player
    FinaSel's Avatar
    Join Date
    Feb 2016
    Posts
    646
    Character
    Fina Sela'dor
    World
    Carbuncle
    Main Class
    Ninja Lv 70
    I didn't read all the posts, but I agree with the OP.
    Getting to 60 and being 60 is just really too easy.

    One reason I liked FFXI was because you had to actually avoid mobs at times. You had to be in groups to have someone help you get somewhere for a while.
    And dying was something avoided at all costs.

    Eventually I had that feeling in FFXI too, where everything was becoming too easy.
    So I made a second character and imposed perma-death on myself. The first time I died, I would delete the character.
    I only grouped with people I trusted. It changed the way I played the game completely! And it was really fun!

    I think I got into my 40s when I finally died.
    (1)

  2. #122
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by FinaSel View Post
    I didn't read all the posts, but I agree with the OP.
    Getting to 60 and being 60 is just really too easy.

    One reason I liked FFXI was because you had to actually avoid mobs at times. You had to be in groups to have someone help you get somewhere for a while.
    And dying was something avoided at all costs.

    Eventually I had that feeling in FFXI too, where everything was becoming too easy.
    So I made a second character and imposed perma-death on myself. The first time I died, I would delete the character.
    I only grouped with people I trusted. It changed the way I played the game completely! And it was really fun!

    I think I got into my 40s when I finally died.
    That actually sounds genuinely fun lol, but it'd be something I'd be willing to do with friends only though. It'd make for some interesting survival stories. X)
    (0)

  3. #123
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Kurogaea View Post
    That actually sounds genuinely fun lol, but it'd be something I'd be willing to do with friends only though. It'd make for some interesting survival stories. X)
    That's the old school way of doing things. Using your imagination to make a game the way you want to play it (even if just temporarily). Hell, people still do it these days with things like that Nuzlocke challenge stuff for Pokemon. The beauty of it too is that if you end up failing, you still have the option to continue on with the designed game or just move on. A lot of folks can't do that on their own though and need to be forced into it by the games design itself, which is unfortunate in many ways, but that's how things are now for most. Need to have our hands held to find ways to have fun lol.
    (1)

  4. #124
    Player
    vp_cmc's Avatar
    Join Date
    Aug 2013
    Posts
    372
    Character
    Tee Hee
    World
    Cerberus
    Main Class
    Bard Lv 80
    Quote Originally Posted by Maxipep View Post
    If you chose to carry on crafting in a market area knowing an A rank could suddenly appear you'd deserve to lose that HQ i170 BSM main tool
    What's problem with crafting in a market area?
    (0)

  5. #125
    Player
    Corfish's Avatar
    Join Date
    May 2014
    Location
    Limsa Lominsa
    Posts
    490
    Character
    Aiden Weaver
    World
    Cactuar
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Welsper59 View Post
    snip
    Isn't it possible that some people just have different ideas of fun? Everytime I hear about FFXI, it always sounds like more time was spent trying to avoid random mobs because of how absurdly dangerous they were rather than fighting them. That sounds... Cumbersome. I don't mind a challenge, but in an MMO where you just want to get from Point A to Point B to gather, or complete a quest, it just gets really annoying when things constantly aggro against you.
    (2)

  6. #126
    Player
    ThirdKeyOfSun's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Writ Mo'gi
    World
    Lamia
    Main Class
    Dancer Lv 66
    I am not sure they would even be able to do it at this time. They have painted themselves into a corner by making us out to be god slayers and almost gods in our own rights.

    Dangerous special enemies for sure exist (NM, Savage,Void Ark) but the idea of general open world zones posing any real threat to us does not fit the narrative until they inevitably drop us down a peg (or 20) to create tension for 4.0 D:
    (0)
    Currently Playing: Blue Revolver

  7. #127
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Welsper59 View Post
    That's the old school way of doing things. Using your imagination to make a game the way you want to play it (even if just temporarily). Hell, people still do it these days with things like that Nuzlocke challenge stuff for Pokemon. The beauty of it too is that if you end up failing, you still have the option to continue on with the designed game or just move on. A lot of folks can't do that on their own though and need to be forced into it by the games design itself, which is unfortunate in many ways, but that's how things are now for most. Need to have our hands held to find ways to have fun lol.
    Oh, don't even. This isn't Atari where everything looks like a crappy pixelated mess and dots are symbolized as bullets and health and you can't tell what the flip your fighting. If I have to use my imagination to have fun with this game I pay 15$ every month then hell yeah I want the game to be designed the way I find fun. If I made a game where you jump bridges and walk an old lady across the street 13 times would you wish it was a better game or use your imagination to make it fun? Yeah, I wouldn't either unless your drunk and had friends to play that crap with, though just about anything is fun with friends. :/
    (1)
    Last edited by Kurogaea; 04-30-2016 at 05:19 AM.

  8. #128
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by ThirdKeyOfSun View Post
    I am not sure they would even be able to do it at this time. They have painted themselves into a corner by making us out to be god slayers and almost gods in our own rights.

    Dangerous special enemies for sure exist (NM, Savage,Void Ark) but the idea of general open world zones posing any real threat to us does not fit the narrative until they inevitably drop us down a peg (or 20) to create tension for 4.0 D:
    Thats a good point. Funny when I mention our godhood then comment about Haurchefant's (idk how to spell it) supposed "sacrifice" when I'm sure if we got shot with that light arrow we'd faint, appear at the nearest aetherite, repair our gear, and kick that guys teeth in. We survive meteors, explosions, infernos, lasers, mega flares (I think that's what it was in t9) and just about anything in 14 we should be dead from.
    (0)

  9. #129
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Corfish View Post
    Everytime I hear about FFXI, it always sounds like more time was spent trying to avoid random mobs because of how absurdly dangerous they were rather than fighting them. That sounds... Cumbersome.
    Yep, that's pretty accurate.

    Non-casters (in particular DPS jobs that didn't typically use ninja at a subjob) had it especially hard. If you were WHM or RDM main or subjob, you could simply cast Sneak and Invisible on yourself for a small amount of MP.

    If you were NIN main or sub, you always had the spell Tonko available (which functioned like Invisible) and eventually the spell Monomi (which functioned like Sneak) was added. Although those use consumables, ninja tools themselves had a default stack of 99, and later they added tool bags, each of which contained a stack of tools and could themselves stack to 12, allowing you to have up to 1287 of each (12 tool bags, plus a stack of 99) in just two inventory spaces each.

    If you didn't fit into either of those categories, you had to either craft or purchase Prism Powder and Silent Oil, each of which had a default stack of just 12. Content like Sky was full of mobs that were aggressive to either sight or sound, and you could easily go through a full stack of consumables in a single event night, depending on how much running around you had to do and whether there was someone zoning in with you who could at least give you an initial Sneak or Invisible to help out.

    Additionally, due to the high level of demand that created, prices for them could frequently be relatively high, especially at the start of an expansion.
    (1)

  10. #130
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Corfish View Post
    Isn't it possible that some people just have different ideas of fun? Everytime I hear about FFXI, it always sounds like more time was spent trying to avoid random mobs because of how absurdly dangerous they were rather than fighting them. That sounds... Cumbersome. I don't mind a challenge, but in an MMO where you just want to get from Point A to Point B to gather, or complete a quest, it just gets really annoying when things constantly aggro against you.
    Absolutely. I raged to no end wasting 30min just getting from one zone to another on multiple occasions lol. That difficulty though is what built upon the immersion of the MMORPG genre. Back then, the genre was far more about the RP nature of it, meaning that these games offered players means to be immersed within the game due to these intended hardships, be it you RP'd or not. I'd say a large amount of people didn't RP in XI, but nearly all of us that played and enjoyed it can say we felt a strong connection to the game (i.e. we were immersed within it).

    The danger it presented you reflected upon you developing as a player. If you couldn't do it, you had options but they weren't good ones (like finding someone to help you take the trek that wasted 30min of their time). It was reflective upon the hardships we relate to IRL, so we could love and hate our second life a lot easier. If you get that "second life" bit, then kudos to you... you know your MMO stigma history lol.

    You know how people complain about things being too easy? Back then, we would intentionally make the game harder for ourselves by wearing stuff that was intended to be worn for it. Even when the mainstream popularity of the genre started to emerge, people still did this sort of thing. Level capping themselves in WoW at 60 so that they could go and do old raids as they were designed... at least to what they realistically could achieve (abilities/spells had buffs/nerfs/changes over time). Note: The ease is a legit concern, I'm just pointing out what was the norm to get around it before.

    The genre itself was only appealing to select crowds, and once it became a little more popular, it attracted more of those like-minded folks, gaining it the popularity it has in mainstream today. Because of that however, it attracted folks who would never EVER play an MMORPG back in the day. It was a bad thing that you played an MMORPG, despite other "normal" games starting to be more accepted. Today, the genre is looked at as nothing special besides it being required you be online to play. Meaning a lot of people we see in this game have certain unrealistic expectations of the genre... like complaints about paid subs, thinking they should be getting a full games worth with every patch/expansion that is reflected upon current games content (meaning next expansion, someone will expect it to provide us 1.0, 2.0, and 3.0's entire plethora of content at launch or sometime during), etc.

    Not everyone liked it, especially had it been these days obviously, but that's the aforementioned old school mentality. We really did have to rely on our imagination to get the most out of things lol. There would be far less pointless complaints these days, and more constructive criticisms about overall design (rather than focusing on something small), if more people had such a capacity to think so broadly for themselves.
    (0)
    Last edited by Welsper59; 04-30-2016 at 05:16 AM.

Page 13 of 14 FirstFirst ... 3 11 12 13 14 LastLast

Tags for this Thread