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  1. #11
    Player
    Claymore65's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    163
    Character
    Cress Valorblade
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    I have a legitimate question for FFXI fans: What is the appeal of "Force Popping Notorious Monsters" in the context of FFXIV? What does it offer that is truly different from hunts, aside from a claim system that prevents the whole server from just zergging hunt. I'll admit that alone would be convenient and make hunts more fun, but I still don't fully understand what it brings to the table. It brings...waiting around / exploring the Open World in search of a particular monster, and then killing it? How is that fundamentally different than hunts? Is it solely based on the rewards it gives (unique items instead of Seals to buy stuff)? Is it the "only your party fights it" aspect (which, once again, would be great). I just keep seeing it as a proposed solution, but I don't understand what problem it solves that Hunts don't already do. I suppose it could work if the NMs were hard enough, though I don't see how they could be as mechanically complex or interesting as Dungeon bosses, Raid bosses or Trials unless they only spawn in set areas...in which case the exploration aspect doesn't matter. What problem is it trying to solve?

    Once again, I don't think the game is perfect. Some of the game's itemization could use some work. As it stands, you don't feel enough effect from the Secondary stats, and even then some of them are basically useless (Parry). I think that could use a revamp at some point, although keep in mind that is an enormous change, and one that would have to be approached carefully. I would love to see some more class/job customization, whether it be specs, sub-jobs or something different, but I'd rather leave it to the developers. I think the jobs on the whole are all pretty solid, with a decent variety in gameplay and visuals though. I could see the Materia system being expanded heavily, as that could be extremely interesting. Imagine if it provided new skills or abilities. Might not be balanced, but it could be fun. I think improving the Materia system could bring enormous benefits, especially if there were numerous ways of obtaining them.

    What I don't want is elemental damage as a major factor (since it excludes jobs for certain fights or makes abilities suddenly worthless). I also don't want Gear swapping to make a return. It's already enough work to gear up a single job, I don't need multiple to swap in between. I wouldn't mind some more specialized gear, but I don't think swapping is necessary. I also personally don't mind the more vertical nature of gearing up, although if they slowed down the ilevel jumps that would be fine. Personally I prefer upgrading my gear often rather than keeping the same piece for years, though I understand the appeal of both.
    (4)
    Last edited by Claymore65; 07-13-2016 at 12:58 AM.