Planning on going full force with Legion, then? If the guild I'm in is actually interested in raiding, I might actually pick it up again.Make FFXIV more like WoW by adding gear with interesting stats, classes that have procs and stuff, and dungeons that don't suck.
http://www.wowhead.com/guide=4149/a-...lasses-paladin
https://www.youtube.com/watch?v=WTM5EdMVbwU
What Yoshi should do is remove the training wheels and stop borrowing things from other people, and asking WoW players and such for idea's and try and do his own
stuff so this game can be original and now an Anime ver. of WoW. He's playing safe too much from the fall of 1.0. It's time to step it up somewhere.
Stop the repetition already. I literally play for maybe 1-2 weeks of a new patch, leave, come back for right before the next big patch and wait...then it starts over again.
Happens when you do the same pattern for years. :/
I just want this to be it's own, original game.
How about NOT making it like either of them?
Only if the predecessor wasn't a pile of garbage.
In general, sucessor games are better in every way, which ranges from small adjustments for games that were already just about perfect to...well, complete overhauls if the previous game sucked.
Also, SE changes FF completely with every title no matter how the predecessor did. That's actually what the FF brand has always been known for - bringing innovation to the brand, possibly the whole genre.
I'm not gonna go ahead and say something stupid like how FFXIV revolutionizes the MMO market (because it doesn't) but at least it is staying true to the formula of every FF game being different.
I haven't played WoW since lich king but the super low quality of the recent patches in XIV + extreme lack of creativity when it comes to gear and stuff is making WoW look pretty good by comparison.
@Aryalandi
The "NPC backstory" section of your posting is pretty much what the PostMoogle quests were about -- learning more about characters you encountered in game. Many of the other items you discussed there are actually available if you take the time to converse with NPCs on a regular basis.
The events at the Waking Sands hit more closely to home, for example, if you've been regularly conversing with everyone in the back room.
One thing I will say about community -- you're first MMO will almost always evoke the fondest memories of community. Believe me, I've been playing since GamBit moved the Scepter database over to a 16-player modem connected PC back in the mid-1980s (MUDs did not yet exist). The community was great, especially since you couldn't actually accomplish much against the more powerful creatures out there without cooperation. Role-playing was great as well ... ah, there goes me being all nostalgic for a game I haven't played in over 30 years ...
@Duelle
Lie, I saw many different jobs subbing different things depending on the situation in low man stuff. In full party content that might hold true mostly.
I soloed or duoed many things designed to be full party content with skillful play with the job system and environment knowledge. And the refresh-bitch you mention might be that in some cases but was also one of the most OP solo classes.
@Bourne Endeavor
You can't do things outside the box here because classes are heavily limited. The traits and skills your class job give you lock you into roles. At times discovering things on your own rather than what is fed to you is nice, it adds immersion but I admit a fault of XI was always needing to do that.
Every job had certain things it was better at. Ninja was never always better than any other tank, it depended on the circumstances. I'd admit party forming is easier when every job is flavors of each other but it comes at the cost of player experimentation being lost.
You point me to F2P games for open world examples gone wrong. Most of XI's open world remained mostly relevant right up until shortly after Abyssea expansion. It surpassed the depth of the game it was built around. XI never went mainstream because of it's lack of in game info, server lock, and the amount of time needed to progress.
Am I the only one who liked how they did FFXII (not the story but gameplay and side activities)?
and? relics werent persistent nor anima weapons....my point is that u can create a grind / fun /rewarding content w/o having to use crafting or low lvl content :/ , or make ppl grind fates for hours .... and every specs gets its own quest ....how hard is to create a cool questline for the FFXIV weapons? there are way less jobs in FFXIV than spec in WoW ....yet the 1 steps in anima were pushed back and back again and we got low lvl dungeons , fates and crafting mats , and farm currency , NO new content added for anima in mind.
maybe the classes keep the relic skill in the next expansion since it changes how the specs play (see Fire mage)
Last edited by Warlyx; 08-05-2016 at 12:07 AM.
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