I've yet to find what people thought of as fun in FFXI. The combat was generally a mess (between TP dynamics to the bastardization of several of the in-game systems by the players). Class balance was a mess (god-tier jobs, junk jobs, exacerbated by overt focus on niche design). World presentation was a mess (the world being barren of civilization outside of the three main cities, though this I chalk up to game engine limitations and the PS2). Nevermind the plethora of unintended things done in-game that diminished my enjoyment (I can attest to this as someone who hates gear-swaps, staff-wielding PLDs and refresh botting).
The difference is that XIV at least lets you see some sort of progression. Which is nothing like, say, camping a named monster for a drop you "needed" to get into exp parties or doing Dynamis for the billionth time for your Duelist's Chapeau.Then at the end try to make XIV sound like some entirely new thing with its design. XIV is just as much of a grind-fest as XI, if not more in some cases.
Here you're ignoring the fact that people who spend a lot of time on something are very reluctant to entirely drop it, regardless of how shitty the experience is. Aside from that some will stay because they have friends in-game.I'm sorry you punished yourself for 11 years in FFXI, but that was a personal option; and it does not make FFXI a horrible game by any standard. Otherwise it would have long shutdown, no maintenance mode (with constant updates), or no hint at yet even another expansion as per stated from a recent interview (however slight it may be), -or- the fact they are working on a FFXI mobile version that currently has plans up to CoP.
I'll call this into question. To name some examples, we've had people asking for extra stats on gear, often citing FFXI's stats and not realizing the balance issues those would cause progression-wise and gear design-wise (before even getting into how such stats would affect actual gameplay). We've had people asking for Dynamis and Nyzul Isle clones, gotten them and had one (Diadem) shit on for not being a source of raid gear and the other (PotD) labeled as repetitive (despite following almost the exact same structure as Nyzul Isle sans the floors with bullshit lamp placements).Now am I saying FFXI was the best game for everyone on earth? Nope, but its concepts are certainly not the disaster you're blowing it up to be. Bad choices by devs sure (not making NIN Utsu like Rogue's Shade shift years ago etc), but still solid core ideas.
What else is there? Pankration? A horribly-designed pet battle system that with some major tweaks could have been decent but was abandoned.
Moblin Maze Mongers? A decent system that was abandoned too early and then was implemented a second time (see: Meeble Burrows) because reasons.
Campaign? We already have that via FATEs, and the only difference between the two is that FATE mobs don't one-shot you the way Campaign mobs could.
Besieged? An unsustainable model, since that (along with the original implementation of colonization) assumes a continuously high in-game population.
Assault? We have this already in the form of dungeons, just without the classisms.
This all said, I'm willing to discuss things we could actually learn and improve from XI that don't mess with progression, but such examples are few and far in between.
PS: Before anyone mentions Delve and the several hundred other events with a single word for a name, those are all pretty much the same thing, just with different names and currencies. Collect gimmick (either items or currency) => pop and kill mob => get loot or get nothing depending on RNG => repeat.



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