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  1. #211
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Except EXP in FFXIV is mostly doled out in Dungeons which have pre-determined enemy placement and level-appropriate loot in chests. Along with auto-healing, auto-revival, leveling in FFXIV is seamless and easy. In FFXI if you leveled past your camp which had a narrow range of 2-4 levels, you gimped everyone's EXP and had to take a hike. Also, if you were undergeared, it didn't slow the party down, it CRIPPLED the party. If you had a 60% hit rate because you didn't skill-up your weapon or bring accuracy gear your weaponskills would miss and you wouldn't kill fast enough to maintain the EXP chains. In FFXIV, you can be 20 ilvls under the lvl for the dungeon and still be acceptable as long as you can dodge AoEs because everyone else will pick up the slack NP, also because the stat gains on equipment 1-50 are like +3-5 each piece, so having a few pieces from 20lv ago with +1 or +2 made no difference in performance (unless you were a tank and had gear with poor defense)
    (1)

  2. #212
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Wish there were more open world dungeons and not just dungeons you could just run through with there not being any point. I miss zones with dangerous high level enemies that you have to either sneak past or fight through, but mounts and aetherytes invalidates this. Think about trying to get to Cloister of Flames in Ifrit's Cauldron in FFXI. Chocobo from Kazham through Yuhtunga Jungle, through Yhotar which was like a damned labyrinth even with a map. Then get to Ifrit's Cauldron. Then you need to sneak/invis past high level Bombs/Elementals and Goblins to get there, and some enemies aggro magic and were tough as hell to a level 60ish player.
    With how big the population is in comparison to FFXI, you are looking at a complete mess if the open world dungeon has any worth. Crowds of people fighting each other for claims. This has already showed to an extent with dailies with the beast tribes in 2.0. Which may I remind in a way are open world dungeons. We also have a revision of Diadem coming, in a way is an area you explore, so I would wait and see how that turns out.

    I don't get why people think using sneak/invis. is fun. I don't remember anyone liking to use oils and powders except the people making and selling them. It was not fun dealing with that at all.
    (4)

  3. #213
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Velhart View Post
    I don't get why people think using sneak/invis is fun.
    Having to deal with agro mechanics was a important part of why zones were the way they were and a part of what made the open world a challenge to traverse. Your most common paths were fairly safe but stray from them and you could be in a world of hurt.

    Despite what you say the open world population wasn't much less than what you see logged into FFXIV on any server in a common day, the abillity to zerg-claim things is what causes the mob mentality you see in XIV. The games have totally different takes on open world content and it could only work in XIV in a set of new zones dedicated to such gameplay.
    (8)

  4. #214
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Jynx View Post
    Having to deal with agro mechanics was a important part of why zones were the way they were and a part of what made the open world a challenge to traverse. Your most common paths were fairly safe but stray from them and you could be in a world of hurt.

    Despite what you say the open world population wasn't much less than what you see logged into FFXIV on any server in a common day, the abillity to zerg-claim things is what causes the mob mentality you see in XIV. The games have totally different takes on open world content and it could only work in XIV in a set of new zones dedicated to such gameplay.
    Agreed. It is the ability to just teleport instantly, run to wherever instantly...and just gung ho it lol. You could never do that in Aion, XI, L2, and so forth...shoot, even in 1.x. You had to carefully fight your way to the deep parts of said dungeon (even a full alliance of people could get easily overwhelmed) it is just all about being creative
    (6)

  5. #215
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    I guess in the end though its about the money. While some of us would love more danger, the vast majority seem happy or content with the current trend. As a company, why risk making a hard game (Never played but I admit 1.0 looked fun to me, some tweaks to the system maybe but I enjoy what I saw) when you make a lot more money just copying what everyone else does. Sadly I think its reasons like that why some of my favorite mmos have been shut down, Shin megami Imagine and Wizadry online for example.
    (5)

  6. #216
    Player
    Musashidon's Avatar
    Join Date
    Aug 2013
    Posts
    1,798
    Character
    Blackmage Vivi
    World
    Leviathan
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by AlphaFox View Post
    Wizadry online for example.
    xD the forums were always fun for this one listening to everyone bicker there..really miss it! (not being sarcastic)
    (0)

  7. #217
    Player
    LaralnKornera's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    83
    Character
    Laraln Kornera
    World
    Balmung
    Main Class
    Conjurer Lv 60
    I can only think of one thing for them to bring over, and that is a more fleshed out end game. I don't hate alex, but I would rather see more than just a raid like alex. Since we are working on getting the second expansion most likely within the year, what did XI have for everyone to work on?

    HNMs (world bosses), Dynamis (released in first exp and expanded in 2nd), Sky (first expansion), Sea, Limbus, BCNMs, KSNMs...

    Tons of things to do. Most of these end game events would take a couple to few hours, but most people seem fine just dying to the same boss over and over for the same amount of time. Also take note how they continued to make old content relevant.
    (2)

  8. #218
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Personally, I feel the reward system should be handled before new content ideas because regardless of how good the content is, its dead if the rewards aren't worth it. Not to mention that ilvls are increased every 3-6 months so scaling will always be a questionable decision. The team just doesn't give themselves enough room to work with by making the ilvls so low between each type of content. Savage gear is pretty much dead after 6 months and replaced by the next dungeon pieces except weapons so people tend to settle for stuff that is 10-20 ilvls lower because its easier to acquire.
    (1)
    Last edited by KitingGenbu; 08-07-2016 at 03:07 AM.

  9. #219
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Jynx View Post
    Having to deal with agro mechanics was a important part of why zones were the way they were and a part of what made the open world a challenge to traverse. Your most common paths were fairly safe but stray from them and you could be in a world of hurt.

    Despite what you say the open world population wasn't much less than what you see logged into FFXIV on any server in a common day, the abillity to zerg-claim things is what causes the mob mentality you see in XIV. The games have totally different takes on open world content and it could only work in XIV in a set of new zones dedicated to such gameplay.
    Indeed, well said Jynx.

    http://forum.square-enix.com/ffxiv/t...=1#post3809761
    (1)

  10. #220
    Player
    Zarcoft's Avatar
    Join Date
    Aug 2013
    Posts
    48
    Character
    June Moon
    World
    Gilgamesh
    Main Class
    Paladin Lv 90
    I have this crazy idea if you want a game like FFXI, why not go play FFXI. I don't understand why people can't use common sense no two mmos are the same.
    (2)

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