Now it does, but it didn't originally have anything like it (it was added in a recent update, like a lot of FFXIV stuff SE are adding to FFXI now in updates). Personally I think FFXI actually does glamour better than here, as it's not like FFXIV's glamour prisms, in XI it's called 'style lock' and is literally just a button in the Config menu you set, which locks your appearance to the appearance of whatever gear you happen to be wearing at that time (after setting Style Lock you can then change your gear to whatever you like and the gear appearance will remain static). This mostly works well, except for situations where an enemy uses an attack that deequips your gear (like Yagudo in Campaign battles), which deactivates the glamour frustratingly. But other than that it works very well, and most importantly, you can set your glamour whenever you feel like for no cost!
Either way, it was only something recently added to the game so for most of it's lifespan FFXI did not have such a system.
These are some juicy posts.
He doesn't mind us conducting trials so close to his bazaar, so long as he's properly compensated... Yes, Portus, we pay him in sorcery-blasted bird flesh. - Cocobygo
Someone never got invited to SMN burns. :P
But anyway, point is to take the things that worked from XI and use that for inspiration. And as i've mentioned before, I would be 100% OK with them taking ideas from other games as well to help XIV out. The game needs it.
To set some things straight:
Smart is probably not the right word, since it implies some sort of intelligence.
Groups (where attacking one thing within a group meant you always got everything else) were rare and generally limited to instanced content.They had groups. With skillfull play you could either pull one or two to the party or.. blow the pull and pull the whole zone equaling in a wipe in encounters. Each zone had enemies that were stronger than you and if you weren't clever in going around them or avoiding them taking their aggressive tendencies or into account, you could die or get one shotted, depending on the strength.
What XI had, that XIV doesn't, was linking. For those who didn't play XI, linking meant that if something that linked by sight saw a mob within its family that was attacking a player, it would join the fight, even if it never saw the player themself. Similarly, something that linked by sound would join the fight if a mob within its family came within sound detection range of something that was attacking a player.
I think this is one of those things that gets oversold a lot.
Yes, the skillchain chart is quite expansive, but (at least in the 75-cap era) the vast, vast majority of it was ignored. Experience parties, up to the late 60s, would usually try to set up a Distortion skillchain or, in rare cases, a Fragmentation skillchain (or Light/Dark at higher levels). Anyone not participating in the skillchain just fired off their weaponskills whenever and, at higher levels, skillchains happened only by coincidence, because everyone just used weaponskills as soon as they were available.
Similarly, magic bursts were either established at the start of the party (whatever higher tier casters had of ice or water for Distortion, or wind/thunder for Fragmentation) or, at higher levels, mostly ignored.
You certainly weren't using skillchains and magic bursts in most (if not all) of the 75-cap eras endgame content.
But, as everyone who played XI knows, there were maybe three viable subjobs at the most for any job for 95%+ of the content in the game. Likely less than that if you exclude subjobs that were only viable for solo content.
At best, that's an opinion, at worst, go look at the vast amounts of discussion from 2004-2008 where people lamented the fact that summoner was primarily reduced to a weaker white mage with a larger MP pool and a buff they could use every minute.Greatest implementation of Final Fantasy summons/summoner ever.
http://ffxiclopedia.wikia.com/wiki/Summoner
Last edited by Ibi; 08-14-2016 at 08:46 AM.
I saw that and like hmm I should check that out, they give you link to download game (cause have no clue where my original discs are) installed and launched it and got greeted with 7 hour update and was like NOPE!! and exited out and continue on my way doing other stuff cause I would spend more time updating then I would actually playing/checking out it current state.
Fizzle you love doing this dance. Its okay, I do also. Again like always, you say something is better, but you don't say why it is. Also you can't speak on behalf of everyone. Not everyone who started FFXIV came from FFXI. A lot actually came from other MMO's. How do you know exactly what they wanted? How do you know the mass majority wanted a game like FFXI? You can't just make stuff up for the sake of your argument. I am not going to say either what the majority wanted because I am not them either.
Also why not go play a WoW? Because they are two different games. FFXIV is established and not going anywhere in it's core fundamentals. People tell you to go back to FFXI because it's core is what you are looking for. Of course -some- ideas from FFXI could benefit this game, but the ideas I see are completely changing how the core of the system works. If you are not happy here, which many are at least with how the game works at it's core, then going back to FFXI is that option. If you really want some ideas from FFXI in here, then suggest how they can work in the context of this game.
@Ibi
Ok artificial intelligence.
I am confused, groups were all FFXI was pre 75, most content was open world.
Skillchains became less used because SE stopped making enemies with solid charcteristics and made enemies squishy. No sense SCing if enemies dies in one weaponskill.
Idk what era you played but vanilla XI SC were used all the time.
Exotic sub jobs were used in low man occasions, which is more than 5% of the game. Low man is what people did when not running traditional endgame. Where as here people do fates, minigames, or crafting.
At best that is a fact, at worse any qualms were with unbalanced sub jobs. As far as fun, I think in a poll of people who have played both. Most would say XI summoners are more fun and represent the iconic nature of summons which is colossal burst damage divine beings.
You doubt me? Show two people summons from XIV and summons from the new FF15. Which do you think excites more? Bigger, badder, more iconic.
Replace XIV primals with egis as the trials and people be like.. ummm.. that's cute.
Kind of scary epic!!!
Super scary and epic!!
Kind of cute but still epic
Cute
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Last edited by Sandpark; 08-14-2016 at 09:08 AM.
Well, yeah. FFXV is a single player game where said summons are glorified special attacks. Graphic prowess of that magnitude aren't going to happen in MMOs, where servers have to account for potentially thousands of players at once. Not to mention, fighting summons of that size means you'll barely see above their knee even in full zone out.
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