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  1. #591
    Player
    Velhart's Avatar
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    Mar 2011
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    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sandpark View Post
    But I have figured out how to make chain of effects work. And I examined XI, GW2, ESO, any game with synergy. I came up with a way to make it work in this game without bringing the elemental wheel back. Just because you think an idea isn't good doesn't make it so. I don't mind vertical. I do mind gear being obsoleted every 3-6 months. It's a moving goalpost that doesn't serve the mid-casual core base.

    http://forum.square-enix.com/ffxiv/t...=1#post3806707
    Its funny, the next post after your idea summed it up beautifully.

    Quote Originally Posted by Enkidoh View Post
    Unfortunately, one of the fundamental aspects of FFXI's Skillchain system and thus, the concept you've developed (that is, elemental damage) is utterly useless here given the fact the elemental wheel is neutered. So a weaponskill's element would be nothing but for dramatic effect. Besides, SE did have a sort-of skillchain system in FFXIV 1.0, called 'Battle Regimen'... which didn't work as well as it should have, so it was scrapped when Yoshi took over and redesigned 1.0's battle system to something more similar to what we have now.

    Another problem that was particularly notorious in FFXI with this system was the fact it fostered 'job favouritism' for the aforementioned element-bonus. Certain Jobs were used to exploit the magic burst effect and certain Jobs that could make use of certain weaponskills, and other Jobs were ignored. FFXIV's system is designed specifically to stop Job favouritism, so the magic burst system simply would not work here.

    Also your idea is not too different to the current weaponskill combo system we have, only made far more complicated (perhaps unnecessarily so) - why make things more complicated simply for the sake of complication? Given the game is designed specifically for new players and those of more moderate skill, over-complicating things just goes against this idea I'm afraid. Your concept was well thought out, but sadly, for these reasons, I don't see such a system ever being implemented I'm sorry.
    Like I said, I am not saying it wasn't thought out, but you don't think ahead on how it affects the balance of jobs and battle mechanics.

    Quote Originally Posted by Alaltus View Post
    Egi's as a lore point pretty much blew the door open for whatever SE could choose to do with them, unfortunately that choice was to have them set on auto the majority of the time.
    I am sure if the egi's looked more like the primals, I doubt SMN's would complain as much.
    (6)
    Last edited by Velhart; 08-14-2016 at 10:55 AM.

  2. #592
    Player
    Sandpark's Avatar
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    Sep 2013
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    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Velhart View Post
    Its funny, the next post after your idea summed it up beautifully.
    Like I said, I am not saying it wasn't thought out, but you don't think ahead on how it affects the balance of jobs and battle mechanics.
    I was fully aware of the past inclusion and departure of regiments. And i was aware of the elemental wheel being stripped from the game. The wheel has been stripped from the game and redistributed to different classes. But magic itself still exist. My skillchain concept is not based around the wheel. It is based around skills and spells being color coded in the hotbars so synergy is acheived without resorting to bringing the wheel back.

    Job favoritism was a design flaw, one that wouldn't have to be repeated here. We humans learn through experience and iterations. One fault does not cause one to keep starting from scratch. 90% of game systems are an iteration of a system that came before.

    The regiments released flawed in execution and was never iterated on enough to make it worthwhile, it was scrapped with the choice to remove depth from party play to make solo rotations the standard which rely on party synergy less. It's kind of hard to mess up what you don't even attempt to do isn't it?

    https://www.youtube.com/watch?v=7Xcg...PdzFH5gBOXQNUd

    Most videos who doesn't come from WoW or a similar mmo has the same opinion on the combat and this guy in the video came from WoW. People who come from action mmos. The common fad in the industry is open world systems, dynamic systems, spectacular visuals. Is an mmo supposed to go the opposite to gain praise?

    I don't think GTA would be as popular if it minimized it's grandiose to improve convenience or stability. You see constant videos of glitches and bugs but it is still the best selling game of current games.

    http://www.mmorpg.com/showFeature.cf...e/10383/page/1

    Has FFXIV won any awards lately? Beside the outstanding comeback from the initial launch? To my knowledge 2013 was the last big hurrah.

    The irony is this game is more difficult than XI is in terms of reflexes and this is an rpg. I am not wanting twitch or difficulty like some ask for. I want a more cerebral experience when playing with other players on a one to one basis. GW2 is the closest things to cerebral synergy but I don't like the flavor of it, it's too actiony.
    (4)
    Last edited by Sandpark; 08-14-2016 at 11:15 AM.

  3. #593
    Player
    Mugiawara's Avatar
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    Jul 2014
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    1,460
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    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by DPZ2 View Post
    Final Fantasy XIV is not Final Fantasy X, or XII, or XV. It doesn't need to be any of those. It just needs the 'look/feel' of a Final Fantasy game.

    Final Fantasy XI is not World of Warcraft, or Star Wars: The Old Republic, or Everquest, or Ultima: Online. It doesn't need to be any of those. It just needs the 'look/feel' of a Final Fantasy game.

    Final Fantasy XIV is NOT Final Fantasy XI. If version 1.0 was more XI-ish in game play, I can see why it failed its first incarnation.
    Meanwhile, the game has countless events and such from other video games.
    Face it, the dang games suffering identity crisis. I am trying too figure out why is it NOT okay to ask for some look backs at XI, but it's okay to copy and paste from WoW and have events of other games.

    Also XIV 1.0 was a bust because:
    1. No one could run it. Need a PC from NASA.
    2. No content/Unfinished.
    3. Grass.

    I heard even the players of Beta said to NOT release the game yet and they did.
    Not because it wasn't trying to play XI-ish, people also said it started to get better but it was too late.
    Anything from XI everyone gets sent into Exile, but hey let's take a look at our friend WoW and see what we can pick.

    I rather it find it's own identity if anything. I almost had enough of the constant fan service and nods to every single FF out there.
    (12)

  4. #594
    Player
    Lokier's Avatar
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    Dec 2015
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    641
    Character
    Lokier Ame
    World
    Louisoix
    Main Class
    Ninja Lv 100
    If I could glam over SMN, THM and SCH minions with wind-up minions I'd probably like the classes a bit more... Glam them over with wind-up Haurchefant, Aymeric and Wide-Eyed Fawn and awaaay I'd go. Or glam them over with the Yo-Kai minions.

    (0)

  5. #595
    Player
    Velhart's Avatar
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    Mar 2011
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    Ul'Dah
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    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Sandpark View Post
    Has FFXIV won any awards lately?
    http://na.finalfantasyxiv.com/winning/

    The irony is this game is more difficult than XI is in terms of reflexes and this is an rpg. I am not wanting twitch or difficulty like some ask for. I want a more cerebral experience when playing with other players on a one to one basis. GW2 is the closest things to cerebral synergy but I don't like the flavor of it, it's too actiony.
    Role Playing Game is not bound to a specific genre of gaming. You can say you don't like it, but RPG is not what you decide to make of it.
    (5)

  6. #596
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by FizzleofHyperion View Post
    Without baiting too much into the OP somethings are correct when it was turned into a WoW thing.

    If you compare FFXIV to FFXI its very much a WoW Clone. WoW might be a bad term but i guess MMORPGs that are similiar to WoW with that simplicity.

    Here are a few examples:
    Most of the examples you've listed here are incorrect either to WoW's current or former iterations (and given the "best of" references to time periods in XI spanning its opposing analogs, WoW's historical span seems an appropriate way to look at what makes up the game conceptually, if only by balance).

    Weapons & Gear: WoW allows a given set of classes to use the same gear, and each class can use a multitude of weapons. Some of these weapon choices have or have had impact within their given spec, allowing for multiple weapon-based variations to playstyle, similar to XI. This is absent from XIV.

    Stats: WoW has historically had many more stats than XIV (Armor Penetration, and Multistrike) and broader stat usage (e.g. healers using both Intelligence (piety and a degree of spell power) and Spirit (mana regen and a degree of spell power). Granted, it was then and is especially now more simplistic than most MMOs, except XIV, which still has fewer options or variations. Tier bonuses from WoW gear also often gave significant ability bonuses more likely to change general rotations, priorities, or playstyle while within the same role than numerous key XI sets. XIV has neither.

    Magic: Since we only have two casters at present, it is hard to make analogs to any central style of or paradigm to WoW "caster-dom". Overall, theirs is more similar to any of their various melee and ranged styles that have a priority rotation among CDed or DoT skills and one or more filler (virtually all), or alternate between builder-spender resources (the rest), whereas our casters are more distinct from our melee, were more distinct from our ranged until WM/GB, and our melee much more similar to each other. Certain WoW casters have also tended to have a higher degree, nuance, and breadth of interally reactive gameplay (Firestarter and Thundercloud come close, but their uses are a bit less integral to the playstyle even when more impactful to its outputs). Perhaps XIV copied this, perhaps not. However, I have to question that XI casters did not also have a pattern to follow, even if the order or frequency of their abilities may have carried less impact on their output. I also have to question whether a lack of pattern or impact is necessarily a good thing. One thing you could say we've carried over from XI or historically from WoW is the spell count, except ours are all still in some way almost always usable, rather than outleveled or determined merely by mob type (unlike XI) and all our ours are meant for in combat (unlike WoW, which tends to have a few meant only for preparation or the open world). Both have XI and WoW (especially pre-streamlining) have tended to also have higher versatility among their casters. XIV isn't quite like either in those regards.

    Dungeons & Environment: This much I'll agree on. Far more of WoW is instance-centric. Even the open world is frequently instanced for purposes of story-telling or creating a more dynamic zone. However, parties have historically been highly useful to the leveling of poorer solo classes or for grinding for anyone in WoW, and are still useful to this day. With recent changes to tagging and exp sharing/splitting, more in line with GW2 or most noticeably here our FATEs and Hunts, party bonuses have been increased and anyone can assist for credit, increasing interaction with other players. DF was an addition, while parties were historically (granted, this would be going back to Vanilla) formed via zone shouts or global LFG chat, usually among levelers of the zone housing the instance, and entry required actually running to the open-world entry portal. While DF has since made instances both more convenient and disjointed, it can also scarcely be considered as unique to WoW, or even really a WoW invention, and has had similar effects on other game, many of which were released with and were build around that system. To this day, WoW remains at least as known for every entire continent being a single seamless instance as it is for its introduction of its DF. It's just sad that the two ended up in conflict.

    In short, the source doesn't especially matter. The elements or features involved do. (And you've blown the sourcing out of proportion, while paying little head to the details that make each game all they are.) Most features will be good, while certain others may negatively affect the experiences of other players. But that quantity itself does matter, too, as does how well that assemblage of elements fleshes out its resident game. And, frankly, XIV has fewer than either, and what it does have kind of points at a similarly bare-bones and scarcely reiterative path.
    (3)
    Last edited by Shurrikhan; 08-14-2016 at 11:52 AM. Reason: bold for tl;dr

  7. #597
    Player Lexia's Avatar
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    Aug 2013
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    3,509
    Character
    Lexia Lightress
    World
    Balmung
    Main Class
    Ninja Lv 86
    Find it funny how even when people make post about why 1.0 really failed other people still go around saying stuff like "1.0 was too much like XI" or "1.0 failed for being like XI" which just shows they really know nothing about 1.0 history.
    (12)

  8. #598
    Player
    Mugiawara's Avatar
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    Jul 2014
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    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Lexia View Post
    Find it funny how even when people make post about why 1.0 really failed other people still go around saying stuff like "1.0 was too much like XI" or "1.0 failed for being like XI" which just shows they really know nothing about 1.0 history.
    For the sake of the argument, it'll make more sense to look back at FFXI for idea's rather WoW, as a lot of people ditched it for this game.
    Only to see it's an Anime reskin then returned because of more things to do or some of the other. My friend literally left this game because that's
    all it was, but with less to do in XIV and pushing out new stuff a lot in WoW. Dunno why people keep saying bad stuff like that when back then XI was one of the top MMO's back in the day.

    Why the hate?
    (2)
    Last edited by Mugiawara; 08-14-2016 at 11:46 AM. Reason: Added.

  9. #599
    Player
    Velhart's Avatar
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    Ul'Dah
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    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Mugiawara View Post
    For the sake of the argument, it'll make more sense to look back at FFXI for idea's rather WoW, as a lot of people ditched it for this game.
    Only to see it's an Anime reskin then returned because of more things to do or some of the other. My friend literally left this game because that's
    all it was, but with less to do in XIV and pushing out new stuff a lot in WoW. Dunno why people keep saying bad stuff like that when back then XI was one of the top MMO's back in the day.

    Why the hate?
    Wizardry was also one of the top RPG's back in the day.
    (3)

  10. #600
    Player
    FizzleofHyperion's Avatar
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    Sep 2015
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    126
    Character
    Fizzle Abernath
    World
    Hyperion
    Main Class
    Thaumaturge Lv 31
    As much as you guys assume that the socalled people who want more FFXI related content here and think we are negative you guys are just as negative for not accepting that people are seeing flaws in this.

    As much as you claim that FFXI is so unbalanced back then and now FFXIV is just as unbalanced now as it was after a while beeing in ARR.

    The enjoy is only meant for a new person get them hooked fast into playing but as soon as they reach level 60 they will eventually run out of things to do and be limited to the socalled weekly item they can buy with lore. Levling fast is proven to keep going because it triggers signals in your brain that you keep acheiving something alot and gives satisfaction (google the research from the two professors who did that MMORPG research if you don't beleive me).

    These are the same people you guys are telling to level other jobs in order for having something to do and even use the arguement that they should take a break?

    Both thoese arguements are really really stupid.

    The game should provide enough content for you to do without it feeling like you are jumping on a new hamsterwheel every 3-6 months because thats considered something to do because of the new amazing currency XXX making all your past progress useless.
    Mind you it takes about 8-10 weeks to get a full set of the current currency if you want to reach the max ilvl for present time.
    After that you want that some person to start levling a second job to 60 and start working on a gears for that job?
    ok we can be fair lets say you have 3 mainjobs at 60 that you play very often.
    Thats still almost 30 weeks of limitations.
    By the time you reach your goal for thoese 3 jobs the gears are pretty much useless cause something else is introduced.

    The gears itself don't mean anything either cause at current state someone thats i220 has access to the same stuff as someone thats i240 and they can do the same things and complete them making whatever i240 gears you are grinding so hard for not really worth the effort in anyway unless
    SE starts presenting something that requires i240 to do or you cant enter an instance or pop a boss or whatever.

    Even if they released 3 dungeons that are meant for ex roulette and they broke the pattern it still wouldnt make any difference from 2-3 you will still get burned out quick because of how the current structure is of this game.

    Lets just be honest EVERYTHING and I leget mean EVERYTHING aside from Savage and current Extreme primal is considered very hard/Expert.

    The rest of the content is on a very easy difficulty level these are facts its not even a casual thing cause I've seen the socalled casual community on 5 different servers where I have level 60 characters on feel that there is nothing to do and the game gets boring.

    If I'm on 5 servers that are already feeling these i can only imagine how it is everywhere else.

    Spare me the don't rush content arguement aswell if people like to game alot let them game if stuff wasnt as easy as it is now atleast content would have been rewarding and enjoyable.
    Horizontal progression wont break this game at all because it hasnt even been tried out here yet correctly.

    If even the casuals are starting to feel burned out then no one here can even use the arguement that the hardcore community is 1% cause it sure is not a 1% that bored feeling there is nothing to do.

    The game itself intentionally causes you to be a slacker too btw allow me to explain this because of how the game is also built.
    Player B can always catch up with Player A and acheive whatever Player A has with half the effort.
    Meaning why should anyone do anything if its just going to get nerfed later so Player B who thinks they are entitled to everything because they pay for a subscription should catch up without having to work for something just as hard as Player A?
    If you say this is OK then you pretty much devalued the community of FFXIV saying the newer generation of gamers can't handle challenges/grind are lazy and are just not good enough as gamers.

    Before you even answer this I can vouch for plenty of people on Hyperion/Odin/Ragnarok/Balmung and Cerberus that have families and responsabilities as much as everyone else but they have time to invest in this game and want stuff more challenging in general content.
    These people might not be able to handle savage or extreme primals but don't devalue their capability to actually go up a notch on general content of this game with medium/hard difficulty.

    FFXI (before everything that is going on now) might be viewed as a timesink to some but it still required way more teamwork and be dependent on other players than on FFXIV.

    People know exactly what i mean here while I'm aware people here will intentionally find flaws in the statement above.

    If FFXI was your MMORPG flagship why would you go against your own foundation? Even if its a business find something that makes your game unique don't try and take gamers from a different market like WoW who will just jump ships again when Blizzard releases a new MMORPG because they are only here because this game reminds them of WoW. I say this because this is facts you have seen the novice network on your servers there are countless of players who use this arguement it shouldnt be like that. These are the same players most of us want to avoid because of how WoW teaches a selfish gaming mentality why would anyone want to play with the same people that are coming from that to here dictacting their way of gaming and enforcing it on us?

    The FFXI community has always been way more mature than the WoW one and even for first time MMORPG people get scolded fast in the FFXIV world wich is a very positive thing except here is the problem.
    The more you try to take from the WoW mentality of gaming and try to get that consumer group to FFXIV the more its going to get toxic and disturbing.

    I rather play with 1-2m loyal FF customers that love SE Yoshi P and their brand then be mixed with 2m more who have the wow gaming mentality.
    (5)
    Last edited by FizzleofHyperion; 08-14-2016 at 03:55 PM.

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