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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zumi View Post
    If you remember back to the 2.0 launch many legacy players were handed every job at level 50 that played nothing like how they did in 1.0. We learned how to play the game by reading tool tips on the skills. People figured out how to play fairly easily after playing awhile. I don't think there would be that much trouble for people starting at 60 if SE decides to have a level boost for Stormblood.
    I don't think you're giving the intuitiveness of FFXIV's systems enough credit. Tooltips are part of the process but a lot of the gameplay has things built in to show you a sort of progression of skills. That's a feather in FFXIV's cap that WoW simply doesn't have, even now with the simplified specs and rotations.

    Of course, considering that I've had to teach newbie tanks how to hold aggro because they don't bother to read tooltips and follow the bouncing ball, I see no harm in having tutorials. Especially for people who get boosted to 60.
    Quote Originally Posted by Yasuhiro View Post
    I'd rather devs pander to fans of a Final Fantasy game than the WoW refugees who jump over to this game and complain.
    Ignoring the "us vs them" thing, FFXIV was designed to appeal to modern MMO fans. That largely included WoW and those who played SWTOR and LOTRO. Not to mention that people who ask for FFXI things don't understand that a) FFXI is built around very different design principles, b) built around very different systems, c) that game's progression and gear design only work for that game, and d) the game is still alive and well. I don't even need to get into stupid design oversights like gear swaps mid-combat and the resulting inventory bloat from a trillion items built for very specific purposes.
    Quote Originally Posted by Stanelis View Post
    As an example, each expansion storyline was independent in FFXI, and everybody was happy with that, and SE didn't have to sell XP potions. By saying that, I m not asking for the storylines of FFXIV to be the same as FFXI's.
    The thing is that expansion storylines were mostly high-level content. Zilart was 50-75. CoP tried the disastrous level capped content. ToAU was all high level (the zones themselves had mobs that reinforced that). WotG story content is also relatively high level.

    Of course, you didn't need to add level potions in FFXI because most of the expansion story content had only the game's lv75 cap to take into account. FFXIV doesn't have a static level cap that spans several expansions, so you're sort of comparing apples and oranges.
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    Last edited by Duelle; 11-16-2016 at 10:45 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    ot to mention that people who ask for FFXI things don't understand that a) FFXI is built around very different design principles, b) built around very different systems, c) that game's progression and gear design only work for that game, and d) the game is still alive and well.
    Alive and well :

    https://www.google.com/trends/explor...%2Fm%2F04n3w2r

    Also, I think you re underestimating the amounts of players who left wow due to the additions such as the level boosts and the other cash grabs elements.
    (0)

  3. #3
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Duelle View Post
    ...
    Of course, considering that I've had to teach newbie tanks how to hold aggro because they don't bother to read tooltips and follow the bouncing ball, I see no harm in having tutorials. Especially for people who get boosted to 60...
    That would be my only concern with the story skipping mainly. The story directs you to the location of your classes/jobs, by the time you reach a certain level you should know the icon for quests and want to explore to see what these quests give you. This introduces you do tooltips like you said but also the hall of novice where there's a lot of useful tips and gameplay descriptions. How would you or anyone suggest these things get directed to the user if they are able to skip seeing it or skip it all together?

    Quote Originally Posted by Kaitoo View Post
    Well you can skip all of this too right now by pressing escape so
    Yes you can, but you are presented with it. Should you choose to skip it or ignore it and not go deeper into it, then I guess that is a single user issue. It wouldn't exactly solve the concern 100%, nothing will give us a 100% success rate. You have those who will learn because they're aware it is there, and those who will ignore it. So, how would you suggest you get people who will not know it being around when the game normally presents it to you? Sticking within the game itself. There is Player to Player talk, do you think that will be enough?

    Or what would you suggest be done with the scenario? Or are we accepting the fact that the issue is with something we can't patch, the users? Though with your comment, they can already do it so maybe there's another solution? What would you suggest to address the current problems not being inflated by this and address the new concerns that come with it?

    I'm curious to what the solution from yourself and others would be. Mainly because I'm unlike the others here, I have no real MMO history (XI forever.) but my variety doesn't have the range the others have who spent their lives in multiple MMORPGS. So for me, I came in knowing two people and never found issues with understanding what to do, where to go, rotations due to reading tool tips and doing guildhests along with the trial and error I get when I take what I have in theory and put it into practice. I rarely, if at all, look up rotations guides or guides in general unless I am trying content so old that it's expected of me to know something.

    Quote Originally Posted by Legion88 View Post
    Does someone know how far you have to progress before you can use this "jump potion" and how it works?
    [*]Does it only work after you unlocked the airships?...
    Thank you for finding this. Since Kaitoo and others couldn't address the concern. I'm glad I was able to find the answer somewhere in there. Someone did mention the Chinese version of it and someone mentioned the reaction that the users that used it have gotten from the other community of players, but this was the one thing I've been repeating over and over yet no solid answer. If so, this puts away my concerns. You are correct those who want to learn their jobs will, and by 14/15 you'll either be excited to run your first dungeon to learn / find hall of novice, you would have been presented with the tooltips needed to get you going and guildhests. All of these things mixed with general curiosity to wanting to be good at your job is more than enough to make sure you're capable of hitting the ground at least jogging.

    Though, much like you and others have said in other posts if they don't want to learn they will just fly by. Causing things to go sour later for either themselves or others.
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    Last edited by Leigaon; 11-17-2016 at 02:27 AM.

  4. #4
    Player

    Join Date
    Sep 2015
    Posts
    251
    Quote Originally Posted by Leigaon View Post
    That would be my only concern with the story skipping mainly. The story directs you to the location of your classes/jobs, by the time you reach a certain level you should know the icon for quests and want to explore to see what these quests give you. This introduces you do tooltips like you said but also the hall of novice where there's a lot of useful tips and gameplay descriptions. How would you or anyone suggest these things get directed to the user if they are able to skip seeing it or skip it all together?
    Well you can skip all of this too right now by pressing escape so
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