Haha you did a funny sarcasm! (I think that's what you were shooting for, right?) I'm objectively saying that 1.0 used better servers, better coding and had better graphics than XI. Also, that 1.0 had a fantastic storyline and was full of open-world mobs that were impossible to solo, so when exploring, you felt a sense of danger - it was a challenge to get to all of the aetheryte gates and get the associated achievement. Its flaws were many and thoroughly discussed elsewhere, but these were two of the positive things FFXIV lost when ARR was released. I'm not complaining (I've enjoyed most of my ARR-SB experience and know if it hadn't been redesigned it would not exist at all), just stating it for context in regards my perspective on the current position between the two games.
I couldn't agree more. I've no desire to play the same thing twice. But just adding horizontal gear progression doesn't turn it into FFXI any more than having the five ARR races and three starting cities. Ideally, a monthly MSQ update and smattering of quests rather than having to wait four months and having it all done in two hours. There are many ways FFXIV should evolve - following this same formula is what I'm finding so dull.
I was referring to 1.0 with its overlevelled open-world mobs. Though in the pre-2010 FFXI, the danger was clear and present. Because XP took so long to get and was lost on death, you valued staying alive. Was it fun to lose XP? No. So you didn't. Play was cautious. You paid attention when Sneak/Invis was running out, desperately trying to find a break in the mobs to recast/reuse items. When the only place to do so was standing behind a 'Detect Sight' mob and you were hurriedly getting that recast in place before it turned around, the adrenaline was real. Battlefields weren't a matter of throwing yourselves at it until you won or committing a dance you'd watched on YouTube to memory, but about doing your research and then thinking on your feet and reacting, because you couldn't just click the 'try again' button.
I agree that more people could play the game, and that was an absolute necessity after 1.0's failure. But you can't say "it's not going to happen", when this was exactly how all MMOs before 2011 did happen and for some it's still the reality. It could have been designed just that little bit better, to bond the community together, rather than damaging the opportunity to form those bonds.
In a lot of places, it was bad. Mainly, in the important places (levelling, progression, combat, staying connected) that meant people wanted to play it! However, this was a AAA title from a huge publisher - there was an immense amount of good in there that is oft forgotten/overlooked or never experienced by people who didn't play the game/played it for a couple of sessions and threw it out. fwiw I agree with you on the crafting system (not sure anyone ever truly worked out what the different coloured lights meant and what you could do to influence them. Loved not having any clues as to recipe ingredients). I can't agree with you about the story barely existing. I don't know if Moose ever finished his detailed retrospective into 1.0's story, as I don't visit that site any more, but if he did, check it out and you'll see what I mean.
Disagree. What you're not taking into account is depth. You're talking from a FFXIV PoV where you have one set of gear for a job. In FFXI, you can begin with one, but build up many different situational sets, whether they be for weaponskills, nuking, healing, or even just learning new Blue Magic, or skilling up. They can be tailored to different enemy-types that have elemental/slashing/piercing/bludgeoning/magic resistance/vulnerability. They can be tailored to different content types where your objective isn't just to kill as quickly a possible, but to proc weaknesses or rack up Treasure Hunter to increase the likelihood that you don't have to come back to try again for that Peacock Charm. It's not required, no, but it cuts down time elsewhere and you get to do a ton of different content to get them, not just accept a Tome handout.
I don't know what you think is well-designed about the straight corridor that is every FFXIV dungeon. Once you've walked down it a couple of times, it's a completely forgettable experience, so much so that every time you're there it merges into one. And you're encouraged to roulette for tomes all week. Trials are fun whilst you can't do them, but again, once you've cleared it five times, you've cleared it a hundred times (which you're expected to do!).
FFXIV outshines FFXI on volume of content for job quests, sure. That's kind of specific though. FFXI outshines FFXIV on volume of content quests. They both have long and involved MSQs. The last 50 levels take two or three evenings at most and a some of that time is spent travelling to new locations. Job Points are the old XP parties of yore, but without the restrictions of only desiring certain jobs. You visit an open world location and choose your group's on camp, mobs and how long you want to play. Waiting 25min to run down a corridor for 20min with three random people who were silent and you'll never see again over and over is a real grind (levelling a DPS class via DF yesterday). Am I looking forward to taking the rest of my jobs up to 70? About as much as I was taking them up to 60 (crafters and gatherers aside, which I do enjoy, because levelling is completely different).
And once you have your job points? The content you've wanted to do, those pieces of gear you wanted to get, that you could do before, you can now do more quickly, with more survivability. You can challenge higher tiers for increased rewards. In FFXIV, you hit the iLv cap based on tomes availability/weekly drops and then what? Patiently wait to throw it all away in a couple of months' time. I can't understand *that*.
If you're talking about when I zone into a new hub and there are a dozen '!' for which I speak to each person who gives me some 'lore' about why I need to kill X number of Y or collect X number of Z... That's not lore, that's fluff.
I don't see this, aside from the players' single main companion girl for that xpac, and FFXIV has its share of xpac-only characters too. NPCs persisted from Vanilla to RoZ to CoP, ToAU was almost stand-alone tho ofc the main antagonist is there again, WotG is all the same characters (but younger), Abyssea is alt-universe versions and an old friend, Seekers uses a few Vanilla characters, and Rhapsodies literally involves everyone.
FFXIV is not updated more frequently than FFXI ever was before ARR's launch. FFXI was quarterly, FFXIV is three per year. Sure, since 2015 there have been no new graphics assets, so old mobs and gear are recoloured and restatted, and old zones are re-designed and re-released for new content, but whilst subscriber numbers are so low, that's expected.
You confused me for a sec because when you said 'a few new fights and the 400th different currency', I thought you were talking about the next FFXIV patch...
Not sure your point here. You're saying that I shouldn't compare FFXI now to FFXIV now because FFXI has got so much better since 2009? All those things are great QoL improvements. Gearing up is subjective. Right now, you can easily land level 99 and a set of iLv119 (the highest) gear, but can you successfully participate in endgame with that? Can you even solo clear the storyline with that? Nope. It's a good starting point to explore the rest of the game and, if you're a new player, it's still a long and full journey to get to that point.
edit: to clarify, there are a couple of dozen options at i119 for each job. Not all i119 pieces are created equal. You can start your endgame with an i119 set, but you still have an enormous amount to strive for. In FFXIV, you only have one or two options for the top iLv at that patch and there's not much in those options.
Categorically not the case. There are more new/returning players than people playing endgame. The midcore casual players, progressing with gear upgrades and content vastly outnumber the hardcore.
It would. Glad no-one's suggesting that.
Such archaic systems as non-instanced dungeons, open world levelling, gear that can influence more than 20 stats, monsters that can kill you and instanced housing? If you're talking about FFXI c2009, ok, but FFXIV could learn a few good lessons from FFXI c2018.
That's a sad experience.There are half a dozen Discord channels run by the different FFXI fansites where people will leap on any opportunity to help out. It's always difficult meeting new people in a new MMO, but FFXI has got an in-game Tutorial that guides you through your first steps with combat, levelling, unlocking Trusts and finding a Linkshell and Unity with other people in it to play and talk to. If the urge takes you again at any point, jump into FFXIclopedia's Discord text channel and I'll be happy to play with you and introduce you to some stellar folk.
That game doesn't exist any more, but I can sympathise. I remember the frustration of trying to level Dark Knight myself (I only got as far as 37 before FFXIV was released). Nowadays there's a game with the same title and a lot of the same stuff, but it's extremely playable and fun. Give it a shot if you get bored of this one!![]()