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  1. #111
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by Binahel View Post
    Regarding the NM things it has been pointed out that it's not the best route anyway to exp - grinding the mobs near the NM surely makes it spawn but the high number of players doing the mobs spawning the NM makes it difficult to chain and the rewards is at that point only the NM which is still around 30 mins of work or so.

    also this amazing feature makes people entering to check up if a NM is up and then leaving it for another instance to see if the NM is up somewhere elese - which is surely is not what I would define sociable content.

    the more we delve in it, the less i see the point for such badly made zerg fest.
    all i want is to have lore and nice content
    AAAAH

    i'm sad
    The problem is that even if its not the best most optimal way to get exp (and someone will surely find an even better way after the next best way) its surely is the "best" way to get your relic. (And the boxes...with firework..) And even though you seemingly need to be lvl 20 to finish the relic its probably still faster to just zerg everything, get more Anemos crystal to exchange them to the other ones. Also being in a big group like that makes sure that you will not see the exp loss while being in a small group or even solo makes this an even greater risk.

    Also some forget that lower levers help with the zerg too. As soon as we hit the higher levels, the trash monster took way longer to kill even with all the people there. Is it possible with smaller groups? Probably but only if you have its level or near it. And if you dont take part in the NM train you might just miss the spawn or see it a bit later and since a big amount of people are already there you might just miss out on it. (The instances I were in did not even wait on those that helped to spawn it even after we said that we would split to spawn both of them..as soon as one of it was there they attacked it and we barely made it.)

    Its not the optimal way but probably still the better way to play it safe and this might just give people some time to take a small break..since otherwise this instance is just -kill,kill, kill-.

    There is also barely time to talk with the way our fight system functions and if you get left behind, good luck on getting a rezz.
    (5)
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  2. #112
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Aerlana View Post
    Today's old MMORPG player are asking for what they liked before. Nostalgia, real fact that "was better before"? dont know, and dont care!

    People asked so, for FFXI.
    Yoshida gave FFXI... FFXI leveling... spamming trash, again and again, in a party, to get a big chain kill to have big XP.

    But is it really what people asked? Did they asked more a Dynamis-like thing? probably...

    Eureka is a leveling content in max level. You need to finish your leveling to do it
    You need to be max lvl to be allow to do a leveling content...

    I would prefer Yoshida watch on high level content from FFXI...
    The thing is, people asking for FFXI- like content failed to mention WHAT about the content they mean. I hear FFXI and I think mindless mob killing, requiring other people to do any kind of real farming, item pops from other mobs to fight other mobs. Oh wait, THAT SOUNDS LIKE EUREKA.

    If you're going to ask for FFXI- like content, instead of saying the name of the content, explain what that content did that you liked. Even now, high level content from FFXI reminds me of Absolute Virtue and needing years to grind equipment to beat the thing (oh look, still grind requiring other people for long periods - STILL sounds like Eureka!).

    IE: I like FFXIV dungeons. If I were to ask for this content in another game (like another future FF MMO, I'd say 4 player parties that are filled by what's lacking from an automatic party forming system (queue) that pulls players from a datacenter, not just the world. Once the players have all agreed they are ready within a set amount of time, they all get pulled in. Roughly dungeons take 15-30 minutes on most parties, but may take longer with worse players. In which case, they may disband and retry the queue system. Mechanics are usually simple enough that they can be done with relative ease and are ideal for repeat runs (for daily grinding, level grinding, equipment grinding, crafting mat acquisition, etc). It is content that is possible to clear with all levels of skill.

    So please, please, for those of you that are FFXI players asking for "FFXI-like" things in FFXIV, ELABORATE, otherwise assumptions and things that stuck out to others (like reasons they didn't play the game) are all that come to the fore when that's all you say. If I were a developer, saying FFXI reminds me of just how even a single enemy at level was hard or downright impossible to solo and people spent most of their time grinding in parties in just about any content for that particular game, so I'd assume that is what is being asked.

    Seriously, when I look for information about what you can do solo, this is what I turn up:
    Other than leveling for which it is a very good idea to group up almost all of the games storylines can be soloed by most jobs. and a few jobs can solo even more than that.

    There are still endgame activities and post story fights that will require teaming up but they are not nessesary and for a new player probably months down the line at least.

    The main reason for this is that much of the base game and expansions featured fights that were restricted by level caps or the long time max level cap of 75. Now most of those level restrictions have been removed and the new max level is 99 making old content possible solo by leveling past the old level caps designed for parties.
    Wait. I'm confused.

    How does one level up in the game then? You say that you can do storyline missions and quests by yourself, but leveling needs to be done in a group. Do missions and quests not level you up?
    no, mission rewards mostly are terrible and they dont give exp for finishing missions/quests in this game.
    You can level up solo at a decent click, but to be clear here, grouping is so much faster that it hardly takes time to level at all in a group. It's possible to level to 99 in a day if you know the system. Even with a first job, sticking to page burns, you can get to 75+ in the span of a week.
    Summary: You can solo because they moved the level cap from 75 to 99, it's mostly only toward leveling and that is far faster in a group.

    It's really hard to want for FFXI- like content when these are the first things you will encounter when even trying to look up what your options even are or were. Also, yes, I purposely looked up what I could do solo because I am a player who: 1) I am on the east coat of the USA and wake up roughly at 5PM and go to bed around 10AM or 11AM (so my hours are when it's the absolute deadest on the server); 2) get pulled away often, so I look for content I can just get up from at almost any time or has enough breaks where I can do this; 3) I can enjoy the game with my husband (who works third shift and I try to adhere to his schedule or I'd never see my spouse) - all of which imply having solo content, or content where I'm not obligated to be in a party for long amounts of time to get any sort of progress done, is something people like me can do.

    I actually feel bad for Yoshida. He's probably trying to make everyone happy while knowing you can't make everyone happy.
    (3)
    Last edited by JunseiKei; 03-17-2018 at 09:19 PM.

  3. #113
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    TBH I brought up that point but ppl will easily tell you that they explained what they wanted, though I would that ppl countering this argument with what they wanted speak only for themselves which is not exactly a united voice, since some ppl that wanted FFXI things did wanted something like Eureka, because let's be frank the content in it is actually the social experiment that comes with it, which is also something that ppl found with FFXI since some actually wanted that sense of community back
    (0)

  4. #114
    Player
    Gun-Cat's Avatar
    Join Date
    Jun 2016
    Posts
    124
    Character
    M'rin Vhani
    World
    Balmung
    Main Class
    Rogue Lv 90
    To people saying Eureka is anything like XI:

    It is not. Atleast not the good parts. This is compareable to low level grinding in the Dunes back in XI, where most classes were pretty much the same. The interesting part in XI was when, bit by bit, you discovered your role in a group. The grind was fun because you had a defined role and were impacting your group in a big way. You also had to work very closely together with your team mates. There is nothing of that in the XIV model. Tank tanks, healer heals each DPS is doing their optimal rotation. No skill chains that greatly increase damage and involve every party member, no THF to aggro manage, no buff/enfeeble juggeling no designated puller no managing mana no time to take breaks and chat. There was a companionship that build through this gameplay because you worked together, urging you to stick with a good group because seeing it run as a well oiled machine was just fun... you don't get this in XIV because the fundamental battle system is completely different.

    Let me put it in another way. Imagine SE would introduce Sastasha normal as new, revolutionary content, and you have to run it for hours upon hours to get any gains. You XIV classes are restricted to lvl 18. This is how it feels if you compare Eureka to XI.

    Eureka seems like someone described XI leveling in general terms and people cobbled something together. Poorly mind you, because -surprise surprise- simply running a train on NM is the best way to level up. And where does that bring us again? A wierd mix of fate and hunt farming.
    (5)

  5. #115
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    The problem is that when ppl think about FFXI content they usually think the whole package, while they should think what the content really was without all the other parts that made it for FFXI.

    Eureka is idd a piece of FFXI added to a very different game and that will show. You Have to expect that it won't be a faithful recreating because the core system is a different one. Expecting the same type of content is foolish at best.

    Consider that when they relaunched FFXIV they pretty much said this is a fanservice game.
    (0)

  6. #116
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Remedi View Post
    TBH I brought up that point but ppl will easily tell you that they explained what they wanted, though I would that ppl countering this argument with what they wanted speak only for themselves which is not exactly a united voice, since some ppl that wanted FFXI things did wanted something like Eureka, because let's be frank the content in it is actually the social experiment that comes with it, which is also something that ppl found with FFXI since some actually wanted that sense of community back
    I know I saw people asking for FFXI- like content for months. Some added dungeon/content names, but not anything that it meant for that content, hence my post. It'd be me going to a future FF MMO and asking for Coil of Bahamut. Okay, but what the heck did Coil of Bahamut do that is worth bringing into the game? It's a mystery to everyone but that person. However, I can only go off of the posts I saw. I'm sure there were some that did actually elaborate, but from the ones that I read, there was none.
    (0)
    9.23.2019 [11:15 p.m.]Total Play Time: 1552 days, 0 hours, 0 minutes - You'll be hard-pressed to find a more cynical person than me.
    Quote Originally Posted by Odstarva View Post
    You people are never happy.
    [...] You complain and complain and complain.

  7. #117
    Player
    Rhysati's Avatar
    Join Date
    Sep 2013
    Posts
    407
    Character
    Madeye Moxie
    World
    Balmung
    Main Class
    Bard Lv 70
    Quote Originally Posted by Roda View Post
    Eureka really makes you appreciate how much mmos have improved over the years.
    It really doesn't. I would MUCH rather go back and play EQ or WoW at launch over this content. While there was a 'grind', it wasn't mindless. It required effort and you got something out of it. You grew your character, advanced, made strides to be better than other players. There was a point to the 'grind' of an MMO back then. Now it's just to try and keep us patient until the next mindless garbage of content is released.
    (0)

  8. #118
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    Quote Originally Posted by Remedi View Post
    The problem is that when ppl think about FFXI content they usually think the whole package, while they should think what the content really was without all the other parts that made it for FFXI.
    That's basically why video games developers fail to develop meaningful MMORPG and that the genre is dying : somehow they believe that putting/altering X or Y feature in the game while looking at them in a vacuum will make it for decent game design. Except in a MMORPG game features absolutely can't be separated from the bigger picture and broken down piece by piece. So while you may be right Eureka may look like FFXI to people who never played the game, it really isn't because the whole package (namely the relevant battle system that came with FFXI and the horizontal progression tied to gear) isn't in FFXIV.

    I mean the fact alone that anyone can hit a monster at any given time (that wasn't the case in FFXI) in FFXIV drastically change how the content is played.
    (0)

  9. #119
    Player
    Jkap_Goat's Avatar
    Join Date
    Feb 2016
    Location
    Ul dah
    Posts
    720
    Character
    Jkap Goat
    World
    Gilgamesh
    Main Class
    Weaver Lv 80
    I just wanted DNC...
    (0)

  10. #120
    Player
    Solarra's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    887
    Character
    Sylbritt Muscadet
    World
    Cerberus
    Main Class
    Archer Lv 89
    Having not played XI I can't compare. I see some people are enjoying the nostalgia while others feel it doesn't capture what they wanted this game to take from XI. However, I do know this feels like a step backwards to me and not in a good way.

    Take a look at what WoW managed in 2013: Blizzard World of Warcraft News Timeless Isle
    I played through this and while I did get bored eventually, that was after playing through on my main and several alts, completing the pet-battle tournament, getting all the catch up gear I'd ever need and completing an absolutely punishing grind to get the Golden Dragon Mount.

    -Plenty of varied activities to do including questing, gathering, NM-type monsters, Raid-type bosses, pet battles
    -Equally viable for solo or group play
    -No level penalty when grouping
    -Exploration encouraged and rewarded
    -All mobs drop items
    -Catch up gear dropped for new max levels and alts
    -Lots of mounts, minions and toys to collect
    -No death penalty (yeah, I know some of you love it, I'm not a fan)
    -Longevity ensured "when the number of people visiting the island dwindles, you’ll still be able to bring new characters there and engage with everything it has to offer"

    That was five years ago (a long time in the games industry). I was expecting Eureka to have at least some of those features. I'm really having trouble getting my head around how thin it feels.
    (3)
    Last edited by Solarra; 03-17-2018 at 10:33 PM.

  11. 03-17-2018 10:45 PM
    Reason
    There's a more appropriate thread for this thought; moved

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