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  1. #81
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    The only thing I didn't like this expansion is the death penalty in Eureka. I don't really know if that's from XI and I don't really care. I just hope I never have to see it again in XIV. (I gave up on Eureka after reaching Pyros so I definitely won't see it again in Eureka.)
    (1)

  2. #82
    Player
    Alexandre_Noireau's Avatar
    Join Date
    Dec 2018
    Location
    Ul'dah.
    Posts
    518
    Character
    Fredya Falenas
    World
    Hyperion
    Main Class
    Gladiator Lv 81
    Quote Originally Posted by NanaWiloh View Post
    There has been fan service ever since AAR this not something new if your just realizing it now your late to the party as they would say. Bahmaut, Ifrit, Alexander,Cerebus, Omega, Darkness,Ultima weapon, etc all bosses from previous games you have been experiencing fan service this whole time.
    There is a distinctive diference between paying tribute and respecting your predecesors. Implement them in a way they don't feel out of place, have a proper reason and grounded lore that explains them. Most of the content of ARR follows a very specific design that makes it well implemented to have things like Crystal Tower.
    And then you have just basic, uninspired, cheap fan service shots. Like the out of nowhere aparision of Kefka or Ivalice, and even if they attempted to join them to Hydaelyn, at least for the first two tiers of each, they just felt so uninspired, so insipid, so out of place, with little to no more than "This is a dimensional BS, that is reason good enough."

    Ivalice certainly picked up in it's last part, and honestly so did Omega, but only because both were episodes MUCH, MUCHISIMO MORE connected and grounded to the Lore, and with the end of Ivalice as of 4.5, that storyline is rather significant for main scenario developments which is kinda many have been asking for in a long while.
    Stormblood felt almost as if it was a filler arc on an anime in MMORPG form. Everything mayor development was kinda put on hold for the sake of minor narratives, many of them Othard related, that if the game was more focused in its design and resource managment, could have been avoided. In fact, many characters feel like terrible bland filler episode ones, Ex.1 Lyse.

    I just hope this filler expansion ends soon, so we retake the main plot once and for all, which it seems to be doing.

    Othard and most of SB content, are so irrelevant from the main scenario perspective really, we should have have only got Ala Mhigo, focus on unifying Eorzea, then be beaten and forced to seek new allies (5.0 should have been othard) and finally topple the empire. But now, we got tangled with random events that just now are starting to close in, way too long and spread. I hope Shadowbringers is a much more focused, less time wasting narrative experience.
    (4)
    "The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
    Unmatched in heaven and earth, one body and one soul that challenge the gods!"

  3. #83
    Player
    Noodle_Trinidad's Avatar
    Join Date
    Apr 2012
    Location
    Ul'Dah (1.0) / Limsa (2.0)
    Posts
    129
    Character
    Noodle Sil'vaadle
    World
    Excalibur
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Wolf_Heartnet View Post
    You never played 1.0 if you don't know how it wasn't.
    Except I do know how it is like, hell even my info here states Ul’dah was my starting city in 1.0 and Limsa in 2.0. My character is literally from Palamecia which was a parent server of Excalibur, most current Legacy servers arent actually the original servets by the way. I played 1.0 since before Yoshida took over in 1.23.

    1.0 and XI are not comparable at all and the reason 1.0 failed was due to its janky combat, a very stiff version of what we have now, and lack of endgame. Before 1.23a/b your endgame was Ifrit and eventually Mog, they even reuse the AI for the Void Frost Dragons from the Treants that blocked off the Mog Arena with the walk conditions, and once 1.23 came in we finally got Jobs, Garuda and Aurum Vale/Cutter’s Cry as endgame. And yes Jobs were not in the original XIV, it was all base classes and required more leveling of each to even survive things like Ifrit’s hellfire.

    So please enlighten me how you lnow more than a Palamecian player on how 1.0 was both pre and post Job eras.
    (5)

  4. #84
    Player
    Wolf_Heartnet's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    276
    Character
    Saikhan Kha
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Noodle_Trinidad View Post
    Except I do know how it is like, hell even my info here states Ul’dah was my starting city in 1.0 and Limsa in 2.0. My character is literally from Palamecia which was a parent server of Excalibur, most current Legacy servers arent actually the original servets by the way. I played 1.0 since before Yoshida took over in 1.23.

    1.0 and XI are not comparable at all and the reason 1.0 failed was due to its janky combat, a very stiff version of what we have now, and lack of endgame. Before 1.23a/b your endgame was Ifrit and eventually Mog, they even reuse the AI for the Void Frost Dragons from the Treants that blocked off the Mog Arena with the walk conditions, and once 1.23 came in we finally got Jobs, Garuda and Aurum Vale/Cutter’s Cry as endgame. And yes Jobs were not in the original XIV, it was all base classes and required more leveling of each to even survive things like Ifrit’s hellfire.

    So please enlighten me how you lnow more than a Palamecian player on how 1.0 was both pre and post Job eras.
    1.0 did not fail because of combat system or lack of endgame alone. It failed for MANY reasons.
    1. It was following the same old mmo pattern of 11 that was not suited to the current mmo market.
    2. Leve system was terrible
    3. Too many bugs that prevented people from playing the game to its maximum. (death bug wouldn't let u come back to life)
    4. Leveling was super grindy just like Eureka was a grindy mess.
    5. Elemental affinities
    6. Graphics in-game was too much and crashing peoples computers or giving really bad frame rates.
    7. Play Online
    8. The combat system you strongly complained about is very similar to XI just being more fast paced.
    9. No player owned chocobos just like XI (Not talking about renting chocobos)
    10. big maps too much walking and repasting just like XI
    11. Terribly made quests just like XI
    12. Limited teleportation to aetherytes just like XI
    13. Experience exhaust system
    14. Terrible UI/Menus just like ffXI
    15. Terrible gathering system
    16. Looting required 3 dialogues
    17. The chat system was horrible just like FFXI's chat was horrible
    18. You couldn't jump just like in FFXI
    and more

    You attributing 1.0's failure to just janky combat and lack of endgame shows that you clearly have no idea what your talking about. 1.0 and all the elements it brought from FFXI and all the bugs and limitations is what caused the game to fail. 2.0 brought elements from modern mmos and thats what made it succeed. Guess what Eureka also had? Level down/exp loss on death. You know what other game had that?
    (4)

  5. #85
    Player
    Cyhiwraith's Avatar
    Join Date
    Jan 2019
    Posts
    19
    Character
    Cyhiwraith Galbraith
    World
    Leviathan
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Wolf_Heartnet View Post
    1.0 did not fail because of combat system or lack of endgame alone. It failed for MANY reasons.
    1. It was following the same old mmo pattern of 11 that was not suited to the current mmo market.
    2. Leve system was terrible
    3. Too many bugs that prevented people from playing the game to its maximum. (death bug wouldn't let u come back to life)
    4. Leveling was super grindy just like Eureka was a grindy mess.
    5. Elemental affinities
    6. Graphics in-game was too much and crashing peoples computers or giving really bad frame rates.
    7. Play Online
    8. The combat system you strongly complained about is very similar to XI just being more fast paced.
    9. No player owned chocobos just like XI (Not talking about renting chocobos)
    10. big maps too much walking and repasting just like XI
    11. Terribly made quests just like XI
    12. Limited teleportation to aetherytes just like XI
    13. Experience exhaust system
    14. Terrible UI/Menus just like ffXI
    15. Terrible gathering system
    16. Looting required 3 dialogues
    17. The chat system was horrible just like FFXI's chat was horrible
    18. You couldn't jump just like in FFXI
    and more

    You attributing 1.0's failure to just janky combat and lack of endgame shows that you clearly have no idea what your talking about. 1.0 and all the elements it brought from FFXI and all the bugs and limitations is what caused the game to fail. 2.0 brought elements from modern mmos and thats what made it succeed. Guess what Eureka also had? Level down/exp loss on death. You know what other game had that?
    Based God just started the great triggering of this forum.
    (1)

  6. #86
    Player
    Ruf's Avatar
    Join Date
    Nov 2017
    Posts
    414
    Character
    Rufuso Aesir
    World
    Leviathan
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Wolf_Heartnet View Post
    1.0 did not fail because of combat system or lack of endgame alone. It failed for MANY reasons.
    1. It was following the same old mmo pattern of 11 that was not suited to the current mmo market.
    2. Leve system was terrible
    3. Too many bugs that prevented people from playing the game to its maximum. (death bug wouldn't let u come back to life)
    4. Leveling was super grindy just like Eureka was a grindy mess.
    5. Elemental affinities
    6. Graphics in-game was too much and crashing peoples computers or giving really bad frame rates.
    7. Play Online
    8. The combat system you strongly complained about is very similar to XI just being more fast paced.
    9. No player owned chocobos just like XI (Not talking about renting chocobos)
    10. big maps too much walking and repasting just like XI
    11. Terribly made quests just like XI
    12. Limited teleportation to aetherytes just like XI
    13. Experience exhaust system
    14. Terrible UI/Menus just like ffXI
    15. Terrible gathering system
    16. Looting required 3 dialogues
    17. The chat system was horrible just like FFXI's chat was horrible
    18. You couldn't jump just like in FFXI
    and more

    You attributing 1.0's failure to just janky combat and lack of endgame shows that you clearly have no idea what your talking about. 1.0 and all the elements it brought from FFXI and all the bugs and limitations is what caused the game to fail. 2.0 brought elements from modern mmos and thats what made it succeed. Guess what Eureka also had? Level down/exp loss on death. You know what other game had that?
    Sooo many false arguments there, like,,, ALL OF THEM, Im a huge fan of XI & not so much of eureka (Why?) Im not a fan of eureka FOR MOST THE REASONS YOU STATED THERE WHICH HAVE NOTHING TO DO WITH Final 11
    Quote Originally Posted by Cyhiwraith View Post
    Based God just started the great triggering of this forum.
    Post more.
    (5)
    Last edited by Ruf; 01-26-2019 at 11:20 AM.

  7. #87
    Player
    Nalfein's Avatar
    Join Date
    Sep 2011
    Posts
    182
    Character
    Warit Jutamachat
    World
    Masamune
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Noodle_Trinidad View Post
    My character is literally from Palamecia
    Oh hi there! I was from Palamecia too actually
    (0)

  8. #88
    Player
    Cyhiwraith's Avatar
    Join Date
    Jan 2019
    Posts
    19
    Character
    Cyhiwraith Galbraith
    World
    Leviathan
    Main Class
    Summoner Lv 100
    I don't like the reasons or logic you gave. It doesn't fit my agenda so I don't need to give you reasons, but you're wrong. It's false, nothing alike.
    (1)

  9. #89
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,727
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Wolf_Heartnet View Post
    1.0 did not fail because of combat system or lack of endgame alone. It failed for MANY reasons.
    1. It was following the same old mmo pattern of 11 that was not suited to the current mmo market.
    2. Leve system was terrible
    3. Too many bugs that prevented people from playing the game to its maximum. (death bug wouldn't let u come back to life)
    4. Leveling was super grindy just like Eureka was a grindy mess.
    5. Elemental affinities
    6. Graphics in-game was too much and crashing peoples computers or giving really bad frame rates.
    7. Play Online
    8. The combat system you strongly complained about is very similar to XI just being more fast paced.
    9. No player owned chocobos just like XI (Not talking about renting chocobos)
    10. big maps too much walking and repasting just like XI
    11. Terribly made quests just like XI
    12. Limited teleportation to aetherytes just like XI
    13. Experience exhaust system
    14. Terrible UI/Menus just like ffXI
    15. Terrible gathering system
    16. Looting required 3 dialogues
    17. The chat system was horrible just like FFXI's chat was horrible
    18. You couldn't jump just like in FFXI
    and more

    You attributing 1.0's failure to just janky combat and lack of endgame shows that you clearly have no idea what your talking about. 1.0 and all the elements it brought from FFXI and all the bugs and limitations is what caused the game to fail. 2.0 brought elements from modern mmos and thats what made it succeed. Guess what Eureka also had? Level down/exp loss on death. You know what other game had that?
    Speaking of having no idea what you're talking about, 1.0 never used Play Online.

    FFXI's style just isn't suited for the market, that's why it's been running for over 15 years and has gained popularity recently.

    Elemental affinities are a good thing.

    1.0 had multiple iterations on its combat, and was most like FFXI in the 1.23 combat that most people liked.

    FFXI has had player owned chocobos since 2006 and has a variety of different mounts these days.

    1.0 didn't have any quests at launch, FFXI had tons of unique quests.

    lol jumping
    (6)

  10. #90
    Player
    Wolf_Heartnet's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    276
    Character
    Saikhan Kha
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Fawkes View Post
    Speaking of having no idea what you're talking about, 1.0 never used Play Online.

    FFXI's style just isn't suited for the market, that's why it's been running for over 15 years and has gained popularity recently.

    Elemental affinities are a good thing.

    1.0 had multiple iterations on its combat, and was most like FFXI in the 1.23 combat that most people liked.

    FFXI has had player owned chocobos since 2006 and has a variety of different mounts these days.

    1.0 didn't have any quests at launch, FFXI had tons of unique quests.

    lol jumping
    It seems like you don't know what you are talking about and jumping to conclusions without even asking why play online was even mentioned. Not surprised to be honest.
    http://www.playonline.com/ff11us/topics/ffxiv/ There was a debacle about playonline regarding 1.0 for many issues with accounts not being handled properly on its transfer or people not receiving items promised or discounts.

    Your argument with XI's popularity has no real standing here when the XI attempts have been tried on XIV already and has failed. The game is still around so its great? Runescape is still around too. So is Lineage II and Lineage has seen a rise in activity aswell. Are you suggesting that just because an old game exist the game must be some kind of example on the pinnacle of gaming? You can play everquest in that case. FFXI is so great that they had to shut down the platforms? https://www.technobuffalo.com/2015/0...off-announced/ sounds more likely its being cashed in on and throwing it on life support.

    Elemental affinities are not a good thing especially with the backlash it got initially on Eurekas release and then again on Pagos release.

    And yet ffxi's combat doesn't work here and has been rejected by the players.

    FFXI didn't have mounts and they came much later after its release. Just like 1.0 didn't have mounts to begin with.

    XI's questing was extremely bad along with 1.0's questing which you magically seem to have forgotten about.
    (3)

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