Yeah.
I don't think you have to worry about grind and time sinks too much in this game. Where the mass of the quests last little more than 30 minutes.





Yeah.
I don't think you have to worry about grind and time sinks too much in this game. Where the mass of the quests last little more than 30 minutes.



Exactly. Campaign, (which is more than likely Hamlet Defense), Einherjar, Abyssea, Voidwatch (without the loot system), Walk of Echos (without the loot system) and Legion are perfect styles of content for XIV because they scale from soloable (Campaign at high levels, Campaign Ops as varying levels) to lowman - large man content -- perfect for what XIV is trying to do with "light" and "full" party content.This is it in a but shell. Just because an MMO is accessible doesn't mean it has to rain loot just because a player logged on.
Things like Einherjar or Campaign are a perfect example of what XIV should have. Accessible content that can be done on a player's own schedule that allows them to slowly build toward their reward.
No more RNGs or event lock out cool downs. Just let us play and work toward something without praying to the invisible dice gods.


"I mean logically when people say "Content like Limbus" they're talking about buying a key item from an NPC for x gil, going to the location, activate the raid, do the content, get the rewards for that run, rinse and repeat without the 3 day wait period."
So...like, Ifrit and Moogle key items and the fights attached to same...that XIV already has...so what exactly are you asking for if this is what you want added to XIV from XI? I mean really this requests sounds like you are completely ignoring the Primal battles, Tot-Rak, Darkhold, and Strongholds because there isn't a ridiculous barrier to entry
Last edited by Pandastirfry; 01-24-2012 at 03:34 AM.


No reason at all! That's now how a 'traumatized' person sees it, though. Imagine that as a knee-jerk reaction, really.Which in FFXI was only HNMs, which are spawnable and the ToAU Beastmen Kings, which you have almost zero reason to kill these days unless you're doing Mythic Weapons which almost everyone agrees is done horribly compared to Relics or Empyreans.
XIV as Elexia stated, already has respawn and cooldown rates of 3 -15 minutes -- why would it be assumed 24-48 hour respawns would be reimplemented?
If you don't know what limbus is:"I mean logically when people say "Content like Limbus" they're talking about buying a key item from an NPC for x gil, going to the location, activate the raid, do the content, get the rewards for that run, rinse and repeat without the 3 day wait period."
So...like, Ifrit and Moogle key items and the fights attached to same...that XIV already has...so what exactly are you asking for if this is what you want added to XIV from XI?
You buy your key item
You fight an NM for the 2nd key item
You go to a zone with a segmented dungeons, each dungeon resulting in a different final reward (Different colored chip.) ontop of the loot you get while fighting (coins, AF1+1 items)
Return to city, trade in coins for items and gear.
Repeat till you do all dungeon paths till you get a full popset
Go to final dungeon site in either Apollyon or Temenos
Use your pop set to Spawn Omega or Ultima.
Hope for their organ drops to trade in for gear.
That's the gist of it, so the only similarity in XIV is getting key item and fighting, there's no dungeon crawl, there's no branching paths to take for different mob encounters etc. Even Ifrit was a lot less exciting than the XI version of traversing Ifrit's Cauldron (even though that did get annoying.)
Even Darkhold/Toto-Rak is barely similar, since there are different paths, they don't affect anything nor lead you to even more bosses, you got Ogre, Backattack and the Scorpions (which are all the same generally.)..no greater boss to come from doing the dungeons multiple times.
I think its funny when someone mentions FFXI they instantly relate it to "timesyncs"(which every game has it.... EVER).



Nah, mostly because their lootables weren't updated for caps 80-99, so you realistically only want to kill them because you never did before or had the chance to back in the day or for the Abyssea Atma that's pretty great for DRGs (Wyvern HP+.) lol, but that's the only thing they changed about it...hell I duo'd Fafnir on my Dancer with a Paladin (coulda solo'd it really) just because it's so easy now.
Every MMO does have a timesink or else your MMO will last only a day -- Developers are just hiding it better, it was obvious in XI because of real life day lockouts.
don't forget none of that is a cheapsy 8man run it's pretty much full linkshell, even limbus our linkshell was doing 2 full runs each run then split the coins and end up with faster omega fights. though i think of when using the words sky sea dynamisis i mostly think of the number of players and on top of that the content in it. but in no way do i word it like that cause i want excactly the same or even close to it. just in how it works, the number of players and difficulty. i dont' want the waiting around either.


XI abused the concept though.
Most other games at least try to disguise the fact or make the time sinks themselves entertaining.
Like spending 15 minutes waiting for/riding an airship. Or shrugging your shoulders and saying "oh well, maybe that NM I need will pop during my prime time in a couple weeks."
It was never ending with XI between the event cool down and RNG loot system there was never a sense of progress.


Sound EXACTLY the same to, just different amounts of players involved and less filler
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