FFXI did it right in almost all areas. From the combat system to skill levels on weapons and magic, as well as the story, missions and quest. What I have said dosent include abyssea expansion (aby was a major mistake).
FFXI did it right in almost all areas. From the combat system to skill levels on weapons and magic, as well as the story, missions and quest. What I have said dosent include abyssea expansion (aby was a major mistake).
I've only played two MMOs, so...
FFXI:
Variety of useful equipment, with unique stats on them.
Einherjar - Hands down my favorite event to do in the game. It took a lot of people, and a lot of coordination.
Dynamis - While it had a very long time frame, I enjoy the concept of it and in a good linkshell, it was not bad. It should have definatley been instanced, though.
Limbus - Really enjoyed it, and it was not too easy to get your gear - but was quite fun.
Assault Missions - A system that revolves around rank / and progression to obtain unique rewards. (Hello, Grand Companies. You can do this too, I don't mind promise)
Job System - Each job felt unique, and each one had its purpose. Didn't just have omgz let's play ARC.
Level Progression - Some didn't enjoy it, but I did. In this game currently, it is FAR too easy to get to the highest rank and I do not wish to see that continue later. I do think, you should be able to make adequate progress in leveling, but there are just far too many people who don't deserve every job at rank 50 cause it was just too easy to do.
Missions/Rewards - As Jennestia said, I believe that unlocking stuff through missions is a wonderful idea. As well as meaningful rewards. I will say though, if XIV cannot make missions actually challenging, I do NOT want this.
FFXIV:
Faster Paced-Combat System- FFXI feels absoltutley slow as far as combat goes compared to this game. I really enjoy the action bar a lot more than having to macro everything, and each job does feel unique and I cannot wait to see what other changes we get.
Cutscenes/Voice Acting: All of the cutscenes are pretty stellar, and in the few that have voice acting, it is a nice touch. (I love Gridania's opening cutscene when Papalymo is running from the tree and trips.)
Good King Moogle Mog Lyrics/Song: Enough said
Achievement List: I really enjoy the concept behind this, and really gives people something to strive for. Was totally impressed when it was added.
Upcoming Job System: I see limitless amount of potential for this, and I'm quite excited. Like I can see Archer branching off into Bard and Sniper at some point. Or Gladiator becoming Blue Mage and Paladin, etc. I hope each class will branch off to more than 1 job. Or maybe needing multiples classes leveled to unlock a particular job.
I will say one of the biggest problems with me is how quickly content gets outdated in this game, and how the stats on gear is not really super unique on ones you can't put materia on. Makes them worthless. (most, not all)
Last edited by OranGemeo; 01-27-2012 at 01:53 AM.
My goal is to get my Blue Mage Thread seen by Yoshida!
Support the thread and its idea! - http://forum.square-enix.com/ffxiv/threads/333552-FFXIV-Blue-Mage-Could-It-Work-I-think-it-can...-and-here-s-how%21
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FFT:War of the Lions
- The Job system - It is the perfect template.
FFVI:
- Amazing story and characters
- Auction House
- Colosseum
- Lots of Espers
- Dragon battles
- Magitek
FFVIII:
- Triple Triad - easy to play, and fun to collect.
- Limit Breaks each required a unique input.
FFIX:
- A fantasy world
- Acquiring skills through weapons and armor
FFXI:
- Challenge - CoP era was very tough but very fun
- Endgame - Sky and HNMs kept people busy even years after their release
- Dynamis - Huge events to bring people together
- Nyzul - Random floors made each trip a challenge
- Challenge between City-states to control zones.. done better in WotG Campaign
- Chocobo raising
- Music - absolutely superb
- The world - it was well thought out and full of lore and danger
- Skill Chains - required skill and player interaction to execute
- Artifact Armor - questing for the iconic job gear
- 2hour abilities - one of the keys to making the jobs very distinct.
- Monsters - the bestiary of FFXI had nearly every classic monster from the series
FFXII
- Mob hunts - would love to see these in FFXIV
- Lore and world - huge zones (and the zone markers were handy)
- Zone Design - One of the most detailed and artistically crafted worlds ever in a game.
- Races - lots of variety
- Summons - Using classic FF bosses as espers was as epic as their deathblows were.
- Gambit system - (something like this for NPC sidekicks or Pets in FFXIV would be a dream)
- Gilgamesh - Never been a better version of him.
- Magic Variety - Green, Time, Arcane, Black, White
Monster Hunter
- Gear - Superb! Every bit of gear is potentially useful due to the bonus-penalty system and upgrading
- Skills and Stats - Again, a fantastic system where you got observable bonuses and penalties from your skills and stats.
- Incap - Breaking horns, cutting off tails, etc. all showed in real time and gave real rewards
- Loot - Drops rates were just about right
- Challenge - punished players for not paying attention
- Mobs - a huge variety of 'Bosses' to kill, each requiring a specific strategy
- Total Death Limit on battles - it made zerg battles impossible and required players to be skilled.
- Usefulness of potions and other items in battle
Dark/Demons' Souls
- A real sense of danger in combat
- Secrets - incredible amounts of hidden stuff
- Boss battles - fun and challenging
- A variety of amazing landscapes - many zones were vertical in nature
- Intricate lore
Last edited by Zantetsuken; 01-27-2012 at 06:52 AM.
First all, sorry for my english.
Phantasy star online v1&2:
- Able to obtain semi-rare weapons from killing normal monster with a rly lowlow %. Those weapons were a bit over the average weapon but worse than rare ones coming from "NMs" or Bosses. It made you feel the time spent killing enemys over and over was actually rewarded for the routine.
-All weapons had addittion dmg% agaisnt different family monsters. Example: Saber (weapon) 5% Vermin, 20% Dark, -10% Aqua. This can be taken to FFXIV by allowing crafters to add weapon an additional dmg doing special syntesis (the same way there was pircing, blunt, slashing on diferent weapons of the same family).
-"Breakable Boss". Bosses had parts (same as FFXIV) and breaking that parts, it would make a hard impact on the strategy or behaviour of the Boss. For example not letting performing X special move however it would unlock another but less dangerous or breaking Y part would make DPS don't take AOE dmg and mages could nuke.. etz.
In FFXIV there is this system but so far only effect on status of enemy, like regen, acc but nothing more. While FFXIV is more advanced and suposed to be more strategic, it doesn't feel so. In this matter PSO seems more strategic for boss fights and is old as.. oh well.
FFXI:
-Leveling party system actually made you learn how the game worked, your job role and few strategics against especific monsters (mages, defensive ones, etz).
-Hardcore content. It would take you a life and half to achive high rewards however in the way to do it, you will get hours of fun with events, diferent content, meeting people, try and error, hours of farm and wipes.
Edit: Yes, I said wipe. Those who had been in big Linkshell who made endgame will 100% have some fun memories and good times of their wipes. Most of times more fun than succesfull attempts.
-Nyzul Isle. An instanced raid which map changes randomly each time you enter and is not a line in the map from A to B and finish it. Multiple restrictions and ways to finish it (abilities, stats restrictions, kill NM, kill everything, lamps...etz) actually made you feel it was a challlenge each time you enter.
-Salvage. Another instanced raid where to test the true skills, focus,cooperation and teamwork of players in a low member partys (6-8). In my opinion one of the best events you could find.
-Low drop rate of Rare Items (Yes for me this was a good point of FFXI). It was what made tons of people keep playing it hours for years to achive something that only few people could obtain.
In comparation to FFXI, FFXIV drop rate is high and everyone can have rare items easy which makes the "new event" boring after 3 days since in one day is done and 2 to get your first rare item.
-NM time spam and Difficult <-> Or in others words competition and no babymode. If there is not difficulty, no competition. If It's easy, people doesn't keep playing for long since they got bored fast.
In FFXIV everyone and their families b.... well "cry" that things are too hard for them after 1hr content is released because they can complete it in 30minutes. Although when the said dificult of the content is lowered they leave the game.
-Strategy... Strategy... Did i say strategy? even on normal mobs? Strategy.
Thanks for your time.
Last edited by Wycor; 01-27-2012 at 02:51 AM. Reason: wipes
FFXI:
Chains of Promathia expansion. It was long, insanely difficult and Three Paths made me want to claw my own eyes out, but it was traditional FF with a "party" of NPCs each going through their personal storylines and personal motivations for being there. The storyline was beyond belief awesome and really, really, really complex, needing participation in other expansions for full understanding. But it was awesome. Please, XIV. Let's have storylines like that in the future? Honestly. I was so hyped starting at Ul with the storyline of Neille and co, but it's stopped so quickly! Also, Thancred, Y'sh and Papalymo and Yda are -so interesting- but we really, really need more of 'em. (Yes, I've done GC and Primal quests. we need moar actual storyline with 'em then them just guiding you along objectives.)
actually, all XI expansions in general. All of them had emotive, well-paced storylines (even WoTG. While Lilisette and co's storyline was a bit slow, Lehko/Excenmille/Zeid's storylines were wtf awesome and actually really entertaining.) ToAU was very tongue in cheek, but it made you care about the characters. Because of the good storyline, you actually cared enough to rescue serpent generals (if you had a ls capable of doing it.) CoP and RotZ speak for themselves. The storyline quality in XI was awesome. Please please please, let's have some of that, especially now you've got a complete genius, Mizuta, on board to bring the storylines to life with music -- and much better cutscenes than XI could ever have.
XI's playerbase making a difference.
Conquest, Campaign, Besieged. These things allowed the players to shape Vana'diel with their actions. I loved making fun of every Bastokan in my LS on Sunday at the conquest results tally. I loved, in a sick way, lamenting over Tavnazia never, ever, ever being under San d'Orian control. And I loved crafting hundreds of scorpion harnesses with my LS / all my LS levelling from 1-10 in areas like Gustaberg or Saruta to get them under San d'Orian control for the tally. Eorzea feels like a game to me and not a world, because our successes mean nothing. We have Grand Companies, the brotherhood of the broken blade and stuff like that, but there's no struggle for power. With so many factions, surely it's realistic to have them squabble just a little?
I like your list! Would be awesome if some type of limit break or 2 hour made it into the game. Perfoming successful combos, building up a gauge to use an ability that you must imput commands to work... would be funSomething much like the FFXIII-2 Feral Link!
I'd love more magic types. And for some reason, I really want a Green Mage! lol
My goal is to get my Blue Mage Thread seen by Yoshida!
Support the thread and its idea! - http://forum.square-enix.com/ffxiv/threads/333552-FFXIV-Blue-Mage-Could-It-Work-I-think-it-can...-and-here-s-how%21
Remember! #bluemagexiv!
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