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  1. #61
    Player
    Coldfire's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,130
    Character
    Nero Coldfire
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Fated View Post
    Well, maybe things will be different after the server merges. I'm pretty lucky to be in an LS that helps each other out to do stuff like this even in the "dull period" when most people quit until the next big patch.
    Dead world + dead world = lively world? :P
    Well yeah it's pretty convenient to have an active LS. But I learned that no LS stays active. I'v been in dozens of linkshells that just died over time and it's getting annoying.
    (0)

  2. #62
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by Coldfire View Post
    Dead world + dead world = lively world? :P
    Well yeah it's pretty convenient to have an active LS. But I learned that no LS stays active. I'v been in dozens of linkshells that just died over time and it's getting annoying.
    My linkshell has been around since beta, and are still going strong, you just need to find the right ones.

    Elietest ls's will fail when they ave their epeen gear and there is nothing else to get.

    Casual ls's will fail if the content gets too hard.

    Asshole ls's will fail when the leader gets his gear and breaks the shell because he has got his pawns to get him gear.

    You need a delicate balance in this state of the game to maintain a ls you need to be able to have a laugh while getting things done, which is hard to find.

    I have just proven that you comment about NO linkshell staying active. kthx BAI!!!
    (3)

  3. #63
    Player
    Synapse's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah - Sargatanas
    Posts
    793
    Character
    Synaptic Striker
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Welcome to new generation of MMO , Instant Gratification!
    (0)
    Goodbye, Final Fantasy...

  4. #64
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    This is my personal take on things:

    Here we have a team of game designers that should be designing a game keeping in mind 3 things: a) That the current population currently is, in great proportion, heavily capped in multiple classes, b) that the population has bought a game and is subscribing for it (never mind the discount) and c) that it's through the good management of said population (and its understandably temperamental nature) that there will be a game standing for the hordes to invade, when the PS3 version launches, as they're anticipating. It doesn't help the health of the collective psychology of the community if everybody squeezes all the juice from every patch in 15 minutes, and then they leave for a couple of months till the next patch arrives, like it has happened time and time again.

    I think that he fact that what I mention above is happening is not the population's fault; this, no matter how quirky or addictive everybody thinks these people are. (Some have gone as far as to write that only aberrant ones, who play for days without sleep or food are the ones getting all the AF.) I happen to think that what the developers are doing with these squirt-like bursts of excitement, is establish bad parameters for future expectations, set wrong precedents, and confuse the behavior of the players. I don't claim the developers can produce 6 development years worth of content in less than one; but if the content is going to be limited in quantity--at least for the foreseeable future--they have to make it last. And time sinks won't do anymore, so real complexity and depth are needed. The degrees of challenge, perhaps, can be softened when there's enough content to sell a game with.

    I, for one, am still waiting for the elemental wheels, the weather, and the time and moon cycles to be incorporated in meaningful and enriching ways in the combat and crafting system. And no, I don't mean the stupid stand-there-and-craft-facing-that-direction urban myth, or the help!-I-lost-most-of-my-output-when-the-moon-changed sad reality of yester game. I want to be kept on my toes during battle, I want different vectors interacting that will constantly change the flow of combat.

    These aspects, whose absence I lament every time I write in these forums, are not content; they are infrastructural principles, and I see with dismay, as the patches come, that there is just not enough of them (in my opinion, evidently) being planted in the game's structural skeleton. I dread that one day I'll finally come to the conclusion, that the developers didn't intend this game to be rich and deep, as the company's best examples in the past. Maybe XIV is XIII online. A linear collection of pretty pictures with fast, intense, rather shallow combat, that at the end left many legacy players markedly unsatisfied. I really want to be wrong in that one.

    (We didn't have to wait till cap to experience depth and complex battles and maps in XI... Remember Horutoto and the Aqueduct, the Oubliette, Giddeus, Ghelsba, Dangruf, Korroloka, and Palborough in XI? Instead of a bunch of Stuffed Dodos or a few ants that you can very often outrun in XIV?)

    All of this is, of course, only my opinion. But I'm sure there are others that understand it, and even some that share it.

    R
    (2)

  5. #65
    Player
    Delsus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah, where else?
    Posts
    3,697
    Character
    Delsus Highwind
    World
    Odin
    Main Class
    Red Mage Lv 86
    Quote Originally Posted by Rutelor View Post
    This is my personal take on things:

    Here we have a team of game designers that should be designing a game keeping in mind 3 things: a) That the current population currently is, in great proportion, heavily capped in multiple classes, b) that the population has bought a game and is subscribing for it (never mind the discount) and c) that it's through the good management of said population (and its understandably temperamental nature) that there will be a game standing for the hordes to invade, when the PS3 version launches, as they're anticipating. It doesn't help the health of the collective psychology of the community if everybody squeezes all the juice from every patch in 15 minutes, and then they leave for a couple of months till the next patch arrives, like it has happened time and time again.

    I think that he fact that what I mention above is happening is not the population's fault; this, no matter how quirky or addictive everybody thinks these people are. (Some have gone as far as to write that only aberrant ones, who play for days without sleep or food are the ones getting all the AF.) I happen to think that what the developers are doing with these squirt-like bursts of excitement, is establish bad parameters for future expectations, set wrong precedents, and confuse the behavior of the players. I don't claim the developers can produce 6 development years worth of content in less than one; but if the content is going to be limited in quantity--at least for the foreseeable future--they have to make it last. And time sinks won't do anymore, so real complexity and depth are needed. The degrees of challenge, perhaps, can be softened when there's enough content to sell a game with.

    I, for one, am still waiting for the elemental wheels, the weather, and the time and moon cycles to be incorporated in meaningful and enriching ways in the combat and crafting system. And no, I don't mean the stupid stand-there-and-craft-facing-that-direction urban myth, or the help!-I-lost-most-of-my-output-when-the-moon-changed sad reality of yester game. I want to be kept on my toes during battle, I want different vectors interacting that will constantly change the flow of combat.

    These aspects, whose absence I lament every time I write in these forums, are not content; they are infrastructural principles, and I see with dismay, as the patches come, that there is just not enough of them (in my opinion, evidently) being planted in the game's structural skeleton. I dread that one day I'll finally come to the conclusion, that the developers didn't intend this game to be rich and deep, as the company's best examples in the past. Maybe XIV is XIII online. A linear collection of pretty pictures with fast, intense, rather shallow combat, that at the end left many legacy players markedly unsatisfied. I really want to be wrong in that one.

    (We didn't have to wait till cap to experience depth and complex battles and maps in XI... Remember Horutoto and the Aqueduct, the Oubliette, Giddeus, Ghelsba, Dangruf, Korroloka, and Palborough in XI? Instead of a bunch of Stuffed Dodos or a few ants that you can very often outrun in XIV?)

    All of this is, of course, only my opinion. But I'm sure there are others that understand it, and even some that share it.

    R
    They have limitations with both the client and server which prevents them doing alot which is being addressed in 2.0.

    They want to keep the game content as close to what we will have in 2.0 regarding things like af, so they cannot have a lvl 30 quest to unlock a job that requires you have 7 lvl 50s helping you, that will make no one join in 2.0.

    Making all content for level 50s right now then rewriting it for 2.0 is a waste of resources, it will make 2.0 come in another 2 years.

    Things like the elemental wheel, weather/time/moon/face east for HQ could be done but again they add extra work and either less content or longer patches.

    You seem to have no idea how long it takes to program patches, FFXIV is making a loss, it isnt financially viable to double or tripple the people working on it to get patches out faster, SE will have looked at this making it impossible to get more patches out.

    It is peoples own fault for wanting their epeen "look i has all da classeseses lvl 50" for burning through quests, if they kept some classes low lvl, maybe taken a few breaks when they were burned on content they would be able to access content as it was intended.

    If I were you I would do Toto rak at lvl 25-30 or shposhe at 15-25, then you have complex battles as they were intended, also if you want the sense of fear take the shortcut from drybone to uldah, or go off the beaten track in corthas, then you will experiance the fear of death.

    Also those places you mentioned in FFXI, just sneak and invis past all the mobs, nothing dynamic or complex there.
    (3)

  6. #66
    Player

    Join Date
    Oct 2011
    Posts
    15
    Quote Originally Posted by Elexia View Post
    Yeah, you generally just ignore people who seem to think only one language and nation exists in this world lol.
    If only there was some simple way of proving this.. like you translating a random user post from the JP forums here, and producing something other than a google translation?

    I won't ask you, I get the feeling you've been humiliated enough in your life if you're making up FFXI credentials.
    (3)

  7. #67
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    252
    Quote Originally Posted by RoyBaty View Post
    If only there was some simple way of proving this.. like you translating a random user post from the JP forums here, and producing something other than a google translation?

    I won't ask you, I get the feeling you've been humiliated enough in your life if you're making up FFXI credentials.
    You are so right.
    (1)

  8. #68
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Delsus View Post
    You seem to have no idea how long it takes to program patches, FFXIV is making a loss, it isnt financially viable to double or tripple the people working on it to get patches out faster, SE will have looked at this making it impossible to get more patches out.
    I am of the mind that I do have an idea... or two. However, what I'm asking for is something structural, not a lot of content.

    Quote Originally Posted by Delsus View Post
    Making all content for level 50s right now then rewriting it for 2.0 is a waste of resources, it will make 2.0 come in another 2 years.
    What about capping all of the dungeons and all the instanced fights in quests? That would make content challenging, regardless of level. Not exactly an excessively time-consuming bit of coding. I'd be satisfied if it's announced this will be the case in V. 2.0. (Allowing for the case that Tanaka's Mess prevents the implementation now.)

    Quote Originally Posted by Delsus View Post
    Also those places you mentioned in FFXI, just sneak and invis past all the mobs, nothing dynamic or complex there.
    Perhaps. But there were atmosphere and tension in the design... and both Invisible and Sneak were variable, so that you could never just lean back in your chair. Compare with the current situation: Just a speed change, from running to walking, to avoid detection by sound. The latter is constant and guaranteed to last until you turn it off; and any conditional aggro you might get (if you happen to face one of the spriggans) adds up to a nuisance, instead of a heart-stopping threat.

    R
    (0)

  9. #69
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    this game has much bigger issues, as far as challenge is concerned, than how quickly people get their base job gear. the content in this game hasn't been anywhere near difficult. i'd have to say ifrit when it first released and the original dodore were the 2 most difficult this game has had. they were only difficult until people learned the strategies on them.
    (0)


    http://crystalknights.guildwork.com/

  10. #70
    Player
    urhryu's Avatar
    Join Date
    Mar 2011
    Posts
    81
    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50
    Bottom line, AF is nothing great, everyone have it.
    Enjoy e look of AF = yes.
    Feel elite even with full AF on all jobs? = hell no!
    (0)

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