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  1. #1
    Quote Originally Posted by Gramul View Post
    You know. Something that isn't just 5 zones of repeated rock formations. Unique caves and dungeons you can just go visit on a whim. Unique places we can hang out and enjoy. A world designed like an environment.

    https://www.youtube.com/watch?v=iesY1XssACM
    https://www.youtube.com/watch?v=yVYhcXmXSB0

    How do you forget things like that?
    By never really playing it and only caring for loot. Most likely never playing it. The world design, the style of music, the consistently flowing storyline especially between expansion packs..something that actually feels like a Final Fantasy game. When people read "dynamic environment" most seem to immediately think of the western take it which seems to be a world that gets destroyed in some way.

    The variety of content types, especially for larger groups (this IS an MMORPG.) As said, something akin to CoP where you need to actually progress with people to unlock more content and/or locations..which is exactly what all of the older FF games were about for as much shit as people want to give XI for it lol.
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  2. #2
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    Quote Originally Posted by Elexia View Post
    By never really playing it and only caring for loot. Most likely never playing it. The world design, the style of music, the consistently flowing storyline especially between expansion packs..something that actually feels like a Final Fantasy game. When people read "dynamic environment" most seem to immediately think of the western take it which seems to be a world that gets destroyed in some way.

    The variety of content types, especially for larger groups (this IS an MMORPG.) As said, something akin to CoP where you need to actually progress with people to unlock more content and/or locations..which is exactly what all of the older FF games were about for as much shit as people want to give XI for it lol.
    I thought the definition of dynamic might be the problem. I really mean a more varied and lively world. Something worth exploring.

    And yeah, a good sense of progression over a long period would be nice.
    (9)

  3. #3
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    Quote Originally Posted by Gramul View Post
    I thought the definition of dynamic might be the problem. I really mean a more varied and lively world. Something worth exploring.

    And yeah, a good sense of progression over a long period would be nice.
    Exactly, dynamic world is a thing, immersive another. That's why i got surprised
    also elexia, i played ffxi for story, and i really enjoyed. Don't mean i want a clone, nor you should judge how i played
    (2)

  4. #4
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    Quote Originally Posted by Xatsh View Post
    What they can take from XI:
    #2 Player Driven Economy: Look at XI it worked, look at XIV it is a complete mess. Fix it simple as that
    I have to nitpick this. How is the economy in FFXIV any less player driven than in XI? I don't recall buying the majority of anything from NPCs. Sure, the market systems are different (and in FFXIV's case, still buggy) but players are selling to each other.

    Quote Originally Posted by VitoScaletta View Post
    Dots, we need more dots.
    Arcanist is coming.

    Quote Originally Posted by Dhalmel View Post
    The only thing I want from XI are remembered characters, which is something XIV lacks greatly in comparison.
    Kind of one of my problems with FF14 too. It started getting better when the new team took over with the GC missions and AF quests, but I couldn't for the life of me tell you the majority of the names of the NPCs involved in the class quests.

    Quote Originally Posted by DubstepNinja View Post
    bazaar message
    Bazaars going away in ARR. :x
    (0)
    Last edited by Orophin; 10-23-2012 at 06:24 AM.

  5. #5
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    Quote Originally Posted by Orophin View Post
    I have to nitpick this. How is the economy in FFXIV any less player driven than in XI? I don't recall buying the majority of anything from NPCs. Sure, the market systems are different (and in FFXIV's case, still buggy) but players are selling to each other.
    I guess I should of clarified more then I did. Both are player driven, 1 works a hell of alot better. I ment they should look into XI's player driven economy, not they need to add 1.

    XI's economy was more stable. Price fluctuations where minimal or very gradual, supply and demand balanced. In XIV everything is crazy easy to get, the supply for most items far exceeds the demand causing really slow sales, 1 day something will be 3k, next day it is 11k, next day it is 5k.

    The player economy in XI was stable, it is extremely unstable in XIV. I truly believe the XIV economy does not really work there is simply no supply/demand balance on anything.
    (1)

  6. #6
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    Quote Originally Posted by Xatsh View Post
    XI's economy was more stable. Price fluctuations where minimal or very gradual, supply and demand balanced. In XIV everything is crazy easy to get, the supply for most items far exceeds the demand causing really slow sales, 1 day something will be 3k, next day it is 11k, next day it is 5k.
    If you look at the market prior to the Atomos event, I'd make arguments towards it fluctuating as much as it did just due to the price of something being right in your face. FFXI only had a price history; everything else was guesswork. Some undercutting ensued, but for the most part things stayed stable if supply levels were normal. If FFXIV kept price history but didn't show what an item was listed for and only showed how many were listed, it MAY balance things out some, but nothing is certain.
    (0)

  7. #7
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    Quote Originally Posted by Orophin View Post
    If you look at the market prior to the Atomos event, I'd make arguments towards it fluctuating as much as it did just due to the price of something being right in your face. FFXI only had a price history; everything else was guesswork. Some undercutting ensued, but for the most part things stayed stable if supply levels were normal. If FFXIV kept price history but didn't show what an item was listed for and only showed how many were listed, it MAY balance things out some, but nothing is certain.
    That would do something, may create stability - but it makes buying something a little bit of a pain lol.

    "200".."201".."205".."210"..damn no cheap ones up atm "230".. fack.."270" finally..

    It would be interesting to test out in FFXIV beta.
    (0)

  8. #8
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    Quote Originally Posted by Orophin View Post
    If you look at the market prior to the Atomos event, I'd make arguments towards it fluctuating as much as it did just due to the price of something being right in your face. FFXI only had a price history; everything else was guesswork. Some undercutting ensued, but for the most part things stayed stable if supply levels were normal. If FFXIV kept price history but didn't show what an item was listed for and only showed how many were listed, it MAY balance things out some, but nothing is certain.
    FFXI's system didn't prevent undercutting at all. People still did it constantly just as they do in this game. Undercutting in fact is what keeps prices from inflating (durrrr). It is what will prevent prices from being out of control as some people are preditcing with the redenomination. What I hated about XI's system is you had to guess what the lowest price was- if you bid more, you paid more, and the person with the lowest price sold the item and gets the higher amount you paid anyway. If anything this encourages undercutting more than being able to see the prices. At least with XIV's system you don't have to guess what you're going to pay- You also aren't obligated to buy the cheapest one- and no matter which item you buy, you know how much you are paying and the buyer knows how much they are receiving. Undercutting is part of every economy, be it video game or real life. You have to accept that it exists and that it will happen no matter what you try to do about it.

    Simple fact: if there is an above average supply of an item, people will be able to under cut because there are so many available- people dont want to pay high prices for a common good. If the supply drops, people aren't able to undercut because it doesn't help them sell faster, so they raise their price in order to get more out of each sale.

    Supply and demand people. High supply= "undercutting," low supply = "price gouging" Either way, someone always wins and someone always loses.
    (2)
    Last edited by Alhanelem; 10-23-2012 at 11:12 AM.