it can take all the ff11 players who wont stop trying to make 14 into 11 and put them back into 11.
its okay to rip ideas right out of another game as long as its not XI.
who the hell wants those skilled people cluttering up a game clearly meant for people with half a brain and one arm. this is what will happen if any idea's or systems are copied from XI, it will bring people with patience and logical thinking skills and we cant have that.
Clearly they're just all masochists. I did enjoy HNMs and even NMs that didn't respawn in 5 minutes or instantly, it not only kept certain gear rare it also gave you a challenge in the earlier days (HNMs) which broke up the event pattern.its okay to rip ideas right out of another game as long as its not XI.
who the hell wants those skilled people cluttering up a game clearly meant for people with half a brain and one arm. this is what will happen if any idea's or systems are copied from XI, it will bring people with patience and logical thinking skills and we cant have that.
When I heard the guy behind CoP was one of the main directors for XIV, I had high hopes for an amazing MMO.
Which is how you were able to beat the droves of players using Mr. Argus / Teleport n Claim bots?
On a serious note I have to agree with others on a number of points, so I'll try to do this in order of relevance:
1. Storyline & Lore: A storyline that is in depth and of interest, including a number of distinct individuals. One that begs to be read instead of skipped through. Lore that is relevant, that puts the game into a historical context. Maybe even mention Vanadeil as having existed in one of the past Umbral eras, could explain why we still have the same races but slightly different through evolution (tailess galkas, smaller headed tarus etc). I'm the kind of guy that reads those dusty tomes in the conjurers guild abut how each era, year, month, day, hour and second in game are associated with a specific element. It's a shame the elemental time frames aren't of more importance other than cosmetic...
2. Jobs and Classes: Leveling up should be fun. It shouldn't be tedious, boring and repulsive. The problem with FFXIV, as others have mentioned, is that lvling up can be so mundane via levequests that you are inclined to PL the rest of your jobs to 50 after having legitimately lvled up your first job. This game encourages PLing on a level unparalleled to others, and I think it is ruining the journey from 1 to 50. Crafting also falls into this category, you just spam enter essentially. Sure you can get a lot more exp per synth while paying attention to your quality but in the end if you are aiming for the luminary tools you may as well spam enter through the achievements while watching a movie and you will get 50 eventually.
3. Leveling: Remove power leveling. Increase level cap and make it difficult to lvl up. Add more transitory environments to level up in with a variety of mobs and surroundings. I personally don't like that leveling is so casual friendly and can be done solo via levequests an the like. I would have prefered a party play lvling system that was challenging and forced players to focus on their role. E could have added a couple of solo friendly classes like they did with BST in ffxi.
4. Environment: varied landscapes would be nice. Like Gramul (i think?) said, there is nothing exciting about running through yalm after yalm of the same colored stone in the middle of a huge friggin desert (thanalan). The same can be said for la noscea and gridania. Although there are minor details that change from place to place, the general theme of the geography hardly changes from lvl 1 sheep farming (outside limsa) to lvl 40 raptor farming (iron lake). It's bland and repetitivee - one more reason to PL through the ranks. At least in XI there was a sequential progression from valkrum dunes to quifim island and so on through crawlers nest etc. Each zone was highly distinctive from the other and begged to be explored.
5. NMs and HNMs: What's the point in "camping" an NM that spawns every 5 minutes? Where is the pride or sense of accomplishment in that? Remember the terms U/U meant unique and untradeable - and in XI these items were relatively "unique" due to their rarity. Joyeuse? You RDMs know what I'm talkin about. I don't see anything wrong with NMs that have 3, 5, 8, or 12 hour respawns in conjunction with HNMs that have 24, 36, 48 or 72 hour timers. Drop rates can be adjusted. SE just needs to be vigilent against teleport claim bots and the like. These mobs should drop great loot, U/U or not, this generates an economy, an event around which linkshell's can crystalize and builds a sense of competition and community. I know: roaming Primals blah.
6. Stats: Stats should make a difference. No more Ifrit reindeer / swimsuit runs. That's just wrong. I want to see a noticabe difference in my HQ rate if I wear all the +HQ rate gear in the game. It shouldn't be too hard to do. As a cnj/whm MND/PIE should be favored, but there should be a sacrifice made at the expense of one or the other. If yo uwant max mnd you have to lose some pie, if you want max pie you have to lose some mnd, if you want the best of both worlds you wont max out either. Both should have their pros and cons depending on the content being faced and the player style (spells used).
7. Chocobo Digging: I'm just using this an an example of a side element of the game that was largely ignored at first due to a hidden skill that led players to believe chocobo diggind was useless. Lo and behold turns out you could dig up elemental ore and a variety of valuable objects after having leveled up your hidden chocobo skill in various zones. I would love the implementation of lucrative yet occult activities. Which leads me to my next point...
8. Gardening: I know, it's comming in 2.0 along side chocobo farms and player housing. Thank the twelve...
9. Danger: Goblins are passive, dafuq? The only sense of danger in FFXIV is when you are trying to get past level 60-70 dragons, raptors, toads and pigs to get to some completely useless Aetheryte node in some utterly useless and reclusive corner of the map which awards you with a witty achievement... Greeaaat. I used to hate exp loss on death in XI but it actually forced me into being utra aware and carefull of my surroundings and my actions in a group. We need more of this. Remember mining for ore in Ifrit's Cauldron? Who DID NOT think that was fun? I get an drenaline rush jsut thinking about it. Yes, Please.
plus other stuff
Last edited by Matsume; 10-23-2012 at 11:38 PM.
FFXI had some unique endgame. I loved Limbus, so I'd like to see something like that again. It'd have to be instanced though.
The variety of jobs and the subclass system for the jobs (kinda already have it with classes) or make advanced jobs
thaumaturge to black mage to black wizard.
Gladiator to Paladin to Holy warrior
Class/Job/Carrier
The long leashes mobs had.
The danger.
An MMO designed around open-world content rather than heavily instanced.
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