

The simply question is: (aside of party balance blaa blaa etc.)
Why they keep them? Wich is the reason if speedruns are gone?
Even ARR server can't handle many and many istance?
Every game don't have timers, then why they keep them? Wich is the utility of timers??
Why i can't go afk in the istance if i need?
Timers are an old FFXI thing, they were ok 10 years ago Cuz, time was THE FFXI "difficulty".
FFXI couldn't handle skill based fight, so almost every type of content had timers (dyna, assault, salvage, limbus, nyzul, einjar ecc ecc)!
Time shouldn't be THE difficulty in 2012 err 2013! It's simply a step back...
I want difficulty based on skill based combat.![]()
What do you think?

Effectiveness will win out over making people happy (archer only.. inside joke). If i can complete something in 15 mins with class stacking rather then 30 mins with a balanced party. i am going for the stacking no question about it

iNstances.
Supposedly ARR servers will be more powerful/dedicated to instances.
Time restrictions aren't the only aspect of difficulty.
FFXI couldn't handle skill based fights..? Uh-huh.. yeah...
Well, looks like I'm done with this thread. o_o


Well sorry if my english isn't that good =(
Btw, are you trying to tell me that FFXI was a skill based game?!
Every encounter was a tank&spank, almost no movements required, no skills to avoid,
the bs was deadslow tp.. tp.. tp.. WS! or thund4. thund4, thund4, ok afk 5 min for mp rest. Even my grandma could player FFXI.
But i don't blame FFXI (i played it for 5-6 years eh), it was ok 10 years ago, even if the greatest difficulty here, was the time!
Last edited by Dragonheart; 11-10-2012 at 12:57 AM.
Really? I recall a plethora of battles in FFXI that required skill of everyone present. One small mess up and it could cost everyone the fight. This was especially fun in alliances. Getting through CoP for example with players that were awful was just a nightmare if you ever had to experience it.
People confuse twitch gameplay with skillful gameplay, it's a common misconception.Really? I recall a plethora of battles in FFXI that required skill of everyone present. One small mess up and it could cost everyone the fight. This was especially fun in alliances. Getting through CoP for example with players that were awful was just a nightmare if you ever had to experience it.





You can say what you saw. It's not your fault someone posted leaked ARR alpha pics right in front of your eyes.
I think sometimes the divide between taking skill vs. not taking skill is obscure. In FFXI I definitely could see the difference between a skilled WHM player and one who was not, as an example. It was clear by how they used their abilities during battle, the timing of their use and their reaction to bad situations. Same goes for melee classes. This was something that you could definitely see and observe. I don't get this feeling in this game.
I'm not saying everything in XI was challenging or required skill, but I couldn't possibly tell myself that it didn't require any overall. Then again, maybe this depends on ones definition of skillful gameplay and twitch gameplay.
How would one make FXIV take more skill without the use of timers to artificially add challenge?


they could make massive fun dungeons that has many ways to tackle content instead of the Corridor Doom Style runner. besides i want to take my time in a dungeon, explore it and sight see not be rushed through it by some timer of non impeding doom. now if the Dungeon was flooding with water or the volcano were to explode then i could live with a timer.
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