Right.
That, and, I'm guessing that consumables purchased from players (and not NPCs) play an essential role for an in-game economy. Admittedly I'm no economist, so maybe my guess is far from true.
Unless they completely block passages/hallways with large groups of level 90ish mobs like they did in 1.0
In 1.0 you just levleed Paladin instead of using these items!
Either I was a mega noob in FFXI or potions were bought from players as well (always bought mine from the AH). The materia system is designed in imo, frustrating force consumption (chance to get nothing, like Korean MMOs famous upgrade system), while potions are still in force consumption at least they work when you buy them lol and they costed much less.
Maybe you are agreeing with me and I cant tell lol.
(But yes the consumption helps boost the economy, somethings just look like an "excuse" to boost the economy though)
I amEither I was a mega noob in FFXI or potions were bought from players as well (always bought mine from the AH). The materia system is designed in imo, frustrating force consumption (chance to get nothing, like Korean MMOs famous upgrade system), while potions are still in force consumption at least they work when you buy them lol and they costed much less.
Maybe you are agreeing with me and I cant tell lol.
(But yes the consumption helps boost the economy, somethings just look like an "excuse" to boost the economy though). My apologies for coming off differently.
I haven't read through the whole thread yet (I'm at work shh lol), so I'm sorry if this has already been said, but my initial thoughts are that I would love to see sneak/invis brought to ffxiv. I know there's currently ways of avoiding aggro with sight and sound mobs now, but I really miss not know when sneak/invis would wear off. It added a whole new element of danger to ffxi that I really enjoyed, even when they wore off at the most inconvenient times. That danger isn't there when you can just walk around sound aggro'ing mobs and you know you'll always be safe that way.
http://chaostheoryffxiv.enjin.com
Since the end of Alpha, I went back to Vana'diel for the first time in years. Just attempting to get from my native Windurst to Mhaura, on my way to Selbina and Valkurm, was an exciting, adrenaline drenched adventure, shared by two other Tarus I didn't know at all, at the beginning of the Journey. By the end of it, with hearts all-pitter-patter, we bonded with bows and vows of future cooperation and friendship. All of this at level 10. Danger made us happy!
At some point, knowing that we would miss the Selbina Ferry if we waited too long for certain two goblins to move out of our way, my character, an ex-mule, reached into his pockets and blessed the three of us with some timely Prism-Powder pats. Then we ran exhilarated the last malm to the docks. The two new players behaved as if I had revealed the path to eternal life, thanking me profusely. They cheered as though I was a great hero. I almost believed it, for a few minutes. Then an old friend broke the news to me... There is now no death penalty for jobs under level 31.
Even if the danger was only in my head, I still haven't lived moments like those, in any version of FFXIV. Alas.
Last edited by Rutelor; 02-23-2013 at 11:41 PM.
Sneer all you want, my buddy and his wife HATED how mob placement and aggro rules for them was set in TAU zones. After losing a whole level dying while trying to get to an imp camp, my buddy threw in the towel and decided to go back to soling mobs on the main continent (he played a SMN). They, just like everyone else, paid for the damn expansion and in the end did not get their money's worth.LOL! Whoa how fail is that! Ppl actually didn't enter zones because they were afraid of using oils/powders? Extremes? Yeah right. I get you didn't like invis/sneak items in XI, but there was nothing wrong with the system, your friends were just terribad. Can't even feel bad saying that, cuz after 6 years of XI. I have never heard something so ridiculous.
Yes, my friend was the kind of guy that could get lost in a hallway on /follow, but he knew how to play the game where it mattered.
Doesn't it get tiring to have to grasp at things to create an argument the moment someone dares to say something from FFXI sucked?
Exploration as per 1.0 was fine. Exploration in FFXI required consumables and precipitated dickish moves from the developers in a (poor) attempt to create challenge.
Dude, if I can be frank for one moment, I HATE the materia system because of the fact it is Lineage II's enchant system but with harsher consequences upon failure. Not everyone loves the materia system. It's just that it's too late for anything to be done about it.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
/dude hugs
lol
I'm praying for Yoshida to surprises us in beta with a different system that's not such an obvious and forced gil turner (I have no problem with well blended gil turners but my god that one is so obvious lol).
Seeing how much the devs care about crafters, I doubt much would change unless he turns materia into guaranteed gear enhancement or turns it into something like TOR's item modification system (bonus of the latter is that then you wouldn't really need vanity slots ~_^).
Here, for clarity, this was a post I made for redesigning FFXI's evoliths using TOR's mod system as inspiration.
Last edited by Duelle; 01-31-2013 at 08:54 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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