It sounds like some of you want this:
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It sounds like some of you want this:
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basically people wanted XIV to be little more than a graphical update for XI.
at least that is what it seems like sometimes.
No no.
People want something that expanded on XI. Something that kept the spirit of freeform adventure, where the story and quests work as a strong undercurrent to the environment itself. A place with a sense of danger and mystery. Something that worked working to streamline tedium of XI, while introducing new kinds of content. Something that isn't the same mechanics we've seen for the past decade reworked into a different skin, plus a few minor (but appreciated) novelties.
At least, that's what I would like.
LMAO did you make this picture? I would so play that! HAHA
Want to know how I originally felt about 1.0. the game wasn't a complete disaster but it was an extremely unfinished product that needed years of work still and probably shouldn't have been released at all until it was perfected.
Was it as garbage as the majority thought, no not really, just that most people judge something at first glance and it was still in beta phases really. 1.0 was in need of some extreme improvements, in 1.23 we finally got to see alot of the improvements asked for and I don't see ARR as an improvement in the right direction.
I wanted the game to continue to improve just like everyone else but I doubt the majority back then wanted it to play like a world of warcraft clone, that I find hard to believe.
The majority of players who weren't even playing 1.0->1.23 yea I'd say there the ones who wanted it to play like WoW because they obviously didn't care about the game at all and were too busy playing other MMO's.... The other MMO's I tryed and always ditched to go back to FF14 1.23 in hopes that 1.23 would eventually become the game I always hoped it would become.
I never once hoped it would become exactly like the other games I was trying to escape from.
Last edited by Vandark; 01-12-2014 at 10:57 AM.
The mechanics are the last thing I would want to take from FFXI. Broken defense values, Utsusemi tanking, gear swapping, terrible party dynamics, refresh-whoring, gear as an off-on switch instead of being there to enhance what already exists (Aegis, Ochain and Almace). It's the stuff of nightmares and bad design.
* 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)
Exactly, you just reminded me why I quit 11 and never looked back. Even when 1.0 turned out to be a strait disaster i still refused to go bck to 11.The mechanics are the last thing I would want to take from FFXI. Broken defense values, Utsusemi tanking, gear swapping, terrible party dynamics, refresh-whoring, gear as an off-on switch instead of being there to enhance what already exists (Aegis, Ochain and Almace). It's the stuff of nightmares and bad design.
As much as I hate the spam fest mechanics and repetitive red dot mayhem in ARR this is really a debate about introducing some relative content in relation to the Final Fantasy MMO series and not another overhaul of the games mechanics.The mechanics are the last thing I would want to take from FFXI. Broken defense values, Utsusemi tanking, gear swapping, terrible party dynamics, refresh-whoring, gear as an off-on switch instead of being there to enhance what already exists (Aegis, Ochain and Almace). It's the stuff of nightmares and bad design.
Re introducing some end game content similar to XI and some of the past enjoyed outside world content that FFXIV 1.23 had could easily be done differently to fit ARR's style of combat and mechanics.
Just to add my opinion on XI's mechanics, I have to say I preferred them and I loved Utsusemi tanking, it was all about timing and observation.
The things I would have liked to see improved on with XI's mechanics were perhaps a larger range of skills and abilities, individual limit breaks and better animations but that's about it really, I have always enjoyed the play style in XI alot more than ARR.
For me tho nothing beats 1.0's original system of being able to create your own class, that was ingenious. When they cut the amount of abilities we could make use of in 1.23's update I was disappointed but I didn't expect it to be cut down to virtually nothing in ARR... that is just disgraceful.
Last edited by Vandark; 01-12-2014 at 12:32 PM.
I think you want this game to fail giving that idea.Six player groups grinding in the open world being the only way to progress through the levels combined with it taking a long time to reach level cap was amazing. Get rid of linear questlines, instanced dungeons and fates entirely and just give us that instead. It would open up the game a whole lot and give players a reason to actually go out into the game world to participate in meaningful progression and have fun while doing it.
The XP camps would never work in the present market of MMOs. Forced grouping for levelling would bomb faster than APB did.
Wouldn't your time be better spent not repeating whats already been explained?
For Example.
Last edited by Vandark; 01-12-2014 at 03:05 PM.
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