FFXIV 1.0 would like a word with you.
Funny, I recall WoW's subscription peak being in Wrath of the Lich King, where every dungeon became facerollable and raids were PUG'd to high heavens. Cataclysm makes Heroics require half a brain and suddenly raids are very difficult to PUG. Hello subscriptions bleeding out.
Also, the reason I like to use and has experienced with WoW clones usually: They are all worse than WoW. They never attempted to mix up the formula. The aesthetics are the same. The gameplay is the same. Heck, sometimes the terminology is blatantly ripped off. Yet they all end up playing worse. So, why would people give a WoW clone a chance when it has proven to somehow end up being worse despite copy-pasting a winning formula? There's hardly any sense in doing so.
As for WoW steadily losing millions of players, I attribute that to there being far more high-profile MMOs available nowadays compared to back during the Classic Era. You had, like, what, Final Fantasy XI, World of Warcraft or Everquest to choose from? Now we have stuff like Guild Wars 2, Aion, TERA, EVE, WoW, FF XIV, Star Wars and things like Everquest Next and WildStar in the making. And those are just MMORPGs. There's all kind of silly MMOs of all types of games such as LoL and World of Tanks too. I think it's quite obvious that people have spread out now that they have a genuine choice to make instead of being forced into Grindfest 1.86 because there's no alternatives.![]()
Thats statement isnt completely accurate. Seeing as the CEO of SE back than rushed it out even though he was told it WAS NOT READY!! Tanaka told them it wasnt ready but guess what, the CEO wanted it release, but than blamed Tanaka for the failure. If given enough time and it wasnt before release 1.0 would have been really nice, you cant rush a good thing.
XIV never had any magic to begin with.
Nothing was lost.
How can people say comments like this, and still give SE money? ( I'll never understand it)
Which took a lot of years to implement all of those changes/features/content into the game. It most definitely, didn't start off with 11 years worth of content.
Last edited by Starlord; 11-15-2013 at 09:51 AM.
There is a lacking sense of adventure in this game. Sadly after I completed the main story most adventure in this game is lost. There's no real danger in the entire world. Nothing to worry about, exploration yields very little, and there is even less to hunt in the open world. Instancing most content has separated people into small groups (and DF has combined worlds,but still makes the community feel small). The FATE system is a repetitive robotic grind. Most of what this game needs is a challenge. Everything is handed out too easily.
I enjoyed 1.x much more than what content is available now. Don't get me wrong the systems in 2.0 has greatly improved, but it lacks so much content that should have been in the game at launch.
I'm not sure why people get so upset when there is a mention about WoW or XI in these forums. They were both very popular games and both had some amazing features/content in them.
Adventure, that's the life for me!
Again I hear this "I wish it was" [insert very heavily unpopular game here].
I'm sorry to say, the population who likes the 'challenge' are in heavy minority here. I love a challenge, mind you, but it's there, it's limited. Most people complaining about challenge call fowl when they can't clear Tier 5 Coil, or say the reason they can't win Titan is lag.
Challenge is there. It just does not feel that way when it's overcome.
Right now it feels very much like a Vanilla game to me. Limited variety, so those who are in the front of the curve call everything easy and too quick, while the bulk of the playerbase is still in the story, living it up. Few people deny how great the story was, how it had a grand sense of adventure. I'd love if we had more of that in some way, honestly. And one things start filling in and we have more to occupy us, this question of "Let's add a challenge." won't be such a big one to conquer.
The game has been engineered to suit the audience that wants everything served to them quickly.
FFXI required more effort, but the reward was greater in the long run.
What the OP is saying is simple things like;
Dangerous Areas (yet interesting) areas that required more thought than 'SPRINT!' | LOL | LOL | LOL | LOL | LOL |
Dangerous Monsters, that take a full-party to take down (with some interesting abilities other than swipeswipeswipeswipe) that require some form of necessary stunning, silencing, positioning (tactical solution).
A world that actually feels that it's worth adventuring, so not all of the difficult content is locked into set instances.
Whoever designed Sprint probably didn't stop to consider it trivializes the whole exploring. You can probably outrun monsters and live in Mor Dhona as a Lv. 20.
BUT HEY, GOTTA REACH THOSE FATES ASAP, AM I RIGHT?!
Welcome to the world of MMOs after world of warcraft. There are so many people playing MMOs now from easier games they outnumber the people that like harder games. So the company is getting more requests to make the game easier. We wont see a hard mmo again until these people get bored of mmos, at which time the companies making mmos will be over invested in the current easy mode model, and wont have resources to change the game and weather the storm of reverting back to old style mmorpgs that are harder. And as that popularity dies the analysts will say "the mmo genre is dying and the company should pull out, forget about the lower profits from people who enjoy harder mmos, we need to find that easy mode market again! time for a new game or genre!"
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