Please LIKE this post --->>> LINK <<<--- so we can get this question answered by Yoshida San!!!
This post pretty much says it all. There are many aspects of XIV that have copied mechanics and gameplay styles of other MMO's but nobody seems to complain, but we see tons of complaints when people ask for some features of FFXI to come back in.
There are many aspects that XIV has that have been copied from other MMO's so why not retain some ideas from XI? Nobody is asking for a direct copy/paste, we just want similar style endgame events.
Most everyone who hates on FFXI hates on the slow combat, this is a fact and the FFXI playerbase is NOT asking for XIV's combat to change. Please understand that we are not asking for menu based combat, we are asking for FFXI's unique style endgame tiered content, which has nothing to do with combat mechanics.
And another:
How is FFXI not an MMO? Lest you forget that THE most successful Final Fantasy is held by FFXI by a huge margin and will remain that way until XIV lasts for 9+ years and releases 4-5 expansions.
Nobody is asking to Copy/Paste events from FFXI and put them directly into XIV. We are asking to Draw Inspiration from specifically (KEY WORDS=) Endgame styled content that FFXI had.
This is one area that needs to be addressed. Granted, FFXI did have lockout content. You could only do 3-4 Nyzul Isle depending on how many Key-Items (forgot the item name) you had stored up. Dynamis you could only do twice per week (they eventually made it so that you could enter once per day). Sky and Sea didn't, but you did have to compete for claiming NM's (which eventually the NM's were tuned down to spawn faster, but I can see them making a FATE system type "Sky" where FATEs pop from NM's) BCNM could be done depending on how many beastmen seals you had (non tradable/non sellable item) But you usually got plently of these that dropped from regular mobs that you would fight all the time. BCNM was a great way to make gil. Campaign was completely open world content, granted it was used more for leveling up the last few levels, but it still was fun. The point is, most of XI's content was open world and had you going from place to place, taking advantage of the entire map. So many zones had a use, the world felt alive and active, because people were actively traversing it. That doesn't happen with instance based content. You merely stand around in the most optimal place (In this case Mor Dhona or Wineport) and wait for instances to happen. Raids and instances are fine, but imagine there being Open world Content AND instanced content that was equally useful in terms of endgame? I really think the combination of the two is viable and would actually get people to not feel stagnant in game.
HNM's Were fixed and also "claim" is currently not possible in XIV so there would be no "claim issues". You did name the one single "type of endgame" (as mentioned in the post after yours, thanks Shiyo) that was HNM and was clearly unacceptable for endgame content, I will agree with you there. But it does not rule out ALL of the other content that was very very significant in XI (which is why I repeat constantly about Drawing Inspiration, instead of direct copy/paste of XI's endgame...)
I also find it funny how the MMO with the "most flaws" as you put it, became extremely successful and basically held Square-Enix afloat when they were going downhill. The most flawed MMO is also still up and running and is STILL subscription based model after 10+ years. They had a steady subscription rate for years and years... So they didn't do anything right I guess.
Notable Endgame that was worthy and not overly ridiculous: (Pre-Abyssea 75 cap around early Wings of the Goddess Expansion is the particular "golden" period for FFXI.)
- Nyzul Isle
- Besieged
- Sky (They fixed the spawn timers on these NM's)
- Sea
- Dynamis
- Limbus
- Campaign
- Salvage
- Force Pop NM's
- BCNM
All of the above events were NOT tedious.
Events/Endgame NOT to add:
- Long spawning HNM to fight for claim. (Claim issues are non-existent in XIV, and we already have long spawning NM = Odin and Behemoth FATEs)
- ZNM (The concept of NM climbing is ok, but as far as how brutal it was to obtain Zeni, that would have to be reworked)
- Abyssea
- Anything from Adoulin.
Something I wanted to add.
I find it funny how there are people on the forums asking for more content, and unique and different style content. I feel like alot of these players haven't played FFXI before or simply hated it because of it's combat. The combat was somewhat slow paced and tactical (it didn't bother me though and numerous other people still somewhat enjoy it), but FFXI had many unique types of endgame content that I've yet to see in other MMO's. Players that bash FFXI without playing it or knowing what the whole endgame experience was like, lock themselves out of that unique and different content which they desire to see. If types of content were added from XI, it would be overall positive. Fights and Drop Rates can be tuned, places renamed and things adjusted of course to make it more forgiving, but the uniqueness would still be there and would satisfy the player longing for something different, as well as appease the Ex-FFXI veteran with something familiar, even if it was for a so-called "nostalgia" type feel. "Nostalgia" doesn't mean it's not fun. The whole reason people have nostalgic feelings is because they remember how great something actually was. Nobody ever has nostalgic feelings about how bad certain movies or games were, or how terrible their vacation to so and so was. Raids like Bahamuts Coil and Crystal Tower don't need to go away, but adding other worthwhile content that is open world and "unique" to most players who haven't experienced XI style endgame, well... I just don't see how that's NOT a win-win situation.
TL;DR:
Again, I just wanted to say that Raids DO NOT have to go away. Coil is great and exciting and I'm sure Crystal Tower will be tons of fun, but I think all who like this post and the question for Yoshi is that we'd love to see some different style endgame content that is worthwhile to do, and even the naysayers would be surprised by how fun an "Ishgard Besieged" (for example) would be. Having different varieties of endgame content was one of the strongest points of FFXI, and XIV has the potential to push that over the top and become extremely fun and engaging.
Imagine after an "Ishgard Besieged" you and a group of friends go do some BCNM's for some extra gil, then while waiting on friends to get ready for Bahamuts Coil 2.2 you pull out a Mini Game like a Bestiary Collectable Card Game to play against your FC mates. After you do some Coil you can head on over to the Gold Saucer for some Chocobo Racing that you enter with your very own Chocobo that you raised and trained personally. Does that not sound like a ton of fun?