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  1. #101
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Whiz View Post
    Yeah exactly but its pointless to even try to state facts when posters like the dude above will just make some lie up crap story just to try to prove their point lol. but yeah to a normal person what you stated is obvious.
    It's common knowledge there are server emulators that you can mess around with (every old MMO has one). The reason your character moves x6 faster at "max speed" is due to the internal speed variable being 1 byte long, giving a max value of 255. 255/40 (retail speed) = 6 times, which at least feels a lot faster than ARR's speed on Chocobos.

    Going through some of the old zones you can see the size difference from the time it takes to go from the two ends, while running at the speed of a car.

    What "facts" are you stating other than your own opinion? Unless we get the actually length of the zone in the map files for both games, and they both use the same world coordinate system (so everything is in relation to each other), it's all opinions!
    (4)
    Last edited by Magis; 01-11-2014 at 03:11 AM.

  2. #102
    Player
    CrAZYVIC's Avatar
    Join Date
    Dec 2013
    Posts
    109
    Character
    Crazy Vic
    World
    Diabolos
    Main Class
    Armorer Lv 50
    I wish see in this game Elite or BAMS monsters like Tera..

    That could be really Fun.

    Those monsters could drop alternative gear to the dungeon/Craft counterparts. Starting in lv 15, these monsters also could give a exp amount able to compete vs dungeon/Fates.

    Example For 4 - 8 players items ilv70 - 80, repops 30 secs.

    Behemoths
    Molbols
    Adamantoise
    Wyrms
    Quimeras

    For 8 - 16 players this mobs could drop items ilv80 - 85. Repops 1 min

    King Behemoths
    Aspidochelone Giant adamantines
    Wyrms like Faftnir, Nidhogg, Tiamant
    Great Molbols.
    Hydra, Cerberus etc
    (1)

  3. #103
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    They need to throw wandering mobs in to zones that aren't level appropriate. I remember way back in EQ this was the case and it sharpened your perception to a fine degree, even FFXI had this at the earliest of levels. I'm sure anyone who played that game remembers the horrors of Bogys in the Dunes at night. Granted, it's hard to inspire fear anymore in a game that has no real significant death penalty.
    (1)

  4. #104
    Player
    Auron_Wolf's Avatar
    Join Date
    Aug 2013
    Location
    En algún lugar del Mundo
    Posts
    151
    Character
    Auron Wolf
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Zantetsuken View Post
    FFXIV ARR: 1.4 million copies sold worldwide
    Metacritic user score: 7.4

    Dark Souls: 2.4 million copies sold worldwide
    Metacritic user score: 8.3




    (yes I know Dark Souls isn't technically a MMO game, but it's an online RPG game which puts it almost in the same category.)
    This mean nothing, Dark Souls was release at 2011, ARR just four months ago. Dark has free online and was also at Xbox, ARR not, also the difficult from one to another… well...
    (2)
    Si hablas español este post es importante para ti: http://bit.ly/1vZI4Gc

  5. #105
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Auron_Wolf View Post
    This mean nothing, Dark Souls was release at 2011, ARR just four months ago. Dark has free online and was also at Xbox, ARR not, also the difficult from one to another… well...
    Read what he was responding to. It wasn't that DarkSouls was better to ARR or not, it was that "no one liked falling into a pit and being blow up" and that it was "bad game design". If it was such a bad game design, then that series would have failed. If anything, many people and reviewers say DS is refreshing due to it's difficulty.
    (5)

  6. #106
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Magis View Post
    Read what he was responding to. It wasn't that DarkSouls was better to ARR or not, it was that "no one liked falling into a pit and being blow up" and that it was "bad game design". If it was such a bad game design, then that series would have failed. If anything, many people and reviewers say DS is refreshing due to it's difficulty.
    Exactly.

    If anything, the time should translate to lower review scores as people become more familiar with the game's flaws. But 2011 Dark Souls beats out a fresh, new, and on the surface quite impressive FFXIV:ARR.


    So yeah, quite a few people would prefer challenge... and instant death, falling off cliffs, stress, and difficulty in games.

    As long as the rewards are properly balanced (in the larger context of the game) to match the challenges, people will like it.
    (2)
    Last edited by Zantetsuken; 01-11-2014 at 05:26 AM.

  7. #107
    Player
    Hanabira's Avatar
    Join Date
    Jul 2012
    Posts
    454
    Character
    Hanabira Asashi
    World
    Hyperion
    Main Class
    Marauder Lv 50
    the open world makes me feel like i have training wheels and occasionally need my diaper changed. Also, before the game was released, SE hired an inspector to come child proof Eorzea. put on some tricky locks on the cabinet doors with the chemicals, a gate at the top of the basement stairs, a no slip-grip matt at the front door. bumpers on the corners of the tables to make sure i dont hit my head too hard... and then they gave me a helmet and some apple sauce to keep me safe and quiet while i sit in 1 spot and wait for DF.
    (5)

  8. #108
    Player
    ToraFomalhaut's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    84
    Character
    Tora Fomalhaut
    World
    Masamune
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Magis View Post
    Read what he was responding to. It wasn't that DarkSouls was better to ARR or not, it was that "no one liked falling into a pit and being blow up" and that it was "bad game design". If it was such a bad game design, then that series would have failed. If anything, many people and reviewers say DS is refreshing due to it's difficulty.
    I have a lot of respect for the Demon / Dark Souls devs, they didn't insult my resolve or intelligence as a gamer and throw an 'on the rails' RPG at me. They were willing to punish me, cruelly and repeatedly until I learned what to watch for, learned how to survive and then learned how to use those dart traps in my favor by letting the enemies set them off first. As hard as it was the learning curve wasn't even that big. You learned all your basic skills needed for combat in the first 30 minutes, and every creature responded accordingly to those skills. Then you just had to hone your abilities, find your preferred fighting style and then actually be brave enough to explore the still wonderfully dangerous world.

    If anything SE's stance at not wanting to 'stress' us out too much or make the game too hard for us to handle has come from a long line of developers continuously dumbing down their games so as to make it more 'accessible' (Yes I'm aware of primalHM and primalX fights, but even those are heavily scripted fights, learn the dance steps and you really don't have much of an issue outside of latency really). This is a insult to our capabilities, our intelligence and underestimation of their players abilities, skills and resolve to want to overcome greater challenges and has only fostered the concept of gamers not willing or be punished to given drastic consequences for messing up.

    I don't want to sit in a lobby world and wait for my next DF to pop all the time. Difficult areas in the open worlds are far more dynamic and complex than any static dungeon developers can create because the open world areas have access to one element dungeons don't. The randomness of other players. You never know just exactly what's going on when you're watching them flee for the lives from 4-5 tough enemies, do you watch them get murdered or jump into the fray and turn the odds in their favor.

    Or maybe you've been carefully sneaking your way through to the very heart of the stronghold or labyrinthine maze and all that stands between you and your goal is 3 very intimidating overlords, then all of a sudden from the left field comes tearing in a party of elite adventurers decimating everything in their path and freeing up your goal for you. Or on the flip side, perhaps today you weren't as sneaky as you thought you were and you end up as lunch for very hungry kobolds. Who knows? I don't and I like that.
    (7)
    Last edited by ToraFomalhaut; 01-11-2014 at 09:29 AM.

  9. #109
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by ToraFomalhaut View Post
    I have a lot of respect for the Demon / Dark Souls devs, they didn't insult my resolve or intelligence as a gamer and throw an 'on the rails' RPG at me. They were willing to punish me, cruelly and repeatedly until I learned what to watch for, learned how to survive and then learned how to use those dart traps in my favor by letting the enemies set them off first. As hard as it was the learning curve wasn't even that big. You learned all your basic skills needed for combat in the first 30 minutes, and every creature responded accordingly to those skills. Then you just had to hone your abilities, find your preferred fighting style and then actually be brave enough to explore the still wonderfully dangerous world.

    If anything SE's stance at not wanting to 'stress' us out too much or make the game too hard for us to handle has come from a long line of developers continuously dumbing down their games so as to make it more 'accessible' (Yes I'm aware of primalHM and primalX fights, but even those are heavily scripted fights, learn the dance steps and you really don't have much of an issue outside of latency really). This is a insult to our capabilities, our intelligence and underestimation of their players abilities, skills and resolve to want to overcome greater challenges and has only fostered the concept of gamers not willing or be punished to given drastic consequences for messing up.

    I don't want to sit in a lobby world and wait for my next DF to pop all the time. Difficult areas in the open worlds are far more dynamic and complex than any static dungeon developers can create because the open world areas have access to one element dungeons don't. The randomness of other players. You never know just exactly what's going on when you're watching them flee for the lives from 4-5 tough enemies, do you watch them get murdered or jump into the fray and turn the odds in their favor.

    Or maybe you've been carefully sneaking your way through to the very heart of the stronghold or labyrinthine maze and all that stands between you and your goal is 3 very intimidating overlords, then all of a sudden from the left field comes tearing in a party of elite adventurers decimating everything in their path and freeing up your goal for you. Or on the flip side, perhaps today you weren't as sneaky as you thought you were and you end up as lunch for very hungry kobolds. Who knows? I don't and I like that.
    This is a beautiful post. Completely agree.

    This is what MMORPG should be about. You venture into a cave. Maybe you'll find a new player who got lost and help him. Maybe you'll die, get raised by a white mage and met a new friend. Maybe you'll fine that rare NM. Maybe you'll meet a group with the same purpose as you and join. This is what MMORPG should be.

    Now compare them to XIV "dungeons". You join one dungeon. Obvious linear, no "where do we go? what do we do? do we avoid it?". Everything is static, predictable, a basic set of patterns. There is no "world". No surprise.
    (6)
    Last edited by Taruranto; 01-11-2014 at 10:13 AM.

  10. #110
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by chococo View Post
    People said Tanaka sucked. I think given the 2years Yoshida had, 1.0 would have been a much better fantasy game.

    2.0 isn't even a fantasy RPG. It's an action thriller.
    These people are pure ignorance.

    Tanaka isn't just the "1.0." guy, he has been with SE since the Sakaguchi days.

    He worked on the original Final Fantasy, Xenogears, Mana games and made FFXI what it is. 1.0. failed, I won't deny it, but we can't blame all on him, especially considering Wada precedents.
    (3)

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