V1's abject failure simply shows FFXI-type group-or-die mob-kill grindfests are a thing of the past, thank God. FFXI becaume hugely more enjoyable once COP was no longer current content.That said, I feel completely and utterly betrayed by him and the devs. I was in the original beta, back when Tanaka & Komoto were in charge and super excited since the original website and previews came out to play this game. It was looking like a real successor to FFXI, which at the time was growing stale as the devs were really dragging their feet on WotG and ignoring various issues.
Last edited by KraggyKor; 01-29-2014 at 05:08 PM.
By "successor to FFXI" I think what NefGP was trying to say is that it was going to be the next MMO from SE that we've seen on this scale. It's not like FFXIV is the second MMO SE has done... there is another unmentionable out there that they gave up on after a year.
Also, version 1.0's "abject failure" does not show that a FFXI model doesn't work (specifically because nothing but the race designs in ver. 1.0 were taken from FFXI), but shows that when you originally slate a game for late a 2013 release and then push it up to 2010, you should expect it to fail because it's missing 90% of it's features at release...
Why they thought they could get away with releasing a game in a less than finished state is beyond me, except that everyone else seems to be doing it these days too... and most receive a ton of complains and negative reviews which stain them even after they've been updated to a finished state years later. *sigh*


Plus it was't so much the format of XI's EXP as the grind itself being inherently lengthy; simply put, leveling up took forever because EXP per kill sucked. Fields of valor really helped a lot to make the process easier, but they should have just either cut the EXP required or boosted exp per mob years and years ago.
Flash inflicted blind in XI as well, btw. And by protective magic (purely from WHM) I mean Barspells, Blink, Stoneskin (SS is kinda lame in XIV it doesn't soak much damage at all) Divine Veil etc... Benediction was also party-wide in 1.23 FYI, but on a 15 min timer vs 2 hours (those skills are now all 1 hour in XI I believe.)
LMFAO RDM not useful alone? OK, tell that to Avesta and Kanican. RDM was as good as the effort you wanted to put into it. Granted, it wasn't nearly as well designed as BLU was in terms of a melee-mage (all the pre-ToAU jobs weren't that well planned out in comparison) but it was far from "useless". RDM's enfeebling spells were extremely potent, 1 of the only 2 jobs with dispel which meant good luck fighting beetles and crawlers or other mobs with annoying buffs without them etc. etc. Bard yeah, not so hot on its own but was that really such a horrible thing in a party-based game with over 20 available jobs, all that could be played as a single character with no restrictions? I'd much rather have a dedicated support class than the half-assed hybrid we got in this game that excels at neither role.
As Kittra said, it's getting old fast having to explain to people we're not calling for an exact copy and paste of XI with shinier graphics. The intent is to assess what worked in XI and what didn't, and how that can be applied to XIV to make it a better game. As it stands, 1.23 felt more like a true FF experience than ARR does.


I played FFXI since the day of NA release and spent literally YEARS of my life logged into that game.
I played in the original FFXIV beta too, all throughout FFXIV 1.0, in the FFXIV: ARR beta, and now the ARR release.
Never, at any point, did I hope FFXIV would be like FFXI but 'new and improved'.
I had always hoped it would be a different game, because FFXI was and is still dated. I did hope the community attitudes would be similar, and in some ways that is true and in other ways false.
FFXIV: ARR is a game formulated around the 'new' MMO player... and I never felt betrayed because I always assumed it would be this way.
Anyway... this game will eventually develop more interesting combinations and 'personality' as it grows. We're in the first six months of ARR's existence.
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