Hmm, I remember endgame in vanilla WoW. Does MC, BWL, AQ 20/40, Naxx, ZG, Onyxia, not to mention the 10 man dungeons that ended up becoming 5 mans as time progressed. Now, I'll admit not all of this was available right in the beginning, but it this was before Burning crusade, so this was before their first expansion, not counting the pvp and whatnot. It also took longer than 2 weeks to get to cap on an average play style.None of this is relevant. this game in 5 months has released more content them some games in a year after release. The game is in vanilla state. though many of you may not understand what this means there are some who actually know when wow was unpopular and how it had zero endgame till its first expansion. or they remember when EQII had nothing but a single raid to do at endgame till their first expansion. they may even reflect on some F2P games that always had a slow progression. These cries between content updates that are only a couple months apart are getting boring. this game is going to be 6 months old with 2 major content updates. stop crying. post suggestions to fix in the proper sub forum, quit or play the game. or.... post something handy that is worth reading
Your kidding right? name them.... what game had loads more at endgame.
you know what... forget it.... I dont think you realize how many instances this game had at endgame release.....
Last edited by Noata; 02-15-2014 at 03:38 AM.
i was talking initial release, but if you wanna count patch 2.2 we still have a comparable spread. and burning crusade was the best days of wow.Hmm, I remember endgame in vanilla WoW. Does MC, BWL, AQ 20/40, Naxx, ZG, Onyxia, not to mention the 10 man dungeons that ended up becoming 5 mans as time progressed. Now, I'll admit not all of this was available right in the beginning, but it this was before Burning crusade, so this was before their first expansion, not counting the pvp and whatnot. It also took longer than 2 weeks to get to cap on an average play style.
plus... there forums were EXACTLY like these
“Even the finest sword plunged into salt water will eventually rust.”
― Sun Tzu, The Art of War
This is just a flame thread.
I see fists flying in all directions. Person [A] throws out a logical argument, Person [B] throws out opinions and insults to counter. Person [B] throws out logical arguments, Person [A] throws out opinions and insults.
Conclusion. This thread ain't going anywhere worthwhile to continue reading.
WoW had lots of instances as well as overworld content... EQ had tons of overworld and that was before instances... although there were lots of zones for raids/etc.
This game has two end game raids, and if you count bosses, not just instances really isn't that much content. If you just stick a boss in an instance, then you aren't really comparing content fairly to other games that have had just as much or more content + bosses.
Again, this is a remake, not brand new... and now almost 6 months out, the development is lagging quite a bit. Most other games have a LOT more leveling content with more released end game content after launch. This game is pretty sparse leveling... and the end game content does not reflect where the development efforts should have been spent for the tradeoff, imo.
I dont know why this is called final fantasy.
I see no hope for this game's content(other than the same repeats and a game play 10 yrs old can beat - infact, i let mey 10 yr old nephew start the same fresh as GLD and went all the way up to level 35 Guildhest, he got a lot of recommendations)/
This game will not get any more success if Yoshida doesn't change his "WoW like" direction.
Eventually FF fans and a major XI core members gonna give up, and that would be this game end. SE will never touch another MMO ever again.
Goodbye, Final Fantasy...
This game had how many? 6 end game dungeons and 3 trials? (Double check me on the trials) None of the end game dungeons dropped gear so its really no point in running them, only the ones that gave philo/myth which were two I believe?.
Aion had phew like what over 10 end game dungeons at release? Plus a nice crafting systems, pvp, vanity, and so much more
I can't even begin to list all the f2p (YES free to play) games that released with loads to do.
Over all I agree with you that there is a lot to do the problem is there is no reason to do it. They don't have multiple end game sets that's worth using. There's no vanity drops no rare crafting drops. Nothing. Which is why people say there's no content. Then the content you do have you're locked out of it.
Not true, and its a NEW game, it only ported over characters from the old. the zones models and all instances and dungeons were redesigned. this was a NEW game. 6 months out its not in a bad spot at all. I am going to need some examples if your going to keep saying its off track. FF also had dungeons in bulk leveling... i don't get why you were mentioning that in wow or EQ2. not to mention EQ2 had more then double the development time before its release.WoW had lots of instances as well as overworld content... EQ had tons of overworld and that was before instances... although there were lots of zones for raids/etc.
This game has two end game raids, and if you count bosses, not just instances really isn't that much content. If you just stick a boss in an instance, then you aren't really comparing content fairly to other games that have had just as much or more content + bosses.
Again, this is a remake, not brand new... and now almost 6 months out, the development is lagging quite a bit. Most other games have a LOT more leveling content with more released end game content after launch. This game is pretty sparse leveling... and the end game content does not reflect where the development efforts should have been spent for the tradeoff, imo.
lets talk about the initial release endgame of those games. What was there? EQ2 literally just had the prismatic weapons
Endgame has Castrum Meridianum, The Praetorium, The Wanderer's Palace, Amdapor Keep, The Binding Coil of Bahamut, Ifrit HM, Titan HM, Garuda HM.
Later added: Copperbell Mines (Hard), Haukke Manor (Hard), Pharos Sirius, The Good King Moogle Mog, Ifrit EX, Titan EX, Garuda EX, Crystal Tower. all added less then 4 months after release. Whats more at the 6 month mark were looking at additions to binding coil and including new Primal fights as well as a new instance. meaning at the six month mark were looking at. least 19 instanced pieces of content at endgame. Lets not forget this is prior to an expansion and only at half a year release. what other game had (ill only count coil as one despite the addition coming) 18 instances at endgame at 6 months into release.
Last edited by Noata; 02-15-2014 at 04:20 AM.
I feel that the combat is playing a big role in how tiresome and mundane this game feels to many players.
The main reason I feel this way is because—save for the awkward mechanic here and there—nearly each and every battle plays out the same. Move out of the way of the things that'll hurt you, and repeat your rotation(s). It's not compelling nor immersive. It's repetitive. The game doesn't feel like a Final Fantasy game because of this. Just a generic MMORPG with a Final Fantasy skin. I know that's been said time and again before, but it bears repeating.I haven't even completed all the dungeons and trials available. I've never capped my myth for the week. Yet, I still no longer feel compelled to log on anymore.
I main Monk. A job that is regarded as one of the most active and fun to play out of the bunch. But I'm still bored. Sure, it was fun for a while moving around the enemy to make sure I could output as much damage as possible. However, the core of the combat system wore on me. Gradually. Until I no longer felt like logging in anymore. Primals, Crystal Tower, Dungeons (I've yet to step foot into the Binding Coil) . . . endlessly following patterns is not how a Final Fantasy game should play out.
Where are the tactics? Where is the Elemental Wheel? Where is the importance of items? Where's the challenge? The diversity? How is it that, in a Final Fantasy game with a Job System, anyone who plays a particular role feels nearly exactly the same? The only one that is essentially different from any other are Bards, because they're the physical ranged DPS. That unique aspect will disappear as soon as Musketeers are introduced. Why are classes balled up and tossed away once someone reaches level 30? Shouldn't players have the viable option to mix and match skills between classes to create something that matches perfectly with their own play-style?
I know I'm being highly repetitive at this point since I've made the same arguments in other threads multiple times already, but I really feel that all of this needs to be hammered into the skulls of the folks at SE. I'm sorry.
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