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  1. #1
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Reiryuu View Post
    I disagree with calling Circle of Scorn "Runic Blade" as Celes 1) is NOT a paladin, she is a Rune Knight. ( See Rune Knight: http://finalfantasy.wikia.com/wiki/Rune_Knight )
    2) Runic Blade from Celes absorbed magic attacks directed at her, not spammed light from the heavens to do AoE DoT damage.
    I said Riot Blade should be Runic Blade, not Circle of Scorn. Circle of Scorn is clearly Shock inspired.

    Even though Celes is a Rune Knight, the fact remains that Gladiators use MP and have a skill to regain MP. It's not identical but it's in the spirit. I too thought it was weird that it doesn't absorb MP but I assume that is a gameplay mechanic. I don't think NPCs have MP.
    (2)
    Last edited by therpgfanatic; 02-19-2014 at 03:23 PM.

  2. #2
    Player
    BunnyChain's Avatar
    Join Date
    Aug 2013
    Location
    Lavender Beds (✿◠‿◠)
    Posts
    689
    Character
    Rena Cebe
    World
    Moogle
    Main Class
    Conjurer Lv 1
    Some of the design decisions I’ve seen (like Odin’s sword Zantetsuken not being a very good lv50 weapon stat wise) make it appear you don’t fully grasp the appeal of a FF MMO to fans of the franchise. The majority of people who decide to play FF XIV want to experience a Final Fantasy universe and use iconic Final Fantasy abilities on characters that look and feel like iconic Final Fantasy characters. We do not want yet-another-Tolkien-inspired-fantasy-setting with the bulk of the game concept bored from Everquest and World of Warcraft. The MMO market is flooded with “Not-LoTR” worlds and I personally am tired of those games...the most enjoyable parts of FF XIV are the end-game content focused on nostalgic things, like the Empire from FF6, Ultima Weapon from FF7 and the primal fights. Sunken Temple is obviously the Stillshrine of Miriam from FF12. I even liked the Demon Wall, and I’m going to assume Cutter’s Cry is supposed to be Antlion’s Den from FF IV. I am looking forward to Crystal Tower as well. But a lot of the other dungeons are forgettable and its because they could have been in any other game.

    Story wise, there is tons of nostalgia infused into the game. So I believe you must understand that nostalgia is important for the players, otherwise it'd not be there. And while the story is very good and filled with references, the GAMEPLAY is lacking in the nostalgic "feel" of a FF game. Sure, my Gladiator looks really bad-ass doing his FF style attack animations but he looks bad ass while doing very little damage. It's hard to feel epic when that is the case.

    So when it comes to the problem with tanks, not applying the same level of care you took to creating the storyline as to the gameplay of Gladiators and Marauders is what is causing much of the disconnect. You copied the form of World of Warcraft tank classes, but you failed to infuse any of Final Fantasy’s heart into the Jobs to make them your own. You need to fix this.

    The nostalgic elements that have defined the Final Fantasy universe for three decades is what drew me and many others to this world. Personally I was very reluctant to buy the game and try FFXIV when it was first released because I took one look at the ability lists for Gladiator and Paladin and it didn’t seem very FF inspired to me. I feared a repeat of FFXI’s “Everquest with Final Fantasy flavor-text” experience that I did not want again.

    Because hardcore MMO gamers like myself research these games before buying them (we want to ensure our time and money won’t be wasted on a game we won’t enjoy), I believe the developers missed a huge opportunity to take advantage of the nostalgic sentiment that we have for iconic melee characters like General Leo, Terra, Celes, Cloud, Squall, Tidus, etc, when they designed the Gladiator class. At least change the darn ability names. I believe this is a small and not time consuming tweak that would have a huge impact.

    (I would also suggest renaming many of the Marauder and Warrior abilities, too, probably drawn from the melee ability lists of games in the Final Fantasy Tactics series but I don’t have the time or inclination to level up a Warrior just to examine their ability animations).

    The third reason is that playing a tank -- at least a Paladin -- is harder than it ought to be on the PS3. I have no experience with the PC version so it may be different but because the targeting system is so crappy I have trouble provoking mobs that are attacking the player. By “crappy” I mean the targeting system often skips over mobs that are directly in front of my character and jumps to a mob at the back of the room. There are encounters like in Aurum Vale where I fight the game’s controls more than the monsters; the fruit are nearly impossible to select with only a controller (suggestion: it’d be easier to trigger a fruit by walking over it just walk over it) because of the poor target selection system for the PS3. I can literally be standing in front of an fruit but unable to select it no matter what direction I cycle through, forcing me to constantly reposition myself until I get the fruit or die trying.

    Some FFXIV legacy players might scoff at these suggestions but I think they would do a lot to encourage people to play the Gladiator / Paladin class. With how the abilities are named right now it is NOT clear how this Job has anything to do with past Final Fantasy characters; you’d need to have an encyclopedic knowledge of FF games to get the references. It needs to be more obvious. I suggest you make the name changes now while the game is still early in its life-cycle, while the player made guides can still be easily updated.

    I'm not trying to be rude but you need to understand what the players want. Nobody buying this game cares about brand new made-up gods like Halone that do not appear in the main story of FF XIV, and have never been in previous FF games. We have no sentimental attachment to “The Twelve” because they are never introduced, and they NEVER appear in the storyline, so we have no reasons to care about them. Unlike the Primals they do not have three decades of legacy supporting player attachment to them.

    Therefore, naming abilities after The Twelve is meaningless to the player. Names have power; if you had instead called Rage of Halone “Omnislash” or “Renzokuken” the playerbase attachment to the Gladiator would be significantly higher, and therefore the desire to play one much more prominent. Then when a mediocre damage ability is named something very notable like Riot Blade, the poor use of a powerful name detracts from the experience. I was initially excited to unlock Riot Blade, but then I realized it’s not part of the DPS rotation, but instead a way to recover MP for Flash spamming. Riot Blade is an iconic limit break for a beloved FF protagonist, Terra and it did tremendous damage. Thus you have inconsistent branding issues with the Gladiator class and it detracts from the enjoyment of the game while playing that class.

    Some of the design decisions I’ve seen (like Odin’s sword Zantetsuken not being a very good lv50 weapon stat wise) make it appear you don’t fully grasp the appeal of a FF MMO to fans of the franchise. The majority of people who decide to play FF XIV want to experience a Final Fantasy universe and use iconic Final Fantasy abilities on characters that look and feel like iconic Final Fantasy characters. We do not want yet-another-Tolkien-inspired-fantasy-setting with the bulk of the game concept bored from Everquest and World of Warcraft. The MMO market is flooded with “Not-LoTR” worlds and I personally am tired of those games...the most enjoyable parts of FF XIV are the end-game content focused on nostalgic things, like the Empire from FF6, Ultima Weapon from FF7 and the primal fights. Sunken Temple is obviously the Stillshrine of Miriam from FF12. I even liked the Demon Wall, and I’m going to assume Cutter’s Cry is supposed to be Antlion’s Den from FF IV. I am looking forward to Crystal Tower as well. But a lot of the other dungeons are forgettable and its because they could have been in any other game.

    Story wise, there is tons of nostalgia infused into the game. So I believe you must understand that nostalgia is important for the players, otherwise it'd not be there. And while the story is very good and filled with references, the GAMEPLAY is lacking in the nostalgic "feel" of a FF game. Sure, my Gladiator looks really bad-ass doing his FF style attack animations but he looks bad ass while doing very little damage. It's hard to feel epic when that is the case.

    So when it comes to the problem with tanks, not applying the same level of care you took to creating the storyline as to the gameplay of Gladiators and Marauders is what is causing much of the disconnect. You copied the form of World of Warcraft tank classes, but you failed to infuse any of Final Fantasy’s heart into the Jobs to make them your own. You need to fix this.

    The nostalgic elements that have defined the Final Fantasy universe for three decades is what drew me and many others to this world. Personally I was very reluctant to buy the game and try FFXIV when it was first released because I took one look at the ability lists for Gladiator and Paladin and it didn’t seem very FF inspired to me. I feared a repeat of FFXI’s “Everquest with Final Fantasy flavor-text” experience that I did not want again.

    Because hardcore MMO gamers like myself research these games before buying them (we want to ensure our time and money won’t be wasted on a game we won’t enjoy), I believe the developers missed a huge opportunity to take advantage of the nostalgic sentiment that we have for iconic melee characters like General Leo, Terra, Celes, Cloud, Squall, Tidus, etc, when they designed the Gladiator / Marauder classes. At least change the darn ability names. I believe this is a small and not time consuming tweak that would have a huge impact.

    (I would also suggest renaming many of the Marauder and Warrior abilities, too, probably drawn from the melee ability lists of games in the Final Fantasy Tactics series but I don’t have the time or inclination to level up a Warrior just to examine their ability animations).

    The third reason is that playing a tank -- at least a Paladin -- is harder than it ought to be on the PS3. I have no experience with the PC version so it may be different but because the targeting system is so crappy I have trouble provoking mobs that are attacking the player. By “crappy” I mean the targeting system often skips over mobs that are directly in front of my character and jumps to a mob at the back of the room. There are encounters like in Aurum Vale where I fight the game’s controls more than the monsters; the fruit are nearly impossible to select with only a controller (suggestion: it’d be easier to trigger a fruit by walking over it just walk over it) because of the poor target selection system for the PS3. I can literally be standing in front of an fruit but unable to select it no matter what direction I cycle through, forcing me to constantly reposition myself until I get the fruit or die trying.
    Purple part is doubled. ;p

    Interesting read, I think I have to disagree about the mount, if people have to level a job all the way to 50, some might find tanking fun and will stick to it, some might even play it on occasion, I might even do that...
    (2)
    Last edited by BunnyChain; 02-19-2014 at 06:55 PM.

  3. #3
    Player
    Macka's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    412
    Character
    Macka Na'vatru
    World
    Diabolos
    Main Class
    Miner Lv 50
    Quote Originally Posted by BunnyChain View Post
    Purple part is doubled. ;p

    Interesting read, I think I have to disagree about the mount, if people have to level a job all the way to 50, some might find tanking fun and will stick to it, some might even play it on occasion, I might even do that...
    You know how 3 lawyers that been practicing law for 10yrs get together and make an ad saying "Over 30yrs of experience". That's what he did lol.
    (3)

  4. #4
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by BunnyChain View Post
    Purple part is doubled. ;p

    Interesting read, I think I have to disagree about the mount, if people have to level a job all the way to 50, some might find tanking fun and will stick to it, some might even play it on occasion, I might even do that...
    Fixed it, thanks for pointing that out. I must have accidentally copy and pasted the same section twice.
    (1)

  5. #5
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by therpgfanatic View Post
    I have not only played multiple MMOs for three decades, but in the past I worked professionally as a game systems designer on a long running MMORPG.
    Not to detract from your ideas, as I feel constructive feedback should be encouraged, but three decades playing MMOs is a little misleading considering MMOs didn't surface until the late 90's (UO '97 / EQ '99) so at most you could have been playing them for 17 years.

    Having your friend sit by your side while you played Adventure on the Atari back in '79 doesn't classify as MMO either.
    (6)

  6. #6
    Player
    therpgfanatic's Avatar
    Join Date
    Feb 2014
    Posts
    330
    Character
    Charlemagne Martell
    World
    Malboro
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Grizzlebeard View Post
    Not to detract from your ideas, as I feel constructive feedback should be encouraged, but three decades playing MMOs is a little misleading considering MMOs didn't surface until the late 90's (UO '97 / EQ '99) so at most you could have been playing them for 17 years.

    Having your friend sit by your side while you played Adventure on the Atari back in '79 doesn't classify as MMO either.
    MMOs have been around since the late 70s, beginning with MUD1 in 1978. So they've been around for nearly four decades.
    (5)

  7. #7
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by therpgfanatic View Post
    MMOs have been around since the late 70s, beginning with MUD1 in 1978. So they've been around for nearly four decades.
    MO's (MUDs) =/= MMO's. Big difference there. Namely the size and nature of the end user. The audience size of the early games were limited by access to technology let alone the facility to actually get online. As such the limited playerbase were generally programmers making games for other programmers not a paying public. Wasn't until the early 90's that some games offered an online facility but it never really became huge until Ultima Online and then Everquest where the genre gained momentum.

    Claiming you have 30 years gaming experience, even online gaming experience, would have been less misleading. Your post would have stood on its own without having to resort to using that as a stamp of credibility to be honest.
    (3)

  8. #8
    Player
    Wadoka's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    595
    Character
    Eilis Tozet
    World
    Gilgamesh
    Main Class
    Summoner Lv 52
    Quote Originally Posted by Grizzlebeard View Post
    Not to detract from your ideas, as I feel constructive feedback should be encouraged, but three decades playing MMOs is a little misleading considering MMOs didn't surface until the late 90's (UO '97 / EQ '99) so at most you could have been playing them for 17 years.
    Not so. For example, the very first truly popular online RPG was the original "Neverwinter Nights", on AOL in 1991, back when AOL was still pay-by-the-hour and you maxed out (most people did this for PvP effectiveness) as a 10/11/11 F/CL/MU. I played a few hundred hours of NWN as "TP Matthew" (I was in "The Protectorate" guild) back in the day. Then, there wasn't a Trinity of roles because we all ended up playing the same exact class and the same skillset

    And there were several VERY popular subscription-only TEXT-based RPG. I also played Gemstone III on GEnie (Gemstone I started in 1988, and could be played over a TELNET connection!), and DragonRealms back then - and Simutronics (Play.net) is still going as far as I know, with Gemstone IV.

    My left wrist doesn't work so well any more because of all the hours I spent outside Wehnimer's Landing (GS3) or east of the Crossing (DR), typing ATT TR (attack troll) over and over and over...
    (2)

  9. #9
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Wadoka View Post
    Not so. For example, the very first truly popular online RPG was the original "Neverwinter Nights", on AOL in 1991
    I already covered this in a follow up post but, keeping it brief, the OP cited 30 years of experience with MMOs when the genre didn't come about till '97 with Ultima Online. Yeah, you could play NWN online, it was an MO, not an MMO. In the same way text-based games, Multi-User Dungeons (MUDs) weren't MMOs. Yeah, it seems a minor consideration but when you're proposing radical class changes on the basis of a misleading statement then it becomes relevant.

    As an aside, I used to raid in Everquest in the early days on dial up and can't even begin to fathom how I managed with a 30 minute disconnect. We used to prep for a raid and I'd often log back in surrounded by corpses because someone had accidentally aggroed the boss while I was frantically dialing up to get back online.
    (0)

  10. #10
    Player
    ZephyrK's Avatar
    Join Date
    Aug 2013
    Posts
    73
    Character
    Zephyr Kote
    World
    Gilgamesh
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Grizzlebeard View Post
    I already covered this in a follow up post but, keeping it brief, the OP cited 30 years of experience with MMOs when the genre didn't come about till '97 with Ultima Online. Yeah, you could play NWN online, it was an MO, not an MMO. In the same way text-based games, Multi-User Dungeons (MUDs) weren't MMOs. Yeah, it seems a minor consideration but when you're proposing radical class changes on the basis of a misleading statement then it becomes relevant.

    As an aside, I used to raid in Everquest in the early days on dial up and can't even begin to fathom how I managed with a 30 minute disconnect. We used to prep for a raid and I'd often log back in surrounded by corpses because someone had accidentally aggroed the boss while I was frantically dialing up to get back online.
    I've been playing MMOs for millions of years. Time is a flat circle.
    (1)

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