Copper bell ooh Im so sick of it now !
Copper bell ooh Im so sick of it now !
The RNG in this game.
In fates, in loot drops, and so on, as lots of people already stated.
Also the low level dungeons that roulette has put me dozens of times straight, everyday, on the same freaking dungeon.
But in crafting, RNG is even worse.
I have lost 36 pieces of Coke trying to craft Darksteel Ingot HQ.
In all 4 tries, the chance of high quality was supposedly 84%.
All of those turned out to be NQ Darksteel Ingot >___>
Also, how unbalanced the crafting classes are.
Weaver and Leatherworker have craploads (around 30) of high level recipes (50/50*/50**), while classes like carpenter has hardly any (like... 3 or 4 recipes!!)
The latest patch only made it even worse and more unbalanced than it already was.
the cumbersome UI



You don't have to watch a video for anything. Guess what ? I did a learning party for levi Ex, 8/8 total beginners, first time in, noone had even seen a video or watched a guide. We got to the last add in under 2 hours, and were just missing the flawless run to get the kill.
But yeah "watch a vid before even attempting" mentality, that's what I hate in this game
Claustrophobic Dungeons!
Battle system not complex enough.
No real open world content
Boring stats on gear.
Phase/Rotation fights.
Boss battles "raids" only. No interesting trash mobs or areas.
Lack of rare items.
Lockouts forcing players into statics.
Hard to schedule statics to get content done and if someone doesn't show can't do.
End game require too much "know the fight, one derp and you're out" to get things done. Not new player friendly.
Lack of diverse content. Not enough fun group content.
Fates
Gil seller spams.
Last edited by Doo; 04-21-2014 at 01:46 AM.
I hate how this game makes little attempt to be anything other than a theme park....but luckily they seem to add new rides often enough....
What made me leave was that everything was scripted or designed to be the way it is; its linearity, I guess. SE got good at keeping everyone so busy, they'd rather do "official farming" than play with other people or do community content together. I'm a tabletop roleplayer foremost, so it's more of a personal problem.....trying to make sandbox content in a themepark MMO.
I think the one thing that would bring me back would be player made persistent worlds and a toolset like Neverwinter Nights had. But I'm in the wrong genre then......
I think it depends on who's playing in your world, whether it's more fun or not (not to mention I'm more familiar with D&D and haven't played EVE). But even a mediocre-designed game can be a blast when playing with the right people. ....... if they're not busy farming ATMA and soldiery tomes until the next patch, that is.
Last edited by ruinedmirage; 04-21-2014 at 01:45 AM.
Th only game that succeeded at player made persistent worlds was Eve Online others have just been lackluster. I can see a player made persistent world in a PvP based MMO but a persistent world in a PvE based MMO wouldn't work well.What made me leave was that everything was scripted or designed to be the way it is; its linearity, I guess. SE got good at keeping everyone so busy, they'd rather do "official farming" than play with other people or do community content together. I'm a tabletop roleplayer foremost, so it's more of a personal problem.....trying to make sandbox content in a themepark MMO.
I think the one thing that would bring me back would be player made persistent worlds and a toolset like Neverwinter Nights had. But I'm in the wrong genre then......
You should know what you re talkin about, one day.
I mean its not like Shadowbane, Mortal Online, Ragnarok Online, Tera and some other games failed in that department huh
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