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  1. #1
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,265
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by AspectOfWinter View Post
    One of the things I really noticed about FFXIV compared to the single player FFs (that I played) is the way many NPCs have zero respect for the Player Character - in fact, entire Class storylines and sections of the Main Scenario story revolve around you being harassed, beaten, and even manipulated by questgivers and city-state governments alike. According to some other people, this was very much the case in XI as well.

    But in XIV, much of it seems to be because Adventurers in general are freedom-loving, and hence they've acquired a reputation for being untrustworthy. In a game like WoW, by contrast, it's more due to the fact that they're training you military-style
    Ironically enough, FFXI was worse in that regard in that often the player was officially sent on a mission from their home nation, only to find themselves arrested and accused of some trumped up charge through no fault of their own other than they just happened to be in the wrong place at the wrong time or because they were 'guilty by association' with a npc who was violating some official decree (accessing the Full Moon Fountain under Ajido-Maurjido's orders in the Windurst storyline, inadvertently being present when Prishe allowed Bahamut to escape capture by the Jeuno/Zilart authorities in Chains of Promathia) - usually this then involved the player being blackmailed into doing something against their will simply to avoid jail/execution, often with predictable results.

    It seemed more often than not the player became nothing but a tool that differing sinister forces tried to exploit that went far beyond the nations of Altana, simply because of the player character's tendency to stick their nose in where it really didn't belong.

    FFXIV 1.0/ARR takes a similar tack, but at least this time everything the adventurer is doing is with official backing - there's no double-crossing by the three nations just to save their own hides for one thing.
    (1)
    Last edited by Enkidoh; 05-13-2014 at 05:26 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  2. #2
    Player
    Kicha's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    67
    Character
    Kicha Migho
    World
    Lamia
    Main Class
    Archer Lv 70
    I think one of the biggest differences is that in XIV, you truly are a Warrior of Light and are the central hero to the story. There were some stories in XI where it felt like you were the companion, and the story was really being played out by the NPCs. (ex: Prishe)
    Jobs had some quests, but very little in terms of lore generation and it wasn't every 5 levels like it is in XIV.
    (1)

  3. #3
    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 Enkidoh View Post
    Ironically enough, FFXI was worse in that regard in that often the player was officially sent on a mission from their home nation, only to find themselves arrested and accused of some trumped up charge through no fault of their own other than they just happened to be in the wrong place at the wrong time or because they were 'guilty by association' with a npc who was violating some official decree (accessing the Full Moon Fountain under Ajido-Maurjido's orders in the Windurst storyline, inadvertently being present when Prishe allowed Bahamut to escape capture by the Jeuno/Zilart authorities in Chains of Promathia) - usually this then involved the player being blackmailed into doing something against their will simply to avoid jail/execution, often with predictable results.

    It seemed more often than not the player became nothing but a tool that differing sinister forces tried to exploit that went far beyond the nations of Altana, simply because of the player character's tendency to stick their nose in where it really didn't belong.

    FFXIV 1.0/ARR takes a similar tack, but at least this time everything the adventurer is doing is with official backing - there's no double-crossing by the three nations just to save their own hides for one thing.
    Yeah, but what's a good storyline without someone backstabbing another. It made the nations seem more real, and not like some ultimate good.
    (0)

  4. #4
    Player
    Teslo's Avatar
    Join Date
    Apr 2014
    Location
    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    One of the main differences is that the threats in XI were mainly internal. Racism in Bastok (The Galka were persecuted both religiously and personally, used for their massive size as disposable miners and/or builders), feuding princes in San'd'Oria as well as a very shifty religious organization to which the entire nation is devoted, and finally Windurst had issues with forbidden magics being uncovered in an effort to understand and fix the magical structures that seem to be draining the environment and slowly converting lush plains into desert, not to mention the issues involving the Star Sybil being unable to read the future any more (One of the defining features of the position). Also the general mistrust that each nation had for the others, held together only by the independent nation of Jeuno (Which, turns out, was run by the surviving heirs of a dangerous lost civilization!)
    (2)

  5. #5
    Player
    Teslo's Avatar
    Join Date
    Apr 2014
    Location
    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    The threats in XIV are mostly external. A technologically superior country invading, beast tribes summoning dangerous beings, and... Well those seem to be the main issues until the expansion. :P The internal issues, seen mostly in the job quests, are fairly minor in comparison. The differences in the beast-tribes are of note, as well. In XI the Orcs and Yagudo (So much cooler than the Ixali, by the way!) were dangerous, unrelenting foes constantly plotting the downfall of the awakened races. The Quadav (Turtles!) were a minor nuisance in comparison, but they were territorial. Goblins were a constant threat (As opposed to the joke they've become in XIV). Antica plagued the deserts. Tonberries were terrifying denizens of the jungles. Gigas at every turn in the frozen wastes. Skeletons. Ghosts. Tigers. Crabs. CATERPILLARS! BATS! EVEN BUNNIES! Everything was deadly and you never knew which ones wanted to EAT YOUR FACE! *cough* Yeah, Eorzea is a fairly tame place compared to Vana'diel. XD
    (3)

  6. #6
    Player

    Join Date
    Nov 2013
    Posts
    91
    Quote Originally Posted by Enkidoh View Post
    Ironically enough, FFXI was worse in that regard in that often the player was officially sent on a mission from their home nation, only to find themselves arrested and accused of some trumped up charge through no fault of their own other than they just happened to be in the wrong place at the wrong time or because they were 'guilty by association' with a npc who was violating some official decree (accessing the Full Moon Fountain under Ajido-Maurjido's orders in the Windurst storyline, inadvertently being present when Prishe allowed Bahamut to escape capture by the Jeuno/Zilart authorities in Chains of Promathia) - usually this then involved the player being blackmailed into doing something against their will simply to avoid jail/execution, often with predictable results.

    It seemed more often than not the player became nothing but a tool that differing sinister forces tried to exploit that went far beyond the nations of Altana, simply because of the player character's tendency to stick their nose in where it really didn't belong.

    FFXIV 1.0/ARR takes a similar tack, but at least this time everything the adventurer is doing is with official backing - there's no double-crossing by the three nations just to save their own hides for one thing.
    Well if that's true then I guess I should be glad that I never played FFXI...because IMO ARR has some of the rudest, most unappreciative, most unscrupulous NPCs/starting cities I have seen in any MMO.

    And I have played the Horde-side quests of WoW Cataclysm!
    (0)