Just want to point out, people wanted open world NMs too.
Then they released Hunts.
Now people want Leve dungeon bosses that can be spawned in the open world.
The question I keep wanting to ask is, "Why does FFXI, a game designed at the beginning of the last decade and the early days of MMOs, have so much more depth than a game developed this century?"
From BCNM/KSNMs to Elemental strengths/weaknesses of mobs to open world boss mobs in low level areas (yeah, you died occasionally... life is a bitch sometimes!) to NMs across all level ranges that were still relevant until Abyssea to beautiful zones you wanted to explore and the varying weather conditions that subtly altered the experience. There's not one aspect of that game I feel FFXIV has equaled let alone surpassed.
Okay, maybe jump.
Or not.
The hunt is an unbalanced, and unfinished system, it was made in a rush and it's far from what the player base asked for, there's no guarantee they will implement something we want the the way they should, that's why we give feedback.
Also, examples of failed contents shouldn't be used as excuses to not listen the feedback, they should be used as experience.
I'm aware. I'm just pointing out potential outcomes of asking for content on the grounds that it's been there before and people want it.The hunt is an unbalanced, and unfinished system, it was made in a rush and it's far from what the player base asked for, there's no guarantee they will implement something we want the the way they should, that's why we give feedback.
Also, examples of failed contents shouldn't be used as excuses to not listen the feedback, they should be used as experience.
Because just going off their track record already, an open world dungeon with good and unique loot will most likely end up "open world" enough to be there, but then be blocked off by some sort of leve system to make sure "the powerful few don't hog it from the masses".
Yep, but Hunt was a last minute addition and not properly streamlined - think of hunt as that term paper you try do 20 minutes before class, it's not going to be good for anyone. People want 'leve dungeon bosses spawned' because XIV 1.x had a system called Faction Leves, which was the better version of the hunt while using almost the same concept.
There's an area, I think it's in the N Shroud, that has an NPC posted outside that says "Don't go in there! It's too dangerous!" I was under level 30 I think when I went in and I died, promptly. XD
So... what exactly are you wanting that isn't in the game?
Is yall's issue that at level 50 you aren't killed so easily? Personally, I'm okay with that.
The current lore of the game, unlike every other FF or even RPG that I can think of, does NOT include "There are horrible monsters that want us dead in the world now and we have to drive them back". (Instead, we have "These horrible primals have been summoned and we need to send them back to the plane they came from.") So, right now, story-wise, a super dangerous world doesn't make sense. Maybe it will change later on.
I wouldn't mind having some puzzle dungeons. Fewer things to kill; more stuff the party has to figure out in order to advance.
Oh, and flexible party size would be a nice addition. ^^
Good topic.I'd like to see Yoshi P add:
* A Real Party-based Combo System, where you might be able to combine certain attacks like the Triple Tech (CHRONO TRIGGER), Skillchain / Renkei (Final Fantasy XI), or an improved / new Battle Regiment System.
A way where you and your party members can coordinate doing something Meta / NOT just tied to a script or your own basic skill rotations you normally do the majority of the time as it is now.
Any MMO using this system, is not a real MMO; and it belongs in a free-2-play game. I kept playing ARR hoping it would someday become like 1.0 was but a year has passed and my mind is clear now that this game is not what I want it to be. I canceled my subscription because I do not want to support a game that makes fun of human intellect. I am sure even a monkey can be taught to get to level 50 doing FATEs and spamming 1,2,3,4 endlessly to get an attack out. Hey, Yoshi, we are not stupid animals okay. You dont get my money anymore while you belittle my capacity to think and play.
This game is not going to last using their gear treadmill model. All endgame players will quit eventually in time when they realize the game has no potential because the combat system is light and fluffy and relies on dodging attacks.
ARR's combat may be technical, but it is anything but tactical. ARR battles are nothing more than: Perform pre-scripted skill rotation + avoid pre-scripted boss gimmicks.
People en masse like Dark Souls as well, which has virtually none of those features. Your point?
Well put. Agree %100.I will let my feelings about ARR out after playing in its current state of 2.3 patch. The game is lifeless, endgame is memorizing patterns, the battle system is shallow. There is nothing MMO about this game. FFXI people were running all over Jeuno and using AH. In Mhordona, people are like retainers, they sit and queue DF or PF or some instance. I feel Yoshi ruined FFXIV and it is not fair Tanaka didnt get a second chance because SE rushed FFXIV out to the public. Yoshi got 2 years to work on XIV so imagined what Tanaka can do given 2 years more time.
Being a huge MMO and FF fan, I am HUGELY disappointed in XIV's ARR direction. Copying WOW is the last thing I want to play in an MMO. MMO should be a realm to another world. It shouldnt be consisted of bunch of instances. The combat in ARR is too light and boring. Hard to explain. I prefer less button mash and flashy moves. QUALITY is better than QUANTITY. I rather do cool moves once in awhile than a flashy attack every 3 seconds.
Also, don't forget that in addition to 2 years of development time, Yoshi was given a team 9x bigger than what Tanaka had. I don't think SE treated 1.0's development as seriously as they should have - mostly since MMO can be constantly updated and are never really 'complete'. It was only after the sour reception, that they found religion on the matter.
I agree. Yoshi has done a spectacular job with the new engine and graphics, the UI, and much of the quality of life aspects of ARR. But Tanaka did a FAR better job with creating an authentic-feeling fantasy world and having the systems of the game serve that purpose. Tanaka was also much more reserved in his management of 'spectacle'. He carefully limited the amount of flashiness at the launch of the game, and would drip-feed it to players over the expected life of the game in order to always have something new to show.
Yoshi was dumping buckets of glowing weapons, gaudy armor, mounts and minions on the players from day 1. This approached can't be sustained without venturing into complete absurdity and obliterating all sense of legitimacy in the world.
The sweet spot would be to have each working on what they do best.
Last edited by Zantetsuken; 07-29-2014 at 01:36 AM.
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