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  1. #1
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by mysterytaru View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
    Indeed, If its not one complaint its another, and when that compliant gets heard they complain about it some more about... Its one thing to complain and it gets heard..but it's totally different when I complaint gets heard... and they are still not satisfied. 1.18 came out with the groundwork of this future's game I guarantee you that this games direction is pretty much set in stone, if you don't like the way its going.. I really don't know what to tell you anymore. All I know is I love the game and i'm actually playing more on the game then on here, shows something....
    (0)
    Last edited by Baccanale; 08-06-2011 at 02:27 PM. Reason: Quoting content that was edited by Moderator due to violation of Forum Guidelines.

  2. #2
    Player
    weeble's Avatar
    Join Date
    Mar 2011
    Posts
    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by mysterytaru View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
    what ever, OUR game...same ish. and i almost never start a thread i post in it, and what i type in it always has something to do with the thread at hand. if it sounds like the same complaints then stop posting threads that are all basically the same. if you want them to all be happy and joyeous threads on how we love everything then go tickle a rainbow or something.

    i think your all deluted, this game will probably get harder and harder not the other way around. they will suck your money and slowly u'll realize that your playing something more hardcore then casual ...and either way it was said to be for both. not just 1. and as u can see the population didn't rise, if anything it probably went back down. and i garentee u that if the endgame was full linkshell endgame, that more then half of the players that came back would have stayed to enjoy the endgame.
    (2)
    Last edited by Baccanale; 08-06-2011 at 02:28 PM. Reason: Quoting content that was edited by Moderator due to violation of Forum Guidelines.

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    11
    Hey dudes, I usually labeled as a "troll", "hater" on the forum before 1.18 cuz I always ask for more in this game.

    But, a dungeon with tons of drops; good time to spend with your fellows LSers; If you don't like it... go crafting; If you don't like crafting, go fishing; oh Fishing? Boring? flirt with da shemale role playing cat women in town; social activities aren't your cup of tea?.... oh well... I heard FFXIII 2 is coming out.

    So what do you expect?
    /sh LFM Blitz Ball group 3/6 PST <-- this? hmm... I mean... at least tell SE what you want in da suggestions forum would be more helpful imo.

    well, after all those "trolling" "flaming" "finger pointing(not the middle one)" or what so ever. I do agree more works are gonna be needed in this world. But 1.18 seems to be a good big step.
    (1)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    462
    Still loving the raids (A bit on the easy side, only thing that makes it hard are the screwups you always get stuck with :P)... But I don't chain them to oblivion like most people >.< Haven't ONLY been doing them or grinding the gear there :P Anyone who doesn't like em doesn't like the content period or are one of the people who wanted SE to put restrictions on them because they're too stupid or lazy to do it themselves cause they have no self control and feel like they HAVE to do it cause other people do it or there's nothing else out there (These are the people that never MYOB in RL lol) and also wanna hamper other peoples ability to choose when they can/wanna do em^^... just saying Haha

    Tl Dr ... It's only been a couple weeks, no one in their right mind should be tired of them xD Unless they didn't like em in the first place or first run :P
    (3)

    ~Rationality falls quite short for those living in their own world~
    "See the world for what it is, not for what you want it to be!"

  5. #5
    Player
    weeble's Avatar
    Join Date
    Mar 2011
    Posts
    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    who cares why, that just means linkshells only need 8people not 100. small party endgame for a pve game is just half a game. i like the dungeon, infact i been doing it every day, probably 4-8hrs a day most days. games aren't really shortening the numbers in new games comming out, they making them so they can be done with both numbers, pq's and real world battles that any all all players can come into and play without even inviting people you end up in a battle with 5-10-30people in it.

    also i never played wow, i played ffxi and there large endgame was done very well and was very fun and kept everyone in the battles busy and entertained. yes salvage and the other 6man stuff was fun, but it ain't no ks, or large party endgames. only real reason to remove this is to create mmo's filled with small dinky little linkshells and clicks where no one even does regular grinding outside of there groups.
    (0)
    Last edited by weeble; 08-05-2011 at 02:53 AM.

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    292
    Anyone tired of people constantly whining about everything in this game but never quitting?
    (15)

  7. #7
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Quote Originally Posted by mysterytaru View Post
    Anyone tired of people constantly whining about everything in this game but never quitting?
    I plan to have your children.

    Weather you like it or not!
    (5)

  8. #8
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    tired? not even close
    (3)


  9. #9
    Player

    Join Date
    May 2011
    Posts
    9
    Hmm this is barely a dungeon, its more of a BCNM. You can practically pass thru all the mobs and head for the coffers and bosses, that's just bad design IMO. Even if the bosses were hard(which they aren't), running thru a dungeon in less than a hour, would hardly feel like a achievement. Thankfully this have easy fixing, and should serve as lesson to dungeon designing. Its just a matter of look into other MMOs, cause like it not, there are things that you have to emulate in order to be successful. This are a couple of ideas, what IMO should be taken into account for future dungeons/instances. Or even a simple hot fix could the current ones. Please take you time to read all of them before passing judgement, since some are tied to others in order to workout.

    - More Bosses - You CANNOT have only 2 bosses per instance and call it a dungeon, that's just madness. 3 IMO should be the minimum. And you should make a final boss per instance, but only reachable after killing the other lesser tier bosses.

    - Oriented Goals - Entering with a goal set would really boost the replay value of a dungeon. Not just entering to beat everything that gets in your way or a timer running out. Goals could go from, clearing specific areas of the dungeon in order to progress, getting from point A to B in a specific amount of time, locating X key-item or mob in random or roaming spot around the dungeon, or a mixture of all of them, etc. You can take a quick of what IMO has been one of the best designed instances in-game at its time in Zul'Aman and their famous bear runs.

    - Bigger Dungeons / Restriction of Areas / Expanding Time Limit - Answer this... What would be your impression if the first time you enter a dungeon(which took so much time to develop) with cool cut scenes just to pass by all mobs, picking up treasure chests and heading strait to easy bosses... COME ON!!, Dungeons like that could be implemented in a daily basis, just program a huge tunnel, lots of mobs in the way, some treasure chests (which you don't even need to stop in order to open) and at the end of the tunnel a random boss, which will magically disappear all other mobs behind you, so you can fight him... COME ON!!. Make dungeons bigger, while restricting the access further until cleared or another goal has been achieved, and while this would make the instance take longer, it would just be a matter of having time extensions after achieving such goals. Or having dungeons have bigger reset timers, depending on the size of it. All this things can be seen in FFXI Dinamis, i don't understand why it was by pass on FFXIV.

    - Difficulty Setting - So not everyone can spend the time to be doing longer or bigger dungeons, nor the skill to do all the things i am suggesting, easy solution to that just incorporate difficulty setting option to the dungeon before entering that would change the objectives and difficulty of it...Normal/Heroic anyone? that simple, some of us want a challenge, and i think doing dungeons with different difficulty modes would expand the life span of them, giving the players more to chew, while allowing you guys to have more time to improve or introduce new content. Of course harder mobs would also mean better rewards or even extra bosses, i dunno, that would be up to you, but they would and SHOULD have a extra incentive to finish.

    Well these are kinda like the basic stuff IMO that should be taken into account, while there are other stuff like Tokens for trade in rewards and not just waiting for drops could also do wonders for the replay of the dungeon, is not necessarily a must, but a plus. What do you think?
    (2)

  10. #10
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by Eustass_Kidd View Post
    Hmm this is barely a dungeon, its more of a BCNM. You can practically pass thru all the mobs and head for the coffers and bosses, that's just bad design IMO. Even if the bosses were hard(which they aren't), running thru a dungeon in less than a hour, would hardly feel like a achievement. Thankfully this have easy fixing, and should serve as lesson to dungeon designing. Its just a matter of look into other MMOs, cause like it not, there are things that you have to emulate in order to be successful. This are a couple of ideas, what IMO should be taken into account for future dungeons/instances. Or even a simple hot fix could the current ones. Please take you time to read all of them before passing judgement, since some are tied to others in order to workout.

    - More Bosses - You CANNOT have only 2 bosses per instance and call it a dungeon, that's just madness. 3 IMO should be the minimum. And you should make a final boss per instance, but only reachable after killing the other lesser tier bosses.

    - Oriented Goals - Entering with a goal set would really boost the replay value of a dungeon. Not just entering to beat everything that gets in your way or a timer running out. Goals could go from, clearing specific areas of the dungeon in order to progress, getting from point A to B in a specific amount of time, locating X key-item or mob in random or roaming spot around the dungeon, or a mixture of all of them, etc. You can take a quick of what IMO has been one of the best designed instances in-game at its time in Zul'Aman and their famous bear runs.

    - Bigger Dungeons / Restriction of Areas / Expanding Time Limit - Answer this... What would be your impression if the first time you enter a dungeon(which took so much time to develop) with cool cut scenes just to pass by all mobs, picking up treasure chests and heading strait to easy bosses... COME ON!!, Dungeons like that could be implemented in a daily basis, just program a huge tunnel, lots of mobs in the way, some treasure chests (which you don't even need to stop in order to open) and at the end of the tunnel a random boss, which will magically disappear all other mobs behind you, so you can fight him... COME ON!!. Make dungeons bigger, while restricting the access further until cleared or another goal has been achieved, and while this would make the instance take longer, it would just be a matter of having time extensions after achieving such goals. Or having dungeons have bigger reset timers, depending on the size of it. All this things can be seen in FFXI Dinamis, i don't understand why it was by pass on FFXIV.

    - Difficulty Setting - So not everyone can spend the time to be doing longer or bigger dungeons, nor the skill to do all the things i am suggesting, easy solution to that just incorporate difficulty setting option to the dungeon before entering that would change the objectives and difficulty of it...Normal/Heroic anyone? that simple, some of us want a challenge, and i think doing dungeons with different difficulty modes would expand the life span of them, giving the players more to chew, while allowing you guys to have more time to improve or introduce new content. Of course harder mobs would also mean better rewards or even extra bosses, i dunno, that would be up to you, but they would and SHOULD have a extra incentive to finish.

    Well these are kinda like the basic stuff IMO that should be taken into account, while there are other stuff like Tokens for trade in rewards and not just waiting for drops could also do wonders for the replay of the dungeon, is not necessarily a must, but a plus. What do you think?
    Maybe easy for you Mister Elite
    (3)

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