Yes, but you wanted to know the difference, and I provided you with the answer.
Dumb down anything enough and they become basically the same thing. FFXII license board and wow talent trees, FFXIII battle system and FFI battle system, etc. At the core WoW and FFXI both use the same concepts from the 1970's (holy trinity and such). So essentially they're the same game!
FFXI also had a massive ammount of open world content before many of these instanced battles started to appear. FFXIV has the exact oposite, more content is instanced than is freely available in the open world.
Fair enough, I just hate when people get hang up on a word Raid.Yes, but you wanted to know the difference, and I provided you with the answer.
Dumb down anything enough and they become basically the same thing. FFXII license board and wow talent trees, FFXIII battle system and FFI battle system, etc. At the core WoW and FFXI both use the same concepts from the 1970's (holy trinity and such). So essentially they're the same game!
I look at the current two raids as they should have been almost an equivalent of a assault in FFXI given what MMOs now can offer.
There was a fair amount of open world content before TOAU. Why we remember the open world NMs though is because of great gear that they used to drop o kotes, strider boots, d rings, etc, etc. Game changing items which XIV obviously lacks completely.
ToAU still had ZNM & came with more open world NMs and such. It had it's fair share of "instanced" style content as well.
It doesn't matter as long as they do a mix of everything. Meaning content separate from dungeons is worth doing.
As long as all the content isn't always us being continually teleported to the event, then we should be fine.
Raids = Fun
The most remarkable difference is how the expansions completely changed the tone of the game. It was very refreshing, which imo is important after playing the same game for years.
RoTZ came with badass bosses and true endgame (even if it ended up being ultimately flawed), while CoP took a story-centered direction. ToAU on the other hand was all about accessibility and gameplay, with novel ideas like Besieged and Nyzul Isle. WoTG took this further and even though it was truly a lackluster expansion as a whole (much like what Cataclysm is ending up to be), it further emphasized the new lowman/solo-focus of the new FFXI with exp and monster difficulty overhauls and fields of valor. And if those expansions did affect the game greatly nothing comes close to Abyssea.
It was simply a fascinating journey. You never really knew what to expect, even if events and content shares some similarities (bcnm/enm/annm/isnm, sky/sea/znm, dynamis/limbus/salvage).
I'll get bored fast if I'll always know what's around the corner- more of the same, in a slightly different setting.
Tbh. This kind of thread sounds just like troll. U should't put word "quit" on your topic.
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