I never played XI so I'm confused how FATE parties aren't essentially the same thing.
I never played XI so I'm confused how FATE parties aren't essentially the same thing.
Last edited by Cutie_McSnuggles; 04-13-2015 at 01:56 PM.
From what I understand, leveling up in FFXI was a LOT slower than FFXIV and since FFXI practically required you to find other people to do almost anything in the game, people would form parties purely for EXP per hour gains. Since FFXIV makes leveling up almost trivial, asking for a party just to EXP farm isn't even needed unless you want to lessen the boredom.
FATEs are more dynamic. FFXI grind parties are just killing the same enemies over and over, as fast as possible.
It was ALWAYS crabs.
Last edited by kyuven; 04-13-2015 at 02:01 PM.
The way old school FFXI exp parties worked was. You got 6 person party had to be balanced party you went to some camp and killed the same monsters over and over. For example you would go to kufta tunnel and kill Robber Crabs, wait for respawns kill the Crabs again.
Please forgive me. I still don't understand how it's that different. You can still get together with a group of people (party). You still kill the same things over and over (FATEs). And you still get EXP out of it.
Right? I'm not seeing what the difference is, either. Maybe you just had to be there?
Indeed, frankly it sounds like what OP is asking for is worse that what we have currently...
I mean, it you want to make a group and kill some mobs for pitiful exp, go ahead? Or is that you want mobs to give more xp? I just don't see the point given we have fates. If it's just that you want to stand in one place and wait it seems incredibly lazy....
Well, as somebody who's tried to level by grinding.. I would like to see exp from killing bumped up a little bit, it is way too inefficient. But having said that, it shouldn't be the primary mode of leveling for most, it's just there as something you can do, for loot, chocobo leveling, etc. Can't have best of everything.Indeed, frankly it sounds like what OP is asking for is worse that what we have currently...
I mean, it you want to make a group and kill some mobs for pitiful exp, go ahead? Or is that you want mobs to give more xp? I just don't see the point given we have fates. If it's just that you want to stand in one place and wait it seems incredibly lazy....
The reason why no one talks in dungons, raids, and the like is because most people, in spite of it being an MMO, only care about "progression", i.e. EXP and gear for the sake of EXP and gear. "Friends" are just a term for people to help you with content you can't solo, or do things you can't be bothered to do (like tank, heal, kite adds, etc.) for the sake of doing "fun" things like DPS.
Thing is back then level sync didn't exist, and jobs didn't have shield or a plus sign to tell you what "role" was. A lot of jobs didn't even grind well unless you had ridiculously overpowered gear (read: be prepared to spend a lot of time ALONE farming and camping to get said gear). Since 1-75 was simply 99.9% PUGs, and most people flock to "path of least resistance" mobs, most people had little incentive to level (or even use) their axillary skills. You have samurai that don't have Archery leveled, Dark Knights not using their magic (and missing spells), Warriors that don't tank, Blue Mages and Black Mages acting like glorified cannons, and I even had a Puppetmaster in Dynamis in full AFv2 that didn't have his healing puppet frame. "Experience" parties are nothing more than a mind-numbing grind with strangers, who only value you if you discard everything about your character to make the numbers as big as possible. That's not counting the fact people are EXTREMELY picky about what jobs to use.
All of this also means when it came time to "adventure" people had no idea how to do ANYTHING in their jobs outside what it's "role" was. If the fight actually had mechanics involved like "reading a chat log and if a mob uses a certain ability stop DPS or you will heal it", "use item X to stop it from using its special nasty party wiping move for 30 seconds", "stay with the party and pay attention to where you are going, don't just run off and explore somewhere", "bring status recovery items and other supplies to make it easier on the healer", and everyone's personal favorite, "read up on fights and know what to do". Most people just want to burn these fights with either BLMs or Melee DPS, and it generally goes wrong 95% of the time.
TL;DR Experience parties suck. Most of the time you do them with strangers, your mind goes numb, and its like being power leveled in you don't know the intricacies of you job.
It is different in a couple ways. FFXI you had a camp you pretty much stay in the same spot killed like crabs for example, wait for them to respawn kill the crabs again. While with fate parties you had to run around. FFXI required very balanced party set up having a healer, tank, mp refresher (bard/red mage) usually 3 damage dealer jobs. Fates is invite anyone.
FFXI purists do not like the fact you run around to do fates and you don't need have to have a balanced party to exp. They want to kill the same mobs over and over in 1 spot without having to move with a full balanced party. However this caused issues with certain jobs being very in demand, tanks, healers, support, and dps sat around for hours trying to get a party because they were the most played. FFXI didn't allow you to exp solo at all really you must of had a party which caused a lot of people to stop playing since you couldn't do anything without a group.
Having played both games I would take FFXIV exp system over FFXI any day it could take over a month to cap a job, if you played something like a drg which nobody wanted it would take maybe 6 months to hit the cap.
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