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  1. #11
    Player
    ZellosWilder's Avatar
    Join Date
    Aug 2013
    Posts
    105
    Character
    Zellos Wilder
    World
    Lich
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Luvbunny
    - Content: yes it has so many of them, since it has many more expansion. But bottom line, it is the SAME exact thing, grinding with gated time on how many you can do per day/s/week. Not to mention it gets overtly complicated, and they LOVE to make you GRIND for crap before you can even do the actual endgame stuffs. Get key item, do this, buy this but you must farm that said special currency. Bloated overtly complicated, unnecessary time sink grind just to extend gameplay.
    Then you need to ask yourself why are you playing a MMO? Since all MMOs are definition of grinding if you dont like doing so then theres no point playing a MMO but if you continue to play you need to stop complaining about them... and my point was that in XI per expansion they always had new content that were always unique and different than to what was previously in the game things that were creative, whereas 14 so far its the same as 2.0 content tomestone roulette grind, ex farming grind, alexander/coil THE SAME SYSTEMS where is the creative new endgame? (like Nyzul Isle) where is some side content maybe with smaller groups that isn't just dungeons? there isn't anything new.

    Quote Originally Posted by Luvbunny
    - Sure, stats are more flexible, but at the end of the day, there are certain optimal sets, and you must follow them or don't ever wish to be included on endgame.
    Talking about actually STATS in the game's system, there's the main stats (VIT, STR, DEX, MND etc) but 11 also has like Shield Skill, Enmity, Haste, Damage Taken, Magic Damage Bonus, Enhanced Rampart, Element Resistance, Occassionally attack more than once, Drain weapons, Pet haste, crit dmg, crit chance etc on gear. Having more different stats makes the game more fun, it's boring when its the same main stats with a few with extra stats like det/crit to go along with them 4 different stats on each piece of gear there is no variety on gear and there is always 1 BiS not a few to select from.

    Quote Originally Posted by Luvbunny
    Rdm/War, just because yeah? How about War/Whm, cuz I want to be able to heal yeah? Nope, do not need this. FF14 is much more focused, curated and simplified.
    Actually RDM/WAR was an option as there were certain times were RDM tanks were used due to their MDB trait ofc not a fully fledged tank but geared correctly with enmity etc it is a choice something which you as a player can do as an option to change up gameplay for yourself just like how RDM/NIN was such good at soloing hard NMs and if your soloing WAR/WHM isn't a bad idea in besieged or campagin or if you are exploring certain areas where sneak/invis are required. That is also why XI was amazing they did not tie you down into certain things they gave you options even if some weren't as good as others.

    Quote Originally Posted by Luvbunny
    - Gil and crafting, please do not get me started on this.... FF14 does a much better jobs. I don't ever ever need to buy ANYTHING from the auction house if I choose to spend some time getting things and do research on wiki or reddit. All the BiS gears are from actual events you must do and EARN the rewards. Gils are useless unless you want to power level craft and play Animal Crossing FF edition. Oh yeah, and if you want to make relic weapon FAST and skip all the grinding materia by yourself, cuz you know, apparently people really hate grinding but want to have the weapon ASAP now, and yet complaint when originally, at level 90, the relic quest is rather manageable.
    My whole point was in XI they had both event gear from endgame content and gear from AH from crafting and if you remember they had abjurations items which required crafters to make cursed gear -1 some of the best gear in game, which actually made all the crafts useful to lv up to create these items and there were certain pieces which were a must to obtain from the AH but in 14 ARR they had basically made the crafting system pointless when you can level them all to the max/gear why even use the AH? That's where gil starts to build up and you start to feel as though it is not needed for anything both of these things were better done in FFXI since 100 was the cap for your main craft and you subcrafts were 50 capped pre-abyssea so you were then given the option to take your fav craft up to 100 while using it to make gil to buy stuff from the other 100 crafters that you did not chose. In 14 Why even lv up any craft all at? there's no point in having alot GIL, it is pointless as there is no need for it in 14 until they have something where you feel like making gil or crafting is used for something that just isn't vanity then crafting becomes useful atm the items you make are pointless except for a few like HQ food or poison potions.

    Quote Originally Posted by Luvbunny
    - FF11 story is ok, not great but not bad, too many fetch quest just like FF14, but done in far far far far worse style. The amount of time sink for the sake of "well we just wanna make sure you farm random key item for an hour or two" is ridiculous. No thanks. FF14 is far more focused, streamlined and way better, 3.0 is the step in the right direction. FF14 CS blows FF11 out of the water. CoP is the most atrocious expansion ever, one of the worst missions ever designed in a game. Glad they totally nerf this now. All of those complainers about 3.0 content being gated, they must never play CoP on its original state lol. The amount of sadistic torture FFXI implemented to make sure only 10 percent of their player base ever reach Sea is just bad design decision. Here in FF14, you can access all the theme park content once you finish MSQ that is rather easy to do.
    You gotta to be kidding me? Too many fetch quests? Going into the promies for the 1st time was such an unique and fantastic experience, the atmosphere of that place was mindblowing as a noob, how about climbing up the mountain in attohwa chasm quest? such an unique and creative way of doing a story quest trying to figure out how to climb up without falling this was fun to figure out, how about going through the temple of Uggalepih? getting lost through the jungle and figuring ur way through the temple using the paintbrush or what about heading towards the shadow lord going through the castle? This was a Journey! An Adventure! You seem to of forgotten the best parts of the story quests.... and what makes RPGs so great, you can't do any of those in 14 which is why 11's is superior, they may of took longer to complete but it felt rewarding to do so I haven't felt any achievement for completing any of the story from the 14 main quest from either ARR or HW most of it feels like filler and you steamroll through it all without any kinda feeling of omg this boss is so powerful making them feel like a truly almightly villain not really sure King Thordan is a god? they didn't make it seem so during the fight as it lacked any kinda of difficulty which dumbs down the overall story of trying to portray them as true evil characters.

    As for the endgame being tied to finishing the story in 11 not the best idea but it doesn't make the story any less than it was... and they at least changed this for The ToAU expansion where you didn't need to complete all of it to access those endgame same for SoA expansion etc

    Quote Originally Posted by Luvbunny
    - FF14 world is far more beautifully designed, very curated, and the creator spend a great deal of time crafting each areas with love. Each is diverse, very immersive and comes alive.
    14's world is visually better looking and stunning but better graphics isnt everything as a world itself there is too much tied within dungeons you cannot access to enjoy exploring those whereas in 11 its all interconnected apart from some battlefields. Exploring the world of Vanadiel is miles more better than exploring the world of Eorzea where is the mines to explore? where is the jungle to get lost in? where is all these places where I can get lost in there isn't any in 14 they are all in dungeon form which nobody wants to explore only to complete for exp or for tomestones, you also can't put quests or npcs in those areas as they are dungeons.

    Quote Originally Posted by Luvbunny
    The music is just as good as FFXI, some music is better here (those primal).
    All FF games have good music and it ends up becoming more about taste and not "better"

    Quote Originally Posted by Luvbunny
    - Dungeons are far nicer here. Mechanic is far better here.
    11 didn't have any instance dungeons only battlefields so its not rly the same thing, wheras 14 has instance dungeons but no dungeons outside of DF? and both have their own mechanics which are both enjoyable to play, also don't forget 11 was designed as PS2 game so you are limited into what you can do with mechanics but they still managed to make the fights fun with interesting ways to overcome them.

    Quote Originally Posted by Luvbunny
    - Currency craziness bonanza that will drives you insane... How many different currency must I keep track.... Nope do not need this bullcrap content. I love how FF14 handles it, TWO currency, period, end of story. Simplicity is VERY VERY hard to do, while keep adding features after features are very easy to do. FF14 is great, keep it simple, accessible and yet has quite depth and nuances.
    Well yeah 11 is more than 10yrs old ofc there alot more currency but they actually changed it so that you can see what currency you in your options with updates so its simple to see which currency you have, 14 also has more than 2 currency if you count everything soldiery, law, poetic, wolf marks, gc seals, allied seals, centurio seals, MGP, new crafting and gather currency.


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    The main thing I like the most about 14 than 11 is the combat its more faster paced and not sluggish but when HW has all the same content systems as what we got in ARR it starts to get to point where we crave for something new and refreshing and so far HW has failed to deliver a new system for endgame content, it's just A Realm Rewritten. I never got this feeling with any of the expansions in 11 it should be the same for 14 but it comes down to lazy development wanting to rehash the same things from 2.0 or their priority of wanting to give flying mount took too much away from actually content that players care about.
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    Last edited by ZellosWilder; 07-15-2015 at 01:57 AM.