


I doubt there are enough people who would be interested for this to be worthwhile to be honest.
Even some who would be interested probably wouldn't join in because they wouldn't want to start over on a new character or lose housing, FC friends, ect with a server transfer.
I'd be interested in this! In fact, if they somehow made it so DF only gets players from that server pool, even better! It would help in actually building a community.
Alternately add mechanic rich Bosses to the hunts, and give extra drops if the kill is achieved by playing the mechanics, rather than simply burning the boss.Plus I am pretty sure it isn't even possible at this moment to have open world encounter that would use mechanics aimed on different people who wouldn't even be party members. Stuff like Carnage in A4S or tethers in A3S. I believe you have to be in a party and a separated instance which registers you as a single party to be able to be influenced by such "savage" skills.
Similar things that been suggested before such as breaks and staggers as a mechanic offer a glimpse of this type of play. It'd take some work of course, but it would give a legitimate reason for people to care about the mechanics - and learn them.





^This basically sums up this thread. Really, the loudest complaints about the difficulty of this game always come from stubborn hardcore FFXI fans upset that this game is not a HD FFXI and that they are now not top dog but just little fish in a very big and crowded pond (and I say that as a long term FFXI fan who has played FFXI for over 10 years - I still love FFXI but I have never been blinded to it's many faults and shortcomings either). This game will never be like FFXI, a game that was based on Everquest, a much earlier generation of gaming. FFXIV is an example of modern game design, the WoW model of MMOs, which yes, means a more casual, newbie friendly environment.So...basically you guys want to play Final Fantasy 11 with a 14 re-skin?
Seriously, players less and less want "hardcore" mechanics like punishment upon death, and tedious overworld travel through dangerous areas.
"Hardcore" MMO's in the past years have been huge flops and the money is clear, players don't want them anymore. SE would not spend this time, almost re-designing everything in a game and dedicating it to it's own server, just so a small majority can enjoy it.
They have a history of removing difficult, tedious content from the game. See: Steps of Faith, Bees from original Amdapor, the fact that Savage difficulty is being reduced in the new raid (because not enough people were playing it).
'Open world' content worked in FFXI because it's very design revolved around it. It's battle system was designed so that only you could attack a mob and no one else could unless you were in a party with them, leading to sordid affairs like kill stealing and bots claiming NMs as soon as they spawned and no one else was legitimately able to get a look in. That and we've already seen what happens when a Hunt NM or a high end FATE spawns in FFXIV, it becomes an absolute zerg fest because like all good modern MMOs, you are free to attack any mob even if someone else is fighting it - any attempt to expand that would just be more of the same, and the complaints would begin again. And as mentioned above, a hardcore server would just be wasted labour and development time to change the very structure and design of the game to keep a handful of hardcore players happy, that's just being realistic.
Considering the amount of players/subscribers that FFXI had at it's height circa 2005 never broke the 400000 subscribers mark, and yet FFXIV ARR broke that before it was even launched, I think it's pretty telling to SE where the money lies. And it's not in an older style of gameplay like FFXI.
If you want to play a FFXI style MMO, play FFXI! Because FFXIV will never be like FFXI, it is designed with new, casual, laid-back players in mind. Accept that and enjoy the game, or don't and leave. It's your subscription, your choice.

They should add ZNMs to ffxiv so hardcore players have stuff to do



I would support this, the challenge would be in the duty finder, when linking to other worlds. Perhaps They would start with one, and grow it from there if it was successful. Other then the servers needed to run it, I don't see a real draw back, if it didn't take off and no one played on that server, then we'd know then, but I think it would have great potential. No world transfers thoughI would like to see there be a world we could migrate too that was more difficult and strict with the game mechanics. Things like open world mobs can kill you but yield greater rewards. Dying has greater penalties so its not just easy to hp or get raised and keep chugging along.![]()
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Wildstar didn't do so well at first since i had a bunch of broken systems in the game at first (not relating to open world), though when the game went into most of its final stages the problems were all fixed and the game is extremely stable and fun. Only problem is the playerbase was small, mostly due to the upcoming mmos like ff14 and black desert. Thats why the game "flopped" as you said. There is openworld pvp but thats optional. If a player is that much of a baby to be worrying about what others are doing and quit then they shouldn't even be playing online games, period. I recommend giving wildstar a try.![]()
Last edited by Kurogaea; 01-27-2016 at 12:38 AM.
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