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  1. #1
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    Quote Originally Posted by Answa View Post
    Did... did you just say chocobos and airships started in FFXI? *eyes twitch* Did you? *dies*
    I think that's how it came out, but not what I meant to say lol. I was saying that they didn't start in FFXI, but the success of the same implementation in FFXI also worked in FFXIV.
    (3)
    Last edited by Reliquia; 10-22-2011 at 04:38 AM.

  2. #2
    Player
    Griss's Avatar
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    Griss Stilgar
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    Quote Originally Posted by Answa View Post
    Did... did you just say chocobos and airships started in FFXI? *eyes twitch* Did you? *dies*
    wipe the pumpkin goo out of your eyes and re-read what you quoted. =P


    but to the op.

    (*All xi rambling is from the perspective of pre abysia, pre 76+ player)
    Xi was kind of a mixed bag in retrospect. I think there is a fear of some of the sludge the pearls were mixed in with coming along for the ride into xiv. Hell even some of the stuff that they got right in xi they manage to simultaneously screw up.

    the znm system is a prime example.

    On paper it was really cool kill monsters to progress onto higher tiers of more difficult monsters ultimately culminating with a battle with the warden of all demon souls. Sign me up for two!

    But then you actually got into it, you had to go take pictures of monsters untill you went brain dead to gain the pop items you needed.

    Tinin , Tyger, and Serameya were so stingy with there trophy's that it became a mindless slog up through the tiers. All to have the privilege to fight a boss with some where in the area of 15 forms (pre nerf). A fight that could drag on so long that it actually grabbed the attention of the outside world and not in a positive way.

    The saving grace of the whole system being that the drops from the nm's while climbing the tiers were actually pretty darn good. And this could all be done on the players time table.

    I never beat the A.C.P mini scenario. I just got so tired of climbing that damned tower. I was getting to the same point with the mini games and run when i finaly beat Kupo d'etat.

    As long as the high end content that we keep getting in this game is difficult yet fair and the people building the battles know when to say, Hey i think this enough stuff for them to deal with. all the while keeping the artificial road blocks in getting to said content to a minimum and logical i think things will be alright.

    Sorry i think i went on a bit of a tangent. But hopefully you will be able to see what i'm trying to say here.
    (1)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  3. #3
    Player
    Jennestia's Avatar
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    Kanikou Escaflowne
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    Quote Originally Posted by Griss View Post
    -Snip-
    Exactly, which is why when XIV was rolling around, people figured they'd learn from those mistakes and build off of the good they produced, not make even worse mistakes in some instances.
    (1)

  4. #4
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    AdvancedWind's Avatar
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    Ashley Zeibel
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    Quote Originally Posted by Teakwood View Post
    The funny thing is I never get any actual examples of "taking the FFXI route" instead of "improving on XIV's unique systems" aside from auto-attack, which frankly I violently hate the thought of playing a melee attacker -without- auto-attack, so...

    Do, like, chocobos and airships count, here, because they were the FFXI solution to "move around from place to place quickly"? Should they have somehow modified the anima system to make it less soul-suckingly awful?

    I'm not -actually- trying to come off snarky here for the record, I am just kind of mystified by what exactly is meant by the complaints.
    Well, like I said, things that worked well in XI should surely and absolutely be brought here, specially when it comes to features like chocobos, auction house, party search, etc. We do already draw a lot from XI, by the way; just look at the races.

    The problem (at least to me) comes in posts like these, that we all run every once in a while.

    "Our gear isn't sufficiently unique "

    Make AF gear or something almost like AF gear!

    "Battle Regimen sucks"

    Bring Skillchains back!

    "we need more competition between LSs"

    24 hour spawn nm!

    "There's gonna be a Dragoon job..."

    Wyvern like in XI please!

    "New Instanced Dungeon..."

    SEA / SKY / CoP Mission clone please!

    "So, we are thinking about housing..."

    MOG HOUSE COPY PASTE IT NOW

    "Chocobos will be unlocked with seals..."

    No! It needs to be a time consuming quest that makes us earn it thought pure pain!

    "This content is somewhat cas..."

    XI HARDCORENESS ONRY!

    This is the kind of thing that, to me, just sounds "please make FFXI-2", and this is exactly the thing I am personally against.
    (10)

  5. #5
    Player
    Jennestia's Avatar
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    Kanikou Escaflowne
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    Quote Originally Posted by AdvancedWind View Post
    "Battle Regimen sucks"

    Bring Skillchains back!
    This is true actually, can you explain what was wrong with skillchains? Player A uses a WS, Player B uses an appropriate WS, Player A & B creates a skill chain, higher level Player C also uses a WS which creates a level 3 SC (or 2 level 3 appropriate WS's used, I.e Hexa Strike > Savage Blade)

    Battle Regimen, in comparison, while it had more effects applied to it, it was a step backwards in execution. This isn't saying make a FFXI-2, but it's the same general system, only BRs was done in a backwards way.

    "New Instanced Dungeon..."

    SEA / SKY / CoP Mission clone please!
    Lumoria and Tu`Lia were great areas design wise, as well as lore wise, this is why I'd want to see a "clone", a place built around lore, not lore built around a place (which is what most MMOs do.)

    The problem is, the systems that exist between the two "Linkshell and BR for example", took 1 step forward from it's predecessor, then 1,000,000 steps backwards. That's why people say "it should be like FFXI" because making it the way XI did..then enhancing it would have been the wiser decision.
    (3)

  6. #6
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    Gramul's Avatar
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    Eisen Gramul
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    There was a lot of stuff I loved from XI.

    Specifically the varied environments and things that took time and commitment to achieve.

    I can understand people wanting things to take skill to accomplish over time, but that's something I would expect more from action games. This is an RPG with minor action elements. To me, that means it should require strategy more than skill.
    (3)

  7. #7
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    FFXI Rocked. It was my first MMO, and my favorite. I would LOVE to see an identical FFXIV with the same jobs + new jobs, maybe some new races, a new world, and better graphics. FFXI was amazing, and if they just took that entire system and made it "new", i'd buy it and play it forever.

    The ONLY reason I don't play FFXI is becasue they made the level cap 90, and made it all easy mode. Also, the graphics are old. This is where FFXIV can take over and carry the torch.

    A noob in FFXI gets into dunes, and they wonder what quafim will be like. They hear about it, and the great exp, and they can't wait to experience it. Then they get to quafim, and they start to hear about kazham, and once again, they can't wait to experience it for themselves. Then they hear about crawlers nest, and once again, it's a whole new world. It's beautiful.

    FFXIV has nothing but levels. You gain a level, and you know wherever you are going, it will likely look the same as the last one.

    Make FFXIV world more pretty. I don't care if it needs zones. Also, ADD A PARTY SEARCH FUNCTION THAT WORKS.
    (8)
    Last edited by alexi14; 10-22-2011 at 04:42 AM.


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  8. #8
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    Tezz_Xivectro's Avatar
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    Since the game is going more & more raid/instanced based, we actually do need a few zones akin to Sky/Sea etc.
    (0)

  9. #9
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    Teakwood's Avatar
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    Vai Greystone
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    Hm, okay, I think I understand the point.

    People aren't literally saying "Port Lumoria or Tu'Lia to XIV", though, they're saying "There should be some kind of crazy awesome area you can get to after you've cleared a certain part of the plot where you can do neat stuff", which... I completely agree with, and I imagine the devs also are on board with, but keep in mind that content-wise right now we're still not even caught up to Rise of the Zilart in FFXI, because of the year of backtracking and repair work that's been going on. Even when 2.0 comes out, we won't be at that point. Which, yes, it's a waiting game, but... (I mean, it's a Final Fantasy game, of course there'll be a place like this. Fifty gil says it'll be floating, too.)

    A lot of ideas in FFXI really, really worked! (Like a lot of ideas in WoW really worked.) I think one of the reasons that XIV failed at first is because Tanaka deliberately did things just because they weren't the way XI had done it. The initial idea behind Market Wards was pretty cool - it was implemented terribly though, I still hope we get to do buy orders with our retainers. A lot of other things - battle regimens come to mind immediately - were an enormous confusing step backwards, as has been mentioned.

    (Then again I'm the sort of player who thinks FFXI has gotten much -better- over time and stares in incredulous disbelief whenever I hear people talking about the "golden age of FFXI" and refer to CoP-era, even though I have a lot of good memories (some of them good in a masochistic sense) of doing stuff, and I think Yoshida's committed to having some level of content in XIV that presents that level of challenge; there's a difficulty between interesting difficulty, and fake-difficulty-tinged-with-nostalgia, and there's a lot of the latter going around.)
    (4)
    7UP!


  10. #10
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    Tezz_Xivectro's Avatar
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    Tezz Xivectro
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    Quote Originally Posted by Teakwood View Post
    Hm, okay, I think I understand the point.

    People aren't literally saying "Port Lumoria or Tu'Lia to XIV", though, they're saying "There should be some kind of crazy awesome area you can get to after you've cleared a certain part of the plot where you can do neat stuff", which... I completely agree with, and I imagine the devs also are on board with, but keep in mind that content-wise right now we're still not even caught up to Rise of the Zilart in FFXI, because of the year of backtracking and repair work that's been going on. Even when 2.0 comes out, we won't be at that point. Which, yes, it's a waiting game, but... (I mean, it's a Final Fantasy game, of course there'll be a place like this. Fifty gil says it'll be floating, too.)

    A lot of ideas in FFXI really, really worked! (Like a lot of ideas in WoW really worked.) I think one of the reasons that XIV failed at first is because Tanaka deliberately did things just because they weren't the way XI had done it. The initial idea behind Market Wards was pretty cool - it was implemented terribly though, I still hope we get to do buy orders with our retainers. A lot of other things - battle regimens come to mind immediately - were an enormous confusing step backwards, as has been mentioned.

    (Then again I'm the sort of player who thinks FFXI has gotten much -better- over time and stares in incredulous disbelief whenever I hear people talking about the "golden age of FFXI" and refer to CoP-era, even though I have a lot of good memories (some of them good in a masochistic sense) of doing stuff, and I think Yoshida's committed to having some level of content in XIV that presents that level of challenge; there's a difficulty between interesting difficulty, and fake-difficulty-tinged-with-nostalgia, and there's a lot of the latter going around.)
    Yes. It doesn't necessarily have to be through plot though. The area itself & the progression within that area is what it's all about.

    We don't want some "area" or some "Stronghold" slapped onto the existing maps. We actually want a new zone or a new area for this. Casual or Hardcore progression aside, we like having new areas to just visit & go to.
    (2)
    Last edited by Tezz_Xivectro; 10-22-2011 at 04:57 AM.

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