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  1. #1
    Player Vantol's Avatar
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    Oct 2012
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    Limsa Lominsa
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    194
    Character
    Vantol Aviner
    World
    Cerberus
    Main Class
    Thaumaturge Lv 60
    Okaaay ... here we go (I answered only those, that I strongly disagree with. Unfortunatly I'll need to bring FFXI a few times as example):

    - Exploring vase zones with danger. Supremely subjective, in fact I'm almost positive that people would hate running around the world if mobs were a constant threat to them.
    It has been done before in FFXI and was one of the best features. Mob could aggro if it sees you or hears you or you are low on hp and etc. There were potions that would neglet some statuses and it was real challange and content itself to get from point A to B. Sometimes (regularly) you actually had to call friends so that they escort you (FFXI did user-generated content before it was invented). That would form relationsships and make this game Multi-Massive. Of course that was only possible in age, when it took 1-2 years to hit level cap. And top gear stayed relevant for 4-5 years. Getting to your distanation would bring you satisfaction like killing Savage floor. And there were hundreds of routes.

    - Remove raids and instead add in 8man dungeons that are on pare with raids. (Hard dungeons, not always about hard bosses.) No reason to remove raids. Trash is not terribly interesting to fight through, though I agree it wouldn't be a bad idea to add variety.
    Pepperoni farm remembers time, when there was no such thing as "trash". You could get to (almost) any objective in dungeon without fighting a single mob. But every single mob would drop item for crafting or something else important. There always was a choice.

    - Removal of tome cap & requirement for obtaining them for bis/removing the tome system. Removing tome cap will simply make it so people spam grind whatever is the fastest way to BiS and then complain about nothing to do. Time gates are necessary to MMOs
    No, they are not. It's just lazy design, like character-binding equipment and stuff. I wish they would remove tome system (or any other currency system except gil) from the game, leaving only straight drops. And make 99.9% items sellable. Then we would get real economy.

    - Start adding actual 24man Guild FC content into the game. 24 man content is going the way of the dodo in all games. Zerging content isn't entertaining, that's why its always the least popular content.
    Again, Pepperoni Farm remembers 64 people raids with higher than Savage difficulty. It was big zones where you would kill mobs, slowly get better gear and slowly make progress through this zone. A few months to clear one, then set it on farm and begin next one.

    - Readjustments/complete overhall of the Hunt system. Doesn't need a complete overhaul really, minor tweaks at worst.
    Yes, it does. It's meaningless.

    - Make relics require alot of gil/player help to finish. Allow all players to farm currency and able to sell it to players grinding out for relic. Asking for one of the best weapons in the game to be farmable through pure gil is absolute madness.
    Why? Let's say I'm crafter and I'm really good at it. My "grinding" is making money, just like collection loot is grinding for someone else. Why shouldn't I have an option to pay, say, 750 million and get it? I spent not less time on it (getting money).

    - Make Relics best in slot for every patch till next expansion where they need to do a hard quest to upgrade it again. Asking for a casual grind weapon to be the best weapon in the game is a huge slap in the face for anyone who does difficult content.
    No one said word "casual". Make it require a few rare drops from Savage, that you need then to craft into something HQ and kill all Primals under 5 minutes with lvl sync and blah-blah-blah. And then you get your relic, which stays bis for 1 year at least. I have said it many times and I will repeat myself,- players (and SE unfortunatly too) do not understand what "relic" means. Simple measurment is: if more than 5% of people get this weapon, it's not relic, it's artifact at best.

    - About instant level up potions.
    I'm hardcore FF fan and had my own community (paid for ads to get more ppl, made guilds, forum and blah-blah-blah. Also seen not hundreds, but thousands of ppl buy this game, play for 1-2 months and drop it. But that's different story). By the end of 2.0 there were 14 statics who bested Bahamut that I kept track on on 3 different servers (who werel from my country). By the end of 3.1 there were 3 statics, now there is 1. All this happened because of "unsync" system. Players just don't see reason to spend countless of hours, lose their jobs, families and whatever, to accomplish something, that can be done by avarege Carl in 1-2 years. What's the point? So, if SE implements shortcuts or those potions, why should I keep playing when I can return to this game in a few years, pay 10$ and get the same result as the other guy, who devoted all his life to FFXIV?

    - Add in endgame content related to the main story. (Not a side story quest not really related to the main story.) Castrum Meridianum and so on? Unless you mean like Binding Coil or Alexander? In which case, that involves several main characters on both fronts. It seems pretty related to the main story of the game, just not required to progress?
    Make it required for progress. Make it. Again, in FFXI like 50% of first expnasion (on which were based patches, new fights and stuff) were locked behind fights, that were much harder than current Savage. It was like locking gates to Ishgard and all Heavensward content behind whole Coil (without echo or level nerfs). Was it harsh? Yes. But you just can't imagine the feeling stepping your foot in those new zones after months (2 years for me, I was slow) of hard work. And those who actualy were able to get there would be praised in cities and asked to tell stories of those new zones (for real).

    That is what I call "exploration"

    - Slow down the combat a little bit when your adding in more actions into the game. (Balance the GCD a bit more) GCD is already slow compared to almost literally every other MMO. This is a lrn2play issue.
    It's not slow, it feels slow because there is no communication in party (because combat system in this game is the worst I have seen for long). Again, in FFXI you had to type "Doing Savage Blade by macro. When it says 3 secs, start casting Flood, and when it hits I'll position myself between mob and THF for a few seconds, so he can Trick Attack me" (random ability names). And you had to type it 2-3 times per EACH mob, all the time. That is if you wanted to be efficient of course. Now go to Savage and ask people, what did they eat today and try to keep conversation (to simulate situation) and then tell us GCD is too slow.

    - No more Normal mode versions of Endgame. Normal mode versions of end game were literally added in order to provide more casual players the opportunity to see the story. Removing the ability for less skilled players to see story lines seems like a terrible idea.
    It kills motivation. I'm actually all for making MSQ THE hardest content which requires best gear and skill. It will set goals for many players. Currently there is close to no point in getting stronger gear. Or doing anything in this game at all ...


    P.S. Sorry for my bad Engrish
    (4)
    Last edited by Vantol; 07-12-2016 at 11:07 AM.

  2. #2
    Player
    ZorySantill's Avatar
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    Jan 2016
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    Zory Santill
    World
    Balmung
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    Dark Knight Lv 60
    The biggest thing you keep talking about is comparing it to FFXI. I'm sorry but that wasn't a successful game. It was a fan favorite, but that's it. It was borderline dead. This game is drastically different, and that's good. If this game was anything like XI, most of us wouldn't even be playing it. XI still exists, go back to it. It just had a huge sale on steam even. Most of those ideas that came from XI are awful. Like, god awful. So few people getting to even see new content? Not able to ever finish your primary story content for 2 years? That's awful. You talk about this game having content issues or anything like it and use that as a comparison? XI was just a fun experiment. One that did NOT pan out so they went for something more profitable, something more people would actually enjoy.
    (4)

  3. #3
    Player Vantol's Avatar
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    Oct 2012
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    Vantol Aviner
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    Cerberus
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    Thaumaturge Lv 60
    Quote Originally Posted by ZorySantill View Post
    The biggest thing you keep talking about is comparing it to FFXI. I'm sorry but that wasn't a successful game. It was a fan favorite, but that's it. It was borderline dead. This game is drastically different, and that's good. If this game was anything like XI, most of us wouldn't even be playing it.
    I'm sorry, "most of you" are those 5 people? I think we could live with that.

    And, yeah, FFXI was, is and most likely will stay as the most profitable game in SE history.

    Not gonna comment more on this, because you seem to be trolling or just veeery ignorant (no offense).
    (5)

  4. #4
    Player
    Iromi's Avatar
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    Sep 2012
    Location
    Gridania
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    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by ZorySantill View Post
    The biggest thing you keep talking about is comparing it to FFXI. I'm sorry but that wasn't a successful game. .
    http://www.ign.com/articles/2012/06/...of-all-time-is

    Try again next time. (actually, please don't..your posts are very trollish)

    Quote Originally Posted by FabricioRF View Post
    Yeah, I don't need SE to tell me this game is on a decline. I just need to look around.
    Yeap. I've been noticing each patch too there is a decrease in players over all. Patch week..or shoot, even a few weeks after the game was lively, now it seems little to no change.
    (8)
    Last edited by Iromi; 07-12-2016 at 01:18 PM.

  5. #5
    Player
    Teryaani's Avatar
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    Jun 2014
    Location
    Ul'dah
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    847
    Character
    Sonja Djt-bidit
    World
    Seraph
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Iromi View Post
    Yeap. I've been noticing each patch too there is a decrease in players over all. Patch week..or shoot, even a few weeks after the game was lively, now it seems little to no change.
    Coming from a server that gets grouped with high population servers but really isn't (Siren), I've seen complete departures for a variety of reasons ("game x came out" "they did what to crafting?! I'm done!"), but even more have fled to the mega-servers in hopes of getting into statics or just seeing more people. My wife and I are planning on doing it as well once the house gets reclaimed. As anathema as it is to a game company to do, they really should merge some of the smaller servers.
    (3)
    Insanity is a gradual process, don't rush it - Ford Prefect

  6. #6
    Player
    KitingGenbu's Avatar
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    Dec 2015
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    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Teryaani View Post
    As anathema as it is to a game company to do, they really should merge some of the smaller servers.
    Good luck since they wont even server merge for XI, which is part of the reason some people just dont go back. The community has been asking for server merges in that game for years, yet SE's alternative is just to lower the transfer price. Not greedy at all...
    (1)

  7. #7
    Player MagiusNecros's Avatar
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    Nov 2015
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    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Iromi View Post
    Yeap. I've been noticing each patch too there is a decrease in players over all. Patch week..or shoot, even a few weeks after the game was lively, now it seems little to no change.
    When 3.35 comes out people like myself will try out Deep Dungeon, complete it once and drop it and then active subs will drop once again.

    Quote Originally Posted by Velhart View Post
    If so called "bland" helps keep things in check and doesn't result in imbalance in the way FFXI most definitely was, then yes, I will take bland any day. FFXIV's system has a ton more depth than you think. As I said in a previous post, being overly complex in your stats/hot bar does not equal depth. The content itself is the depth.
    My DnD handbooks have 20 times more depth then what XIV's indepth systems could ever hope to achieve.
    (7)

  8. #8
    Player
    Velhart's Avatar
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    Mar 2011
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    Ul'Dah
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    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ZorySantill View Post
    snip
    Actually FFXI was a very successful title...for it's time. It is held together mostly by veterans now. The argument is more that it's concepts the few in here are talking about. Thinking the negative/outdated aspects of the game would work in here because "I say it will" or "It worked in 2005, it will work in 2016".

    FFXI is still running and SE said as long as it is profitable, it will stay up. I guess it is because it is still up. I would imagine though the cost to run the game/servers are no where near as expensive as it was in it's prime.
    (2)

  9. #9
    Player
    Braden's Avatar
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    May 2016
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    24
    Character
    Braden Leviathan
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Velhart View Post
    snip
    You never answered my question.... no answer? Maybe not many is the answer

    So on taking content and ideas from XI wouldn't work based on your opinion. Ok. I don't think that they should copy and paste, but ideas are good enough.

    Id like to hear why things like salvage, abjurations (gear drop+crafted item= new piece of gear), forced spawned nms, and a delayed gratification wouldn't work?

    Creating content that doesn't use the duty finder is bad?

    Battle combat that requires you to work together(skillchain type of interaction) is not a good idea?

    Jobs and classes with depth and flexibility are outdated too?

    gear variety is negative?

    The only reason I think anyone argues against XI ideas, is because they like being handed everything.
    (4)
    Last edited by Braden; 07-12-2016 at 03:27 PM.

  10. #10
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Braden View Post
    You never answered my question.... no answer? Maybe not many is the answer

    So on taking content and ideas from XI wouldn't work based on your opinion. Ok. I don't think that they should copy and paste, but ideas are good enough.
    It is still hilarious that multiple times you have to be told I am not 100% against ideas from FFXI. But go ahead and keep showing off that wonderful reading comprehension of yours.

    Id like to hear why things like salvage, abjurations (gear drop+crafted item= new piece of gear), forced spawned nms, and a delayed gratification wouldn't work?
    If you actually read (ohh wait the reading comprehension thing, sorry), I said I am for content similar to Salvage, which is something I believe that Palace of the Dead is similar to. Delayed gratification. You know, the same people preach that people get bored easily and leave yet also preach that delayed gratification would be a working system for this game. I ask several times how delayed gratification is the solution to that? Why can't anyone give any proper answer or proof without saying "well it worked in FFXI" That is not proof.

    Creating content that doesn't use the duty finder is bad?
    Depends on what it is. Aquapolis does not use DF and works just fine.

    Battle combat that requires you to work together(skillchain type of interaction) is not a good idea?
    For this game in particular? Yes. The combat is not built for it, especially with how the game is set up to be very mechanic heavy fights.

    Jobs and classes with depth and flexibility are outdated too?
    This game's depth in the job system is quite there. It just doesn't go into a convoluted state where specific actions are required for specific fights. It offers depth while being accessible. This in turn allows for bosses with stronger mechanics. I rather have a fun boss fight with strong mechanics than staring at my bar picking what elemental spell to use. That isn't fun. Also don't try to convince me the system has no depth when people even to this day constantly find ways to improve one's DPS or switches in rotation. Not to mention, on MCH alone I constantly have to alter my base rotation to make sure I am performing the mechanics and maximizing my DPS at the same time. So don't lie to me and say this game's battle has no depth. It just isn't convoluted.

    gear variety is negative?
    We have it already, you have multiple ways of getting multiple gear from different content. Sorry if you don't like how they do it, but it is there. If they want to make a gear set that has a set bonus similar to how lower level Grand Company gear works, I am all for it as long as it is done right and does not cause an imbalance.

    The only reason I think anyone argues against XI ideas, is because they like being handed everything.
    Really? Because I really want that ilvl245 gun from Savage and SE hasn't come to hand it to me on a silver platter yet. What gives SE?
    (6)

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