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  1. #1
    Player
    Claymore65's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    163
    Character
    Cress Valorblade
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    I have a legitimate question for FFXI fans: What is the appeal of "Force Popping Notorious Monsters" in the context of FFXIV? What does it offer that is truly different from hunts, aside from a claim system that prevents the whole server from just zergging hunt. I'll admit that alone would be convenient and make hunts more fun, but I still don't fully understand what it brings to the table. It brings...waiting around / exploring the Open World in search of a particular monster, and then killing it? How is that fundamentally different than hunts? Is it solely based on the rewards it gives (unique items instead of Seals to buy stuff)? Is it the "only your party fights it" aspect (which, once again, would be great). I just keep seeing it as a proposed solution, but I don't understand what problem it solves that Hunts don't already do. I suppose it could work if the NMs were hard enough, though I don't see how they could be as mechanically complex or interesting as Dungeon bosses, Raid bosses or Trials unless they only spawn in set areas...in which case the exploration aspect doesn't matter. What problem is it trying to solve?

    Once again, I don't think the game is perfect. Some of the game's itemization could use some work. As it stands, you don't feel enough effect from the Secondary stats, and even then some of them are basically useless (Parry). I think that could use a revamp at some point, although keep in mind that is an enormous change, and one that would have to be approached carefully. I would love to see some more class/job customization, whether it be specs, sub-jobs or something different, but I'd rather leave it to the developers. I think the jobs on the whole are all pretty solid, with a decent variety in gameplay and visuals though. I could see the Materia system being expanded heavily, as that could be extremely interesting. Imagine if it provided new skills or abilities. Might not be balanced, but it could be fun. I think improving the Materia system could bring enormous benefits, especially if there were numerous ways of obtaining them.

    What I don't want is elemental damage as a major factor (since it excludes jobs for certain fights or makes abilities suddenly worthless). I also don't want Gear swapping to make a return. It's already enough work to gear up a single job, I don't need multiple to swap in between. I wouldn't mind some more specialized gear, but I don't think swapping is necessary. I also personally don't mind the more vertical nature of gearing up, although if they slowed down the ilevel jumps that would be fine. Personally I prefer upgrading my gear often rather than keeping the same piece for years, though I understand the appeal of both.
    (4)
    Last edited by Claymore65; 07-13-2016 at 12:58 AM.

  2. #2
    Player
    Braden's Avatar
    Join Date
    May 2016
    Posts
    24
    Character
    Braden Leviathan
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Claymore65 View Post
    I have a legitimate question for FFXI fans: What is the appeal of "Force Popping Notorious Monsters" in the context of FFXIV? What does it offer that is truly different from hunts, aside from a claim system that prevents the whole server from just zergging hunt. I'll admit that alone would be convenient and make hunts more fun, but I still don't fully understand what it brings to the table. It brings...waiting around / exploring the Open World in search of a particulranar monster, and then killing it? How is that fundamentally different than hunts? .
    ppl want drops to matter. Not just handing over gear because you participate.

    And make it more difficult.
    (4)
    Last edited by Braden; 07-15-2016 at 07:00 PM.

  3. #3
    Player
    FallenArisen0990's Avatar
    Join Date
    Aug 2013
    Location
    - Top Secret -
    Posts
    1,462
    Character
    Anarista Tarnyang
    World
    Behemoth
    Main Class
    Ninja Lv 80
    A Video for my Ex-FFXI Brothers and Sisters.

    *InB4somesaysnostalgia* Another thing that bugs me about XIV is that there isn't alot of things memorable like in XI. That one Fan Made Video from Patch 2.0 to 2.55 has been best memorable thing I've seen from XIV minus the ARR's Opening. Nidd was a step in the right direction because I did something... 2.55's build up was memorable as well. Coil was the best thing they ever made in terms of content. Great music (minus the generic boss theme). Hildy is sadly more memorable than half the content we have right now.
    (6)
    Last edited by FallenArisen0990; 07-13-2016 at 12:52 AM.

  4. #4
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    But that aside, look at those end game activities compared to what we have here in XIV. Oh right. Just one raid.
    But that's only from the viewpoint of someone who has cleared all the content outside of savage raids -- and most players haven't cleared that much content.

    Most of this game's "hard" content pretty much requires a static for reasonable progress, which is why so many people get shut out. I finally managed to find seven other like-minded (and equally busy) adults in my FC to work on raid content, and we JUST got through Thordan Extreme. Now, we're on to Sephirot. Took us five weeks (we only have time to meet once/week... it actually took 2 months if you include nights we couldn't go because of absences) to beat Thordan, and I'm guessing we'll need at least another month on Sephy -- and that's assuming everyone can make it to each outing.

    And then there are all the folks in our FC who don't have statics and need clears. So, just like in XI, we'll have learning parties to help lead them through and get them clears.

    All that said, this is why Deep Dungeons could be such a game-changer. It could be the first progression-oriented content (because you can work toward a relevant weapon and level jobs) that ANYONE can do, regardless of your ability to join a static. And it will be inviting enough that casual and hardcore players can do it together without the "fear" of anyone's time being wasted.

    It's exactly the kind of content the game needs. It plays to the needs of the majority of players. This game already gets enough mechanic-laden raids. Deep Dungeons, and a revamped Diadem, could work wonders for the game's overall content.
    (6)
    Last edited by Thayos; 07-13-2016 at 02:59 AM.

  5. #5
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    SE has never learned the lesson of FFXIV 1.0 that players don't want their time micromanaged to the extreme. In 1.0 it was stamina and now in 3.0 we have tome caps and numerous different restrictions to manage how players use their time.

    Weekly Tome caps
    Weekly Script caps
    Daily roulette
    Daily beastribe quests
    Weekly loot restrictions on certain content (weeping city presently)
    Timed gathering nodes/unspoiled nodes
    Am i forgetting anything?

    This for me is suffocating, i've done enough of this in games like magic duels and it sucks all the fun out of a game. My biggest gripe of them all is the beast tribe quests, got to be the most dull, boring, repeatative and soul crushing content SE has ever created. I guess my suggestion as to how to fix them would be to make them reset weekly with no changes and add in new battle content etc that can contribute to beast tribe reputation as well. Not having to repeat those quests so much and being able to contribute in other ways would go a long way to making them more bareable. SE need to loosen the reigns somewhere.
    (10)
    Last edited by Alaltus; 07-13-2016 at 03:10 AM.

  6. #6
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Alaltus View Post
    SE has never learned the lesson of FFXIV 1.0 that players don't want their time micromanaged. In 1.0 it was stamina and now in 3.0 we have tome caps and numerous different restrictions to manage how players use their time.

    Weekly Tome caps
    Weekly Script caps
    Daily roulette
    Daily beastribe quests
    Weekly loot restrictions on certain content (weeping city presently)
    Timed gathering nodes/unspoiled nodes
    Am i forgetting anything?
    leve allowances
    FATEs required to be completed for quests
    diadem timers
    Chocobo Companion vs. Duty Finder
    (2)

  7. #7
    Player
    Claymore65's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    163
    Character
    Cress Valorblade
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    I think it's fine to take aspects of FFXI and bring it into FFXIV. However, what some people are asking for is "Change the entire core of the game to be FFXI and keep some side aspects of FFXIV...and do it as quickly as possible". That's just not realistic.

    For example, itemization structure, including things like Set Bonuses, different types of Materia, Secondary Stat restructuring, and the like are fine to discuss. However, don't expect anything like that in a patch. That's clearly expansion territory. The Devs are going to keep massive changes like that close to their chest until the Fanfest most likely. They don't want to promise massive restructuring changes right now, and then have them change completely in development. In fact, they've thus far been incredibly quiet on what content will be present in the expansion. They're saving all big reveals for the fanfest, which might be wise. They don't want to cause a panic if they can avoid it. Temper your expectations though. FFXIV will never be FFXI-2, nor should it be. FFXI, while not a bad game, would likely struggle in the modern market. The extremely slow pace to leveling and gearing up is something that most modern audiences don't enjoy. It catered almost exclusively to the hardcore, and in modern times that doesn't make for as successful of a game. MMOs need to entice casual, hardcore, and "midcore" (however you choose to define that) audiences, and that's why we see things like Diadem and Palace of the Dead cropping up. I have no doubt that 5.0 and the new expansion and it's patches will bring new content similar to it, and likely expand upon those as well. I have a feeling that the new expansion will shake things up a bit, though only time will tell. It's just foolish to expect a major shake-up before that point.

    Change is a scary, scary thing for players, especially when it's with a game they love. People talk so passionately about games not because they hate them in their entirety, but because they enjoy the game and want it to be the best it can be. Unfortunately, there is never a single vision as to what is best for a game. Some players will prefer more complicated stats and abilities, since they get to tinker with them more. Others prefer to be more useful out of the box, and minimize their chance of being useless. Some prefer slow, methodical grinds, and for their hard-won equipment to give them a massive edge over everyone else. Others prefer less of a steep difference in equipment between casual and hardcore audiences, allowing them to play together more easily. Still others don't care about equipment much at all. Some prefer incredibly complex rotations, while others prefer it more simple. Some play primarily for the rewards/gear, while others simply enjoy the content or the challenge. There is no single right way to go, so for now SE is trying to appease as many players as it can. Sometimes that player is you, sometimes that player is someone else.

    Basically, don't expect major changes immediately, but it's fine to discuss what you would enjoy. Don't expect confirmation on major changes either, just enjoy the discussion. I'd just prefer if the tone was more "here's how we can improve the game" and less purely negative. Think not only about what you dislike, but what you enjoy about the game. Everyone here clearly enjoys the game to some extent. Think about what you like most, and how that can be improved, rather than completely overhauling the entire game. If you like nothing well...I'm not sure the game will ever truly satisfy you.
    (8)
    Last edited by Claymore65; 07-13-2016 at 03:59 AM.

  8. #8
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I think it's fine to take aspects of FFXI and bring it into FFXIV. However, what some people are asking for is "Change the entire core of the game to be FFXI and keep some side aspects of FFXIV...and do it as quickly as possible". That's just not realistic.
    Loved this entire post. Right on the money.

    No doubt this game will continue to improve. It seems like so long ago, but let's not forget that 2.x was planned in record timing despite splitting dev cycles with 1.x, and 3.x was already underway as 2.x rolled out. We're at the point now where the dev team should be hitting its stride, and I think we're starting to see that (and will see even more evidence at Fan Fest).

    HW was an improvement over ARR. The zones were better, the story was better, the 24-man raids were better and we got expansions to systems like housing and crafting. We're finally getting new content like Aquapolis and Deep Dungeons. SE is still playing with The Diadem, but they're obviously starting to branch out from dungeon grinds.

    I'm excited for more improvements and for whatever 4.x will bring. And as we discuss the game's future, it's important that we don't delude ourselves and think the game will suddenly become something it's not.
    (10)

  9. #9
    Player
    odintius's Avatar
    Join Date
    Mar 2011
    Posts
    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Thayos View Post
    .I'm excited for more improvements and for whatever 4.x will bring. And as we discuss the game's future, it's important that we don't delude ourselves and think the game will suddenly become something it's not.
    Umm deep dungeon for new player perhaps current players can expect a glamour pieces to add their inventory perhaps. diedeim I expect the same but with more of clear path but meh the rewards can't be to good or end gamers will blow a fuse... Will see with time i think it be dried up content were eventually se will force us to go back to content for new relic items /shrug.
    (0)

  10. #10
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Perhaps but isn't it once all said and done 235ilvl to me if that the case glamour it is.
    That iLevel of weapon would be an upgrade for many players on their main jobs. There are people in my content static who still only have i210 weapons. Currently, I only have the i230 relic, so that would be an upgrade for me, too.

    I just got the lore weapon for my ninja, but don't yet have anything better than i210 for my bard. If DD were already in the game, then I'd have a weapon for that, too, giving me three different jobs I could use to tackle more difficult content.

    So, now, another route to work toward an i230+ weapon is not all about glamor. This is a big deal for many who play the game; it could also be an alternative for people who don't have raid statics and don't want to go through the relic grind.

    Look at the big picture -- this is a good thing.
    (4)

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