They should add more attacking rates and animations to compensate for repeatitiveness
At least there you got to choose from any job what you wanted to sub and got traits from it to enhance your subjob. The inability to equip certain weapons was a design choice, one that could be easily rectified if it was wanted. ESO allows you to equip anything you want. There was all the room in the world to explore, that whole game was about exploration from the world, to the crafting, to everything else. So much so that you had to go to website to learn all the intricacies of most systems. You might be shunned from parties for less than optimal subs or builds, but in that world there were tons of things to do in the open world or with friends who would experiment along with you.Originally Posted by Enkidoh
That is called Emergent Gameplay and it is one of the best and most likely the future of most open world videogames. You see it in the new MGS, GTA, FFXI, etc.Originally Posted by Enkidoh
So the future of Open World Massive RPG Games is to remove world identity, complexity from the AI and environment, and global unique enemy tendencies? I understand no one wants other players messing up their instanced dungeons or raids, but in open world? What genius would want more people to group up as easy as possible then turn around and make a majority of relevant content locked behind instances in tiny groups. Isn't the major fad now Open World with Dynamic events and realistic world systems?Originally Posted by Enkidoh
I am not sugar coating the game and saying XI was superior than every other game or didn't have faults. But with a design team as big and talented as Square. I am sure with the experience in their elder mmo, they could create or bring over things from the other one and fix all the complaints that arose there.
I don't want to go back to the grind from 2002, but if the future or what we call Modern Mmos are designed to be on rails with no intention of re-visiting and re-iterating what made old games great, then I don't want to be a part of the modern mmo movement.
Last edited by Sandpark; 08-04-2016 at 04:49 PM.
Isn't Nidhogg EX pretty much that? I've not done the fight at all (as I hardly play the game any more for personal reasons), but aren't most of his attacks that were telegraphed in the story fight, now "pay attention to the attack he's doing, or where he is and move yourself to where safety is guaranteed?"
Say what you will about me, but I'm having more fun in pre-patch Legion WoW than I ever did playing FFXI. Sometimes people like different things.
I'd like to see the telegraphs removed, or pushed back to something more subtle or more sequential (once this attack A goes off, he AAs twice, and then does attack B; attack A is your only telegraph). Let's increase the necessary awareness, not decrease it.
As for normal attacks, I would, however, like to see AAs stop continuing right through boss wind-ups and casts, or hitting simultaneously with them. I shouldn't be facing a chance of death simply because an AA randomly lined up to go off within .3 seconds of a properly mitigated tank-buster (the massive heal for which I get .5 seconds after the hit, .2 seconds too late). Nor should AAs be going off without any animation, in general.
It's less a matter of XIV 2.0+ removing world identity, AI and environmental complexity, etc., as just finding the matter too irrelevant to add back in what little 1.0 had or borrow anything from XI or other MMOs. It's not that XIV has anything against these things. It simply hasn't even waded into the waters yet. It's a matter of de-emphasis, not incompatibility.
The only thing that can really hold XIV back from those systems are whatever uses they have for the open world now that might be negatively affected. However, these are relatively few—FATEs, gathering, a sparse set of quests, Hunts, Marks, and perhaps beastman dailies. The open world being torn apart by dynamic events might inconvenience any of those things. The instanced world won't even see, let alone care, that such happened. But it's up to development to make that new "dynamic event", "realistic world" content worthwhile in the eyes of its players, by whatever combination of intrinsic and extrinsic interest. Failing to do so will then just push the inconvenienced remainder deep into the instanced dungeons as well.
Last edited by Shurrikhan; 08-04-2016 at 05:08 PM.
I never grew up with FFXI or any ancient MMOs but I like it as an MMO better because it pulls off an open world MMO better. Everything to do was in the world. It felt dangerous and I felt adventurous when I tried it out, and it also encourages players to communicate with the entire server because of the lack of Duty Finder in that game. Also I was pretty fond of FFXIV 1.x but too bad that game sucked so bad.
That feeling is something I didn't felt with FFXIV 2.0 and onwards. Duty Finder is nice, it gets the job done but kills a chunk of social aspect of the game (since it's cross-server grouping)
Sometimes I don't know why "casual" should mean it should be "easy" for the developers when it should be "convenient" which FFXIV pulls off okay in that regard, with the price of the open world being dead but hey, whatever works for them.
Last edited by dinnertime; 08-04-2016 at 05:18 PM.
Shout half a day to get a group to kill Hektaeye for ohat? Yeah i'm all game! \o/
Considering that the devs looking at WoW for inspiration was the reason why I gave this game a second chance (played since 1.0), I'm not sure what the fuss is all about with the OP.
XI had a decent aesthetic and some decent world-building, but was also a cesspool of imbalances and poor design decisions. Granted, XIV is not absolutely perfect, but it's a hell of a lot better than XI was. Except choice doesn't exist when every one-hander job had to sub NIN, every two-hander job had to sub SAM, and every caster had to sub SCH.I'm gonna go on a limb and say that you've never done anything that really deviated from the decrees of the hive mind. As someone who fought the battle to make DPS paladins in WoW accepted (as in, not a joke spec that was a waste of code) and someone who has argue ad nauseam about RDM melee (you know, that thing FFXI's developers left to rot while they shoehorned us to be refresh-bitch), getting excluded is no picnic. I'd rather be able to join any group and contribute equally or near-equally than being forced into a clique by the game's design and the playerbase.You might be shunned from parties for less than optimal subs or builds, but in that world there were tons of things to do in the open world or with friends who would experiment along with you.
Last edited by Duelle; 08-04-2016 at 05:48 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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