


Actually if you think about it, Instances are more Taxing as the require the Server to load multiple version of the same zone(this is why there is an total number of instance cap). The only reason they are better than the current system server side is because the zones are so big and have to be ready to load in at all times. When they transition to smaller zones it will be significantly less taxing to load one dungeon for everyone than to load a whole dungeon for each person. Instances only appear less taxing on the user end because it is the number of characters, not the number of instances, that creates client side lag.
Personally, I'd rather go into an instance. What happens when the game becomes populated and there's seven LS's there popping the same NM? What if that NM has avoidable AOE abilities that one shot anyone who gets hit by them? What if waves of adds are spawned? What if there's a kite phase? You get the idea. I think instances would open up more interesting mechanics for the developers to explore and it wouldn't be a massive clusterfk around the pop area when there's multiple LS's.Actually if you think about it, Instances are more Taxing as the require the Server to load multiple version of the same zone(this is why there is an total number of instance cap). The only reason they are better than the current system server side is because the zones are so big and have to be ready to load in at all times. When they transition to smaller zones it will be significantly less taxing to load one dungeon for everyone than to load a whole dungeon for each person. Instances only appear less taxing on the user end because it is the number of characters, not the number of instances, that creates client side lag.



Sounds like an actually challenging and nice system to me... whoa wait.. it does sound like FFXI pre -WotG... Where all the fun happend. Yeah prolly a bad idea to go a way like that... <_< *sarcasm off*Personally, I'd rather go into an instance. What happens when the game becomes populated and there's seven LS's there popping the same NM? What if that NM has avoidable AOE abilities that one shot anyone who gets hit by them? What if waves of adds are spawned? What if there's a kite phase? You get the idea. I think instances would open up more interesting mechanics for the developers to explore and it wouldn't be a massive clusterfk around the pop area when there's multiple LS's.
The most challenging part of FFXI was waking up at 2 a.m. to go and sit through a three hour pop window competing against multiple other LS's who bot. The really tricky part was having fun while doing it. Name me a pre-WOTG force pop NM in XI (within reason, no AV) that was more difficult than any hardmode WoW progression raid boss. People are so caught up on what XI did, that anything the developers try to do different in XIV will be shunned by that community.



No, people are just so baffled at why FFXIV fails to do anything FFXI did right..The most challenging part of FFXI was waking up at 2 a.m. to go and sit through a three hour pop window competing against multiple other LS's who bot. The really tricky part was having fun while doing it. Name me a pre-WOTG force pop NM in XI (within reason, no AV) that was more difficult than any hardmode WoW progression raid boss. People are so caught up on what XI did, that anything the developers try to do different in XIV will be shunned by that community.
and for the record, WoW is not a viable point of reference on these forums.



lol, did you actually read the Topic?!?!?!?! You will NEVER see a LS bot a Pop Item NM.
Yeah right.. lets go "bot" Genbu. <_<
Beside the fact that you just tried to compare 2 totally different Games, pulling WoW as a reference is the most bad thing to do. We are talking about OPEN WORLD, POP ITEM NM's, which are not compareable to an INSTANCE, since they are 2 different things in first place. Seriously the reason why "people are caught up from FFXI", is that it had a well working System. Sky and Sea were always fun and you always saw TONS of Linkshells out there. It was challenging, it was fun, you met new people, you had funtimes with your LS and by fact it keept you busy for Years.
Its not about difficulty at all, its about the Variety we are currently missing. And Pop Items could add a lot of Variety. Im aware of the fact that not everyone likes it, but im pretty sure the majority does. Just that you "find it silly" does not mean that it is actually silly. I named Pro's and Con's for Pop Item NM's and i could add more to that List. I didnt see a Pro or Con from you yet. Go ahead and tell me.



Thats all you needed to say really, but totally agree.
Funny, seeing as one of the interviews referenced WoW being one of Yoshi-p's favourite MMO's, you mean its not viable because you either haven't played it or don't like it.and for the record, WoW is not a viable point of reference on these forums.
This can be a problem and my guild suffered from this in WoW, but then we realised (fairly fast) that you don't need to have just one team doing this content at one time, so we made a second team, which helped when we wanted to 25 man content also as they just merged.It only takes a few dungeon runs where someone gets told sorry have to wait to cycle you in... then they sit for 30-50mins waiting for the run and get really really pissed.
Same can be done in FF14 it would make a lot more sense to take 2 LS teams to the strongholds wouldn't it ?
I don't see this at all, granted WoW's end game is very quickly completed but its anything but boring, especially considering how Blizzard are so fast to pump out new content to keep people entertained, sure the same rinse and repeat gameplay gets boring after several years but as it does with any MMO. (yes including FF11)Alone WoW's endgame format is bland and boring,
Last edited by Jinko; 11-09-2011 at 11:08 PM.

Actually there are things called instance servers and your character is easily loaded into them.Actually if you think about it, Instances are more Taxing as the require the Server to load multiple version of the same zone(this is why there is an total number of instance cap). The only reason they are better than the current system server side is because the zones are so big and have to be ready to load in at all times. When they transition to smaller zones it will be significantly less taxing to load one dungeon for everyone than to load a whole dungeon for each person. Instances only appear less taxing on the user end because it is the number of characters, not the number of instances, that creates client side lag.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


