I Don't believe that we want the whole game on hardmode. That is not the case.
We want something here and there that poses a serious challenge.
It's just a request for "something challenging" nothing more.
I Don't believe that we want the whole game on hardmode. That is not the case.
We want something here and there that poses a serious challenge.
It's just a request for "something challenging" nothing more.
Last edited by DoctorMog; 12-05-2011 at 06:02 AM.
Exactly why I say they should have built off of FFXI as a foundation (yes yes I know people will kill their first borns just because I mentioned FFXI):
"Light" content, e.g Assaults (this alone could have been in place of Guildleves or Guildleves built around this, it has much more variance than eventually being a kill quest.)
"Light" content like Limbus except for bosses (which were challenges back when they were introduced, i.e Proto Omega/Ultima)
"Light" content like Missions with hard fights sprinkled in, CoP was almost perfect in this regard.
"Light/Hard" content like Campaign which varied depending on if you're doing OPs (Shadow Lord fight for example) or the plain battles.
"Hard" content like Dynamis, Sea Gods, Sky Gods, Shinryu (unless you brew it), Abyssea Zone bosses, Neo Omega etc.
"Hard" content like Salvage which was more strategizing than difficulty at times.
So on, XI had the perfect set up in terms of content, while people hated having to work with others (....) It scaled beautifully in terms of what was and wasn't a challenge. For example if SE were to introduce a new Bahamut fight in FFXI, it'll be a challenge, if they were to introduce a Bahamut fight in XIV, it'll be a push over because they have to please the casual playerbase as well as the "hardcore" playerbase so the overall difficulty would be set very low in order to fit all playstyles. Like Ifrit is a decent challenge, but realistically latency problems from poor servers optimization gave it the slight challenge it does have.
i have to agree with that.
there were a few things i found to be pretty difficult without just being a time sink. such as the first time i faught mammets, idk what the problem was but it took us all day with different plans and strategies.
dynamis and HNMs were not at all fun to me. myself and my LS members saw them as chores.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Abyssea zone bosses you classify as hard? Even with 3-4 ppl they are nothing if you have ppl who know what they are doing. Less in some cases.
But I do agree they should mix it up between light and hard content. Although ffxi as it stands is all light content. As long as they dont make the mistakes in xiv they made in xi over the past year or so they may well be ok
i agree 100%, nice post, and the best was the part with the first bornExactly why I say they should have built off of FFXI as a foundation (yes yes I know people will kill their first borns just because I mentioned FFXI):
"Light" content, e.g Assaults (this alone could have been in place of Guildleves or Guildleves built around this, it has much more variance than eventually being a kill quest.)
"Light" content like Limbus except for bosses (which were challenges back when they were introduced, i.e Proto Omega/Ultima)
"Light" content like Missions with hard fights sprinkled in, CoP was almost perfect in this regard.
"Light/Hard" content like Campaign which varied depending on if you're doing OPs (Shadow Lord fight for example) or the plain battles.
"Hard" content like Dynamis, Sea Gods, Sky Gods, Shinryu (unless you brew it), Abyssea Zone bosses, Neo Omega etc.
"Hard" content like Salvage which was more strategizing than difficulty at times.
So on, XI had the perfect set up in terms of content, while people hated having to work with others (....) It scaled beautifully in terms of what was and wasn't a challenge. For example if SE were to introduce a new Bahamut fight in FFXI, it'll be a challenge, if they were to introduce a Bahamut fight in XIV, it'll be a push over because they have to please the casual playerbase as well as the "hardcore" playerbase so the overall difficulty would be set very low in order to fit all playstyles. Like Ifrit is a decent challenge, but realistically latency problems from poor servers optimization gave it the slight challenge it does have.![]()
11 had like ten years to implement all of that, give it some time they are still developing the game,lolExactly why I say they should have built off of FFXI as a foundation (yes yes I know people will kill their first borns just because I mentioned FFXI):
"Light" content, e.g Assaults (this alone could have been in place of Guildleves or Guildleves built around this, it has much more variance than eventually being a kill quest.)
"Light" content like Limbus except for bosses (which were challenges back when they were introduced, i.e Proto Omega/Ultima)
"Light" content like Missions with hard fights sprinkled in, CoP was almost perfect in this regard.
"Light/Hard" content like Campaign which varied depending on if you're doing OPs (Shadow Lord fight for example) or the plain battles.
"Hard" content like Dynamis, Sea Gods, Sky Gods, Shinryu (unless you brew it), Abyssea Zone bosses, Neo Omega etc.
"Hard" content like Salvage which was more strategizing than difficulty at times.
So on, XI had the perfect set up in terms of content, while people hated having to work with others (....) It scaled beautifully in terms of what was and wasn't a challenge. For example if SE were to introduce a new Bahamut fight in FFXI, it'll be a challenge, if they were to introduce a Bahamut fight in XIV, it'll be a push over because they have to please the casual playerbase as well as the "hardcore" playerbase so the overall difficulty would be set very low in order to fit all playstyles. Like Ifrit is a decent challenge, but realistically latency problems from poor servers optimization gave it the slight challenge it does have.
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