The RotZ graph shows ~82% of the player base on or past Ark Angels, which would qualify them for Sky.By comparison, look at some FFXI statistics: http://www.playonline.com/ff11us/gui...192.1481641280
Less than half the player base (which peaked around 500k) qualifies for Sky, Sea, or any other gated endgame content. Because completing the story in FFXI was so difficult, the pool of players who could do endgame content was much smaller.
~18% on Ark Angles, ~10% on The Sealed Shrine, ~8% on The Celestial Nexus, ~22% on Awakening, and ~24% on The Last Verse.
I would like open-world leveling instead of only leveling within dungeons. Leveling in Eureka in casual parties is pretty fun and less stressful with giant pulls. We can roam around and pull mobs as we see fit, change jobs between battles for buffs or raise, then switch back.
number of players really doesn't say anything about which game is better. Mass market appeal doesn't mean a game is good. It's like saying "More people play Mario than dark souls, therefore Mario must be a better game". No, not really, it just has a lesser barrier of entry so 3 year olds can play it.
The only thing I really want from FFXI is the horizontal progression, and to make things a bit harder to obtain. I don't need instant gratification. Even when it came to new jobs I liked having to go through a "tough" quest to unlock it, felt better somehow. I know unpopular opinion...
FFXIV is a better game than FFXI for many reasons but it did have more character and depth, people saying go back to FFXI, I say go back to WoW - vertical progression is boring and we're already feeling the effects from it in FFXIV.
There are many things that XI do right that it makes no sense they aren't in XIV. We're already porting things that don't make sense like mobs so why not more. (XIV angler fish walk, XI angler fish floats in the air, that's weird.)
- BCNMs/KSNMs. Can be spawned using protean crystals for example.
- NMs. Real NMs that take time and effort to kill, and rewards loot, not zerg FATEs for glamors. Force spawned or on a short timer like 1.0
- Loot Diverstiy. XI kept adding loot for ALL levels and not just lv1/cap. This includes interesting stats and even hidden effects. You know, like an RPG.
- Interesting Mob mechanics: Some mobs link with their same kind, others aggro low hp, magic, track by scent and lose you if you cross water. Other mobs only pop at night or get stronger at night, weather changes the kind of sprites in the area. 1.0 had mobs that followed you out of curiosity such as goats. We've seen some of these return for Eureka and that's good.
Recruiting for EXCEED on Balmung. Social casual guild, just for fun.
I said the reskined monsters part in that XI had the same thing to be a counter point to the person who said XI had more variety of monsters. To the combat sure you couldn't see how far the aoe was, but if you fought X amount of monsters you knew that if they petrified you either A normally could just stand behind them or look away. Which we do in XIV as well. Once you saw how a monster type fought and encountered a different type you had a good idea how their basics would be. Same thing as here. I don't know about anyone else, but I hated when I would be at max heal range and still be within a select few NM's more dangerous aoes and have to spend time healing yourself. Being slept by other people's monster's was also so fun...
I played FFXI for years... many years... While it wasn't an entirely horrible experience I'm thoroughly glad to be done with it and have no desire to see any of its gameplay rehashed. I thought I'd moved on to something new and different. Please don't tell me I thought wrong.
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