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  1. #11
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Don't know how many times it needs to be said. Goobue is a "gift", not a challenge, unless you count walking outside challenging. Other MMO's throw gifts at people all the time. Goobue is a gift from SE for sticking with them in 1.0. There are no mailboxes in the game, you cannot have the goobue sent to you, if they could, they would. However, they were able to give you a little preview of BRD AF and give you a nice little segment before getting the Goobue.
    (6)

  2. #12
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    Mar 2011
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    Besaid
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    No matter how hard content is made someone will always come in and state its not hard enough

    stuff like the gobbue is not real content, let us look to the REAL content like ifrit, moogle etc etc


    some find it hard, some find it easy, and there are those who will always find everything easy purely because thats how they roll

  3. #13
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Velhart View Post
    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    this is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )
    (1)

  4. #14
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    Quote Originally Posted by Dragonheart View Post
    this is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )
    or they can just make U/U gear meldable too

  5. #15
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by TheVedis View Post
    or they can just make U/U gear meldable too
    To be honest, it sounds game breaking to me, but I am not going to take the time to research it.
    (0)

  6. #16
    Quote Originally Posted by Xoo View Post
    It's not just the Goobbue - it's e v e r y t h i n g. If at all possible, SE leaves very little mystery to the game and more and more they paint bright red arrows on the path for you. There is no immersion; Rather than playing an adventure, it feels like you're playing a big game of connect the dots.
    It's ironic how people complained about SE making you do things yourself in XI (some push is nice yeah) much like people complained about XI's content lasting "too long", yet all content, with or with bad drop rates (only Salvage had bad drop rates) were long term goals, even Abyssea as casual as it is created a long term goal especially if you duo everything like my brother and his girlfriend does.

    Sadly, people say XIV should stray far away from XI in terms of creating long term goals and meaningful content. We don't even need "hard" content, just content that takes teamwork (i.e CoP era FFXI) or content that isn't designed for every whiny player that has only 2 hours a week to play an MMORPG, this is the problem. It's not a problem if you don't have much time (I certainly have less time than I did 12 years ago) but I have more than enough time to actually dedicate to long term content.

    Guildleves were supposed to be for those people while SE created real content for others who craved it but sadly they pushed this game out way before that was realized.
    (2)

  7. #17
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    Oct 2011
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    59
    Getting off topic. I'm not talking about the breadth of current content or the rewards even. You post "REAL content like moogle, ifrit etc etc" and i'm left here wondering really, what IS that etc etc? what fills this citation? Either way its not about that. Anyone that says the current 'content' under any definition is difficult is simply having difficulty with finding the opportunities to beat it. NOT beating it. It is my firm belief that if a Primal battle [for example, Moogle] can be released and completed across most servers within 24 hours of the patch, that it is not difficult content. The HARD part is finding a group to do it often enough, and when you do get one life becomes simple. If you fail, you just get up, and try again. And again, and again. Strategies were released within days for Moogle and a couple of weeks later suddenly everyone stops playing again.

    Difficult content is engaging, thought-invoking, strategic... It needs to be worthwhile. Whipping up a party for a quick few Primal kills and then going back to crafting or gathering is none of these.

    Look back to FFXI - there were whole Linkshells dedicated to different elements of play. Sea LS, Sky LS, HNM LS; while i'm verging on discussing breadth of content here rather then difficulty, each of these examples from the past were event based, they were challenging, they were time sinks, and totally enjoyable. This game is begging for more depth, and more challenging content. What's the point of introducing new NMs [around Turningleaf] and then making it possible for any 4 random people off the street able to defeat them. And then nerfing the stone-aquisition... There is no achievement in owning a Moogle weapon now because opening the chest just means you've farmed a few spriggans and got lucky.
    (3)

  8. #18
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    Join Date
    Jul 2011
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    289
    Quote Originally Posted by Elexia View Post
    Sadly, people say XIV should stray far away from XI in terms of creating long term goals and meaningful content.
    No, we say it should stay away from XI in terms of adding in a bunch of time sinks to prolong what little content there is.
    (0)

  9. #19
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Velhart View Post
    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    The problem with this structure is that removes DoH/DoL from the endgame, which they should not in any way do. It's not that difficult to toss endgame item material DoL nodes near the bosses, but the tricky part is crafting. If these are items we don't want showing up at our local market ward, SE will need to implement a way to craft that works with another person's inventory. Luckily, I think the basic framework for this is already in place via the repair system.

    I know some people don't like DoH/DoL classes, but some of us do, and they ARE set up as a core part of the game. Any long term goals (which was a great but easily overlooked point by Mog) should include them.
    (2)

  10. #20
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by AndySolace View Post
    Getting off topic. I'm not talking about the breadth of current content or the rewards even. You post "REAL content like moogle, ifrit etc etc" and i'm left here wondering really, what IS that etc etc? what fills this citation? Either way its not about that. Anyone that says the current 'content' under any definition is difficult is simply having difficulty with finding the opportunities to beat it. NOT beating it. It is my firm belief that if a Primal battle [for example, Moogle] can be released and completed across most servers within 24 hours of the patch, that it is not difficult content. The HARD part is finding a group to do it often enough, and when you do get one life becomes simple. If you fail, you just get up, and try again. And again, and again. Strategies were released within days for Moogle and a couple of weeks later suddenly everyone stops playing again.

    Difficult content is engaging, thought-invoking, strategic... It needs to be worthwhile. Whipping up a party for a quick few Primal kills and then going back to crafting or gathering is none of these.

    Look back to FFXI - there were whole Linkshells dedicated to different elements of play. Sea LS, Sky LS, HNM LS; while i'm verging on discussing breadth of content here rather then difficulty, each of these examples from the past were event based, they were challenging, they were time sinks, and totally enjoyable. This game is begging for more depth, and more challenging content. What's the point of introducing new NMs [around Turningleaf] and then making it possible for any 4 random people off the street able to defeat them. And then nerfing the stone-aquisition... There is no achievement in owning a Moogle weapon now because opening the chest just means you've farmed a few spriggans and got lucky.
    Mhm. Now do take note, besides BCNM's, all of FFXI's content revolved around accomplishing something in a certain area before engaging the enemy. Dynamis was hard and took a lot of work to get to the last boss. So the idea of accomplishing it in 24 hours was nearly non-existant. It took people quite a while to figure out the best way to approach Dynamis. Even after years people still had it challenging, even when it was broken down into a science. I want FFXIV's content engaging like this. The problem with primals are that you have only a 5 minute window to wait to figure out how it works. If you had access to Dynamis Lord every 5 minutes, I am sure you could find a way to take him down within a day.

    Overall, we are getting BCNM like fights in FFXIV, and we need content that helps make an event stretch out.
    (3)

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