Lockouts on FFXI were barely noticeable due to the sheer amount of content, and all of it was relevant at the same time, for years. That's another one of the huge differences between XI and XIV. In XIV, once you've got your weekly stuff, there's nothing to do that's relevant.this is not a good thing, this is a bad thing. imagine if you can only do 1 full timer of Savage every 3 days. imagine if once you get a token from Byakko EX you can't kill it again for another 24 hours. imagine if once you complete Rabanastre whether you got loot or not you can't queue again for another 24 hours.
gating events behind completely artificial and arbitrary timers doesn't mean it has longer lasting content.
yes, XI does have more types of content, but some of the older content lasted a lot longer than it should only because players couldn't farm it as much as their playtime allowed.
This just show how little content XIV has. XI did this and none had a problem with it because thre were a lot more stuff to do and a lot more gear to get that just 2 pieces per slot.this is not a good thing, this is a bad thing. imagine if you can only do 1 full timer of Savage every 3 days. imagine if once you get a token from Byakko EX you can't kill it again for another 24 hours. imagine if once you complete Rabanastre whether you got loot or not you can't queue again for another 24 hours.
Thanks. You are a good boy
Too many things are better, but most of them have been mentioned by everyone else.
The top things that I really miss are:
- True Support classes. My favorite class type to play in MMOs and single player games is support. Not healer. Support. I want to be able to control the flow of battle through buffs and debuffs and I find myself feeling more proud from seeing my party do better because of those buffs than actual things like healing numbers and DPS. If the Dev team were able to increase the party size to 5, adjust some core aspects of the battle system and add a straight up support role with all the classes I love in it (a real Bard, Geomancer, Corsair, Dancer, etc) I'd drop healer and DPS for it in an instant.
- Healers being healers and not getting yelled at for it. Healers having real buff skills to support the se. Healers actually having to focus on doing their job because the boss fights were actually difficult. Healers not getting yelled at to spam holy or banish because they "weren't doing enough". Real challenging content that required healers to be healers. I miss that.
- Exploration value. FFXI did not have instanced dungeons. EXPing was a grind in a location against enemies several levels above your own for an extended amount of time. Because there was no queue connected to other servers, players were required to shout for parties or put up their seek icon to get one. EXP parties required more communication and set ups. Players had to travel to their farm spots and know how to get to places without running into too many enemies. On top of that, event LSs had to actually travel to their event areas and not just queue up to savage from a random ass city somewhere. All areas were thoroughly used and explored almost constantly. On top of that, many dungeons had secret paths and short cuts that lead to hidden areas of fields such as Crawler's Nest leading to the secret lake which happens to be the spawn location of the Hyper Notorious level 60 Monster, Simurgh whom you all know as "Simurgh's Strider" in Eureka.
- The ability to solo. At first this didn't exist but after a while, soloing became something easy for most jobs in the game to do in case someone didn't want to party up with other people for a dedicated long amount of time.
- Subjobs. The SJ system is basically the old version of our role action/cross class system in FFXIV except there are no limitations on the skills you can use. If you were level 99 you could use all skills up to level 49 of your subjob with some potency exceptions (BRD and COR being 2 of them. Cards were half potency and songs without an instrument were crap).
- Blue Mage.
- World map activities that gave benefits to the players if they were completed over time.
- Dungeon level variety. Almost every dungeon in FFXI had a series of levels that would increase as you progressed deeper into the content. For example, King Ranperre's Tomb has the appearance of a level 5 low level dungeon that you can access early in the game. However if you explore too much you will eventually run into level 30+ enemies. Then level 60+ enemies. If you make it to the deepest reaches of the dungeon, you will literally run into an actual dragon as well as an army of level 75+ Goblins. Very few dungeons were locked to a certain level of enemies. And many you EXp'd in at a lower level you could return to at a higher level to get more EXP.
and last but not least
- The Wings of the Goddess Expansion Pack. This bonus content allowed the player character to travel to Vana d'iel 20 years in the past during a major conflict known as the Crystal War. This expansion pack allowed the player to see areas in a way they've never seen them before. Places that were in ruins in current day now lively as a bustling fortress. Beastmen strongholds that are weakened and walled off now extremely dangerous with beastmen activity. It's my favorite EXP pack personally as it also brought my two favorite flexible classes, Scholar and Dancer. I constantly hope that we'll get a similar time travel mechanic in FFXIV where we travel to the past before the Calamity and see how the world looked back then as well as seeing currently older characters as young warriors or even children.
Last edited by Mhiro; 05-22-2018 at 01:16 AM.
More swordplay on Red Mage, at least on my end anyway.
XI did community & open world better.
Community
Kinda hard to say 1+1=2 for this topic because results vary but by (archaic) design the game had you work with people on your server you really started to get a sense of community like you would in a city or neighborhood. Inconvenient, archaic, bad design, took hours, punishing mechanics and systems all of these things yes, but for these reasons and others you worked closer with the people around you.
Open World
This is what I don't care for in XIV. Gorgeous open worlds you can just mount right through it with no sense of danger or adventuring. In many aspects XI was just a more challenging game and sometimes the bad kind of challenge but XI's open world dangers was the right kind of challenge.
There's more things XIV does right though, which is why I play it.![]()
XI's community was strong, since you had no choice to branch out from your server. I would say DF definitely hurt XIV in that regard. So much of your time can be spent running various instances with random players that you will never meet again. Most of them can't even bother to say hello at the start of an instance. People treat you like an NPC as they will most likely never see or talk to you again.XI did community & open world better.
Community
Kinda hard to say 1+1=2 for this topic because results vary but by (archaic) design the game had you work with people on your server you really started to get a sense of community like you would in a city or neighborhood. Inconvenient, archaic, bad design, took hours, punishing mechanics and systems all of these things yes, but for these reasons and others you worked closer with the people around you.
Now, they are making baby steps towards making it better (cross-world PF, LS, /tells, etc), but it's still lacking. I don't know about everyone else, but for me personally, there is someone great about just being able to "hang out" with your friends in game. Whether it be idling around in town, or at someone's house, or cruising around together doing little things in game.
GW2, which now has a mega-server, used to do cross-world guesting which would allow you to temporarily visit your friend's server to play with them. I think this could do quite a lot for the XIV community as a whole. Whether it be hanging out with people you met through DF, or maybe visiting friends who moved off your server, or those who can't even get onto your server in the first place (Balmung troubles).
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