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  1. #1
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Look about death penalties i think we're fine, if all of u remember there were a worst death penalty applied a few months ago, where after 3 deaths you needed to repair all your stuff and everyone complained about that i cant even imagine how many threads about how harsh the death punishing is if they cut off exp everytime you die.

    The main issue is making the game more fearful so in my humble oppinion i would recommend only to make mobs harder and last longer, take away lots of teleport nodes so the trip to get back after death to your party or spot is enough to make you be more careful, or if they leave the nodes make harder the trip with lots of mobs in your way.

    If they want hamlet defense to be epic like having tons of mobs attacking and you zerging everything, well treat those mobs separately than the rest of the normal mobs, like instanced mobs.
    (1)

  2. #2
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    Well when i say i want those things like campaign,etc that i posted it doesnt have to be the same, i know they need to evolve things like hamlet defense for example i feel like it is some kind of besieged and campaign at the same time, conquest is easier they just need to put the numbers at works to have areas controlled by certain nation, so yeah i know they will evolve stuff and they must, about quest lines i dont want the same story but i want new story with the same relevance and reward that XI had, not middle tales like what we have now.
    (0)

  3. #3
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Dark Ages they say. I say before the MMO catered to the lowest common denominator.

    Again, nobody here is saying make FFXI part II. What don't some of you understand about that? Instead we are saying "take some of the many many things that FFXI did right and implement them into this game without the negatives." Look, I could write a thesis on the problems with launch FFXI but it did so many things well that it is simply a fallacy to ignore them.

    Marketing to casuals is a lost cause. They won't come over to this game en mass and most of them are happy with WoW, TOR, DCUO or whatever. Add that to the poor reputation this game garnered out of the gate and you are marketing toward the wrong group. There is however, a market for a more difficult experience which no modern MMO currently offers.

    Let's take a current example. I was looking at The Old Republic's forum recently and saw people discussing end-game. END GAME less than 2 months after launch. At that point in FFXI, most of us were still trying to figure things out. We had to communicate with each other, cooperate with each other and learn from each other. We didn't get blasted to the end just so we could grind for gear. Instead, we were all part of a greater whole undertaking a journey, we died together and succeeded together. This built a fantastic community that I recall fondly to this day. I never once ran into a dbag playing FFXI during the first 2 years.

    I'm of the school that if you don't want to put time into a MMO or commit to it, you shouldn't be on par with everyone else just so you can feel special. A MMO by definition should be massive, not designed to hit max level in a month. This is coming from a low time-investment player, even when FFXI was around at launch. I knew I wasn't going to get to 75 as fast as some of the other players but I enjoyed the difficulty the game presented. I'm sure if you look at the population numbers from FFXI to about 2007 you will see a steady progression and little drop off when compared to current MMO's which people get bored of relatively quickly. FFXI had longevity due to the difficulty curve. Some of it was fake difficulty yes, but some of it was just brilliantly designed game-play.

    Back on topic: Remember the first trek to Jeuno? That was absolutely terrifying. Uncharted lands, high level mobs that could easily kill you and a sense of adventure. I felt tremendously elated when I got to Jeuno for the first time.
    (10)
    Last edited by Darkillumina; 02-23-2012 at 10:42 AM.

  4. #4
    Player
    Reaujien's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    255
    Character
    Reaujien Reveille
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Darkillumina View Post
    Dark Ages they say. I say before the MMO catered to the lowest common denominator.

    Again, nobody here is saying make FFXI part II. What don't some of you understand about that? Instead we are saying "take some of the many many things that FFXI did right and implement them into this game without the negatives." Look, I could write a thesis on the problems with launch FFXI but it did so many things well that it is simply a fallacy to ignore them.

    Marketing to casuals is a lost cause. They won't come over to this game en mass and most of them are happy with WoW, TOR, DCUO or whatever. Add that to the poor reputation this game garnered out of the gate and you are marketing toward the wrong group. There is however, a market for a more difficult experience which no modern MMO currently offers.

    Let's take a current example. I was looking at The Old Republic's forum recently and saw people discussing end-game. END GAME less than 2 months after launch. At that point in FFXI, most of us were still trying to figure things out. We had to communicate with each other, cooperate with each other and learn from each other. We didn't get blasted to the end just so we could grind for gear. Instead, we were all part of a greater whole undertaking a journey, we died together and succeeded together. This built a fantastic community that I recall fondly to this day. I never once ran into a dbag playing FFXI during the first 2 years.

    I'm of the school that if you don't want to put time into a MMO or commit to it, you shouldn't be on par with everyone else just so you can feel special. A MMO by definition should be massive, not designed to hit max level in a month. This is coming from a low time-investment player, even when FFXI was around at launch. I knew I wasn't going to get to 75 as fast as some of the other players but I enjoyed the difficulty the game presented. I'm sure if you look at the population numbers from FFXI to about 2007 you will see a steady progression and little drop off when compared to current MMO's which people get bored of relatively quickly. FFXI had longevity due to the difficulty curve. Some of it was fake difficulty yes, but some of it was just brilliantly designed game-play.

    Back on topic: Remember the first trek to Jeuno? That was absolutely terrifying. Uncharted lands, high level mobs that could easily kill you and a sense of adventure. I felt tremendously elated when I got to Jeuno for the first time.

    Can't hit the like button on this enough!!!!
    (10)

  5. #5
    Player

    Join Date
    Aug 2011
    Posts
    228
    Quote Originally Posted by Darkillumina View Post
    Dark Ages they say. I say before the MMO catered to the lowest common denominator....

    ...we are saying "take some of the many many things that FFXI did right and implement them into this game without the negatives." Look, I could write a thesis on the problems with launch FFXI but it did so many things well that it is simply a fallacy to ignore them.

    Marketing to casuals is a lost cause. They won't come over to this game en mass and most of them are happy with WoW, TOR, DCUO or whatever. Add that to the poor reputation this game garnered out of the gate and you are marketing toward the wrong group. There is however, a market for a more difficult experience which no modern MMO currently offers.

    Let's take a current example. I was looking at The Old Republic's forum recently and saw people discussing end-game. END GAME less than 2 months after launch. At that point in FFXI, most of us were still trying to figure things out. We had to communicate with each other, cooperate with each other and learn from each other. We didn't get blasted to the end just so we could grind for gear. Instead, we were all part of a greater whole undertaking a journey, we died together and succeeded together. This built a fantastic community that I recall fondly to this day. I never once ran into a dbag playing FFXI during the first 2 years.

    I'm of the school that if you don't want to put time into a MMO or commit to it, you shouldn't be on par with everyone else just so you can feel special. A MMO by definition should be massive, not designed to hit max level in a month. This is coming from a low time-investment player, even when FFXI was around at launch. I knew I wasn't going to get to 75 as fast as some of the other players but I enjoyed the difficulty the game presented. I'm sure if you look at the population numbers from FFXI to about 2007 you will see a steady progression and little drop off when compared to current MMO's which people get bored of relatively quickly. FFXI had longevity due to the difficulty curve. Some of it was fake difficulty yes, but some of it was just brilliantly designed game-play....
    I couldn't have said it better myself. God I wish every thread started off with a post like this lol ; ;
    (6)

  6. #6
    Player ejiboo's Avatar
    Join Date
    Dec 2011
    Posts
    167
    Character
    Eji Boo
    World
    Hyperion
    Main Class
    Marauder Lv 50
    if i had to refrence both ffxi and what you proposed avy, i'd just say maat . he stopped a lot of weak players in their tracks and forced [certain jobs, in unlucky cases, unfortunately] to gear up, med up and eat right.

    the story/gc/etc quests and missions are such a joke in this game to the point where they've become an annoying grind and the fix that seems totally obvious to me is to think of a little gem called final fantasy tactics. you could plow your chars to high level with accumulate and then get fucked in the ass by the level 90 black chocobos, yakno, your choice. it's an extreme example but the premise is difficulty/monster level is relative to your current level and because the level at which you complete the missions and quests in XIV is so varied, it would apply a comparable challenge to whoever attempts them.

    keep in mind that only applies to certain content like quests and missions and even moreso those of which apply to DoM/DoW!


    i like how combat is, to an extent, currently; fighting multiple monsters at the same time is totally refreshing after playing XI long ago. you can still get bit in the ass if you get overly ambitious and you can still make mistakes in the harder areas of Eorzea, like the strongholds. the repops on monsters are unforgiving and if you can't quickly dispatch your foes then you get overrun pretty quickly. with that being said i would still like to see more challenging and puzzling content, whether the puzzling refers to some sort of actual in game puzzle, strategy, speculation/mystery/weaknesses, etc.

    i also agree with whoever mentioned the current streamlining and fixing of the game. that's at the forefront and they're doing a great job-i don't doubt that future content will continue to become better, more intricate in some places and more refined. the XIV dev team is listening to the community to some point and that's great; i feel like it's going to take them a while to get there only because of their current goals which are to fix the disaster XIV once was...AND THEN THERE WILL BE CAKE!
    (1)

  7. #7
    Player
    Sagagemini's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    282
    Character
    Saga Gemini
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    I miss the soloing part.
    It got a lot harder and boring to solo.
    Now we all Stronghold burn with a full party.
    (0)

  8. #8
    Player
    Yelta_Sumasu's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    454
    Character
    Yelta Sumasu
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    I don't want to throw my controller across the room or to delevel if I die but I also don't want everything to be a cakewalk where I can be watching a movie on my other monitor and half the party dying barely slows us down. Both extremes are no fun for me.

    We need some activities that fall somewhere in the middle of that. Something where one death in a group won't be the end of the world but a couple of deaths would be a major setback. I want all 8 people to have to pay attention and be on their toes. To have to equip appropriate equipment and come prepared with the right food and medicines.

    I want these activities to be dynamic where people have to actually think and react to things to succeed. Something where a couple of screwups would be noticeable and may even cause you to fail the activity.

    Please notice I wrote some activities above, I also want activities that I can do in a more leisurely fashion in addition to the above. Heck I want them to also add things even harder and more brutal than what I describe above for those who would enjoy it. We need activities for every playstyle.

  9. #9
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Well said Ria.
    (0)

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    WELL now they are going to take death out of the factor............ /sigh Esuna - Removes weakness.

    The death penalty is laughable as it is, why not just due away with death all together now!? just make it where we can't die.
    (0)

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