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  1. #1
    Player
    Avraym's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    841
    Character
    Avraym Kent
    World
    Tonberry
    Main Class
    Dark Knight Lv 77

    Risk Factor. Can I have it?

    One of the problems with FFXIV's content, is the lack of risk and also mob strength, wether its a solo fight or a group fight.

    It's very rare in a group situation where you have to be "careful" of your pulls, or where you don't just pile drive through a group chain in seconds, Save Dzemael Darkhold in early release, but that was before the many reforms we've seen.

    A lot of people complain that clearing mobs is like fighting straw dolls. No challenge. No element of risk. Hell, you can pull 10+ monsters as a group pull in some of the toughest areas in our level range, and generally walk away unscathed (In relation to group/level size of course)

    I'm hoping that at least one of the two new raids will provide actual tactics.

    Remember in FFXI when we had to designate pullers and a pull camp? And even then some things could go wrong. I don't want the game to be like that all over, but in some cases, pulls should have to be well planned in association with the risk.

    Also, the story quest fights were child plays at best. Which is fine, because its introducting you to the game as a new player. But I personally have higher expectations with job quests.

    I'm also hoping that Job quests will involve solo fights, where gear and player skill makes or breaks the difference. I mean the sort of fights In any previous final fantasy, where you knew gear/food preperation was key because the fight was so tough. Given how easy it is to level in this game, we should at LEAST retain wearing appropriate gear.
    (49)

  2. #2
    Player
    Visgal's Avatar
    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    27
    Character
    Visgal Goldmane
    World
    Omega
    Main Class
    Goldsmith Lv 70
    I agree that a certain risk factor is missing, getting killed isn't an issue anymore. Gear damage? hah! In no way am i worried about that.

    In FFXI the mobs would also follow you alot more than they do now and one mob in itself for a party was a challenge. Well... back then they weren't labeled their level range. That was Even match, tough, very tough and the like. Some of you know.
    I would wish the storyline was alot harder though, since that should be one of the most important things in the game. Surely start out easy, but heavily increase in difficulty.

    And i agree on gear should make a difference. Right now i'm wearing what seems best with the stats it's got for my job, ofcourse. But i really don't notice much change, just trying to hit certain numbers in my attributes because well, "that's what you're supposed to" FFXI had very effective low level gear that made a difference, also low level events/instances/dungeon. Sphosae (however you spell it) and Toto-rak. You can just go hammer those things down as a 50. Abit iffy in my opinion.

    And i'll take my chance to say it while i'm at it, i still really don't like the big beacon on NM's. Can i find it myself please?

    Thumbs up to you
    (12)

  3. #3
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    Join Date
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    Quote Originally Posted by Visgal View Post
    I agree that a certain risk factor is missing, getting killed isn't an issue anymore. Gear damage? hah! In no way am i worried about that.

    In FFXI the mobs would also follow you alot more than they do now and one mob in itself for a party was a challenge. Well... back then they weren't labeled their level range. That was Even match, tough, very tough and the like. Some of you know.

    And i agree on gear should make a difference. Right now i'm wearing what seems best with the stats it's got for my job, ofcourse. But i really don't notice much change, just trying to hit certain numbers in my attributes because well, "that's what you're supposed to" FFXI had very effective low level gear that made a difference..

    And i'll take my chance to say it while i'm at it, i still really don't like the big beacon on NM's. Can i find it myself please?

    Thumbs up to you
    Gear damage was just a tedious addition made to the game to prevent all the rage-quitting from de-lvling, like we did in XI. Personally, I wish they had just done away w/ de-leveling, but kept the exp loss. Death warping and getting on your lvl 1 jobs for travel was just one of the many, seemingly trivial, things that added to the luster of FFXI.

    Anyway! I think the overall risk factor "issues" can be attributed to one aspect of battle in particular; and that's one that the OP already pointed out:

    A lot of people complain that clearing mobs is like fighting straw dolls. No challenge. No element of risk. Hell, you can pull 10+ monsters as a group pull in some of the toughest areas in our level range, and generally walk away unscathed (In relation to group/level size of course)
    And this is exactly why the game is SO awful right now. Whether you're finishing a leve, on a random mission, in a SH, or wherever, it's an endless swarm of mobs you spam in ws in a party with mages spamming cures. It is so, incredibly, dull...

    Nothing can save this game SE doesn't address this issue. SPAM, no thanks...
    (1)

  4. #4
    Player
    Malachite's Avatar
    Join Date
    Feb 2012
    Posts
    8
    Character
    Floppy Littletoe
    World
    Coeurl
    Main Class
    Arcanist Lv 25
    Quote Originally Posted by Arcell View Post
    Again I ask, why do we NEED a harsh death penalty to be good players? Can't we just play well so that we don't suck? Can't we not want to die simply so we don't die? Especially in the instanced content, if all players die you lose essentially. Isn't that enough? Why must we lose our hard earned XP? What does that accomplish really?

    It adds a horrible timesink, getting back the XP you already earned once. Then you have people afraid to take any chances or use anything other than the easiest party build because they are afraid to die. Then class stacking becomes even more of an issue because no one wants to branch out and try something different. As if we needed another reason for people to stack Archers, lets add lower risk of death and loss of XP to the list.

    I'm just curious as to why we must be harshly penalized for death. I just don't see why we must have a reason to not suck at the game.
    For me, it really doesn't have anything to do with having a reason to not suck at the game. It has more to do with how engaged I feel. In the early days of XI, I found that putting together a competent exp group, and pushing that particular group's abilities to the limit was immensely engaging. By engaged, I mean involved and as an extension of that, focused (something that XIV's combat system just doesn't require). The combination of XI's inherently closely matched fights (someone gave an example earlier of an even matched fight against a mandragora being a challenge) and the relatively harsh death penalty are just two of the many factors that lead to engaging play, but they were particularly important ones.

    Death in XI was anathema and exp parties were as much about not dying as they were about gaining exp. This lead to dynamic groups and engaging play. Because staying alive was such a key factor to gaining exp, small changes in party makeup made a large difference. Your tank is slightly under geared or slightly underleveled? The group's strategy (a combination of trying to maximize exp gain, while staying alive at all costs) changes accordingly. Crappy healer? The group's strategy changes accordingly. Unusually effective group that comes together cohesively? The group's strategy changes accordingly.

    One of the most exciting things about all of this was that groups didn't always change for the better. Maybe your RDM just couldn't keep his debuffs on the mobs you're fighting, and the tank ends up taking a beating because of it. So, their NIN tank can't keep his shadows up because the mob isn't being kept slowed/paralyzed and the group disbands. This wasn't necessarily a bad thing.

    Any time you bring a group of people together, it is not a given that said group will be able to work well together. This is a fact of life. Because of this, groups that do work well are just that much sweeter. I play these kinds of games for a variety of reasons but the level of engagement experienced has a lot to do with how long I stay. In MMOs it is usually provided through the combat system. This is my main beef with XIV. You can toss virtually anyone together in an exp group, barely pay attention to what is happening and still do well. Walk away from the keyboard for a few minutes and die, so what? You don't lose anything and the party still goes on without you at practically the same pace as it did when you were there.

    MMOs are a time sink by their very nature. So what if it takes me 100 hours or 500 hours to reach level cap. Furthermore, so what if I can't maximize exp gained in every single situation? I wouldn't want to do so even if I could. Where's the fun in that? There's fun, but also humanity in diversity. And what I described above leads to diversity. FFXI's partying system, whether the developers planned for it or not, was dynamic and diverse.

    I went a bit further with this post than I intended, but oh well. I hope it made sense.
    (3)
    Last edited by Malachite; 02-22-2012 at 11:46 AM.

  5. #5
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I agree with this thread and I posted something similar in a giant post I made last night. Most probably skimped over it because the post was long. An excerpt is below.

    Battle System

    While I realize this is getting revamped in 2.0 there are some criticisms I would like to make.

    The first problem is that I really feel no sense of urgency or danger in battle. In FFXI, fighting 'Incredibly Tough' monsters was extremely dangerous. A link at the wrong time could wipe your group, a blown skill-chain could extend the battle to deadly lengths. Here, whenever I am grouped with 7 other adventurers it feels like we are a tank rolling over straw huts. In FFXI preparation was everything and character death was a very real possibility no matter what level you were; in FFXIV you just wander around wherever you go like a maelstrom of death and destruction.

    The second problem I have is with the revamped skill system. Quite frankly it feels like I am playing WoW, DCUO or any other MMO based off the Warcraft model. I assign a ability, press 1, 2, 3 ect and watch my character utilize a various skill. When I am grouped up it feels even worse. It seems as if everyone is spamming attacks with impunity Again, I think this game can learn something from early FFXI going forward.
    --------------------------------------------------------------------------------------------------------------------

    I liked the punishment system of FFXI. It forced players to actually be half decent and pay attention. You couldn't half-ass it or your team would suffer. It also pushed people to equip themselves competently so they weren't a hindrance. If you were a terrible party member in FFXI word got out and it was hard for you to get groups. If you were decent you got picked up. I don't know why everybody expects instant gratification. FFXI made you work for something and as someone else said having a single 75 was an achievement.

    I am far from a hardcore MMO player, even during FFXI. I played sporadically but still enjoyed the system. It seems to me that those complaining were those who either couldn't hack it, didn't want to put the effort in to not be gimp and didn't want to group up. Heaven forbid a game actually make you work for your reward in this day and age. FFXI had such longevity between 2004 and 2007 due to the difficulty curve. It kept you coming back because there was always something or someone pushing you to be better. It wasn't a simple gear grind like most mmo's are nowadays. I would even argue that the lack of difficulty is why we see so many MMO's drop off a cliff relatively quickly after launch.

    I never understood the argument of sitting around in FFXI waiting for a party either. If you did that you were doing it wrong. When I was flagged which was often as I was initially a DRK, I never sat around waiting for an invite. I was always doing something like mining or camping an NM.
    (4)
    Last edited by Darkillumina; 02-22-2012 at 11:56 AM.

  6. #6
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Malachite View Post
    For me, it really doesn't have anything to do with having a reason to not suck at the game. It has more to do with how engaged I feel. In the early days of XI, I found that putting together a competent exp group, and pushing that particular group's abilities to the limit was immensely engaging. By engaged, I mean involved and as an extension of that, focused (something that XIV's combat system just doesn't require). The combination of XI's inherently closely matched fights (someone gave an example earlier of an even matched fight against a mandragora being a challenge) and the relatively harsh death penalty are just two of the many factors that lead to engaging play, but they were particularly important ones.

    Death in XI was anathema and exp parties were as much about not dying as they were about gaining exp. This lead to dynamic groups and engaging play. Because staying alive was such a key factor to gaining exp, small changes in party makeup made a large difference. Your tank is slightly under geared or slightly underleveled? The group's strategy (a combination of trying to maximize exp gain, while staying alive at all costs) changes accordingly. Crappy healer? The group's strategy changes accordingly. Unusually effective group that comes together cohesively? The group's strategy changes accordingly.

    One of the most exciting things about all of this was that groups didn't always change for the better. Maybe your RDM just couldn't keep his debuffs on the mobs you're fighting, and the tank ends up taking a beating because of it. So, their NIN tank can't keep his shadows up because the mob isn't being kept slowed/paralyzed and the group disbands. This wasn't necessarily a bad thing.

    Any time you bring a group of people together, it is not a given that said group will be able to work well together. This is a fact of life. Because of this, groups that do work well are just that much sweeter. I play these kinds of games for a variety of reasons but the level of engagement experienced has a lot to do with how long I stay. In MMOs it is usually provided through the combat system. This is my main beef with XIV. You can toss virtually anyone together in an exp group, barely pay attention to what is happening and still do well. Walk away from the keyboard for a few minutes and die, so what? You don't lose anything and the party still goes on without you at practically the same pace as it did when you were there.

    MMOs are a time sink by their very nature. So what if it takes me 100 hours or 500 hours to reach level cap. Furthermore, so what if I can't maximize exp gained in every single situation? I wouldn't want to do so even if I could. Where's the fun in that? There's fun, but also humanity in diversity. And what I described above leads to diversity. FFXI's partying system, whether the developers planned for it or not, was dynamic and diverse.

    I went a bit further with this post than I intended, but oh well. I hope it made sense.
    I can understand that however I don't think that a horribly masochistic death penalty is needed for that. Fights that require thought and where you can actually die, regardless of consequences, would help. I would agree that we need more of that, more challenging content. I think we could achieve a level of engaging combat by just making things not die so easily, but I just don't think the death penalty is required for it.

    Also worth considering is that this game was and still is built for a more casual audience than XI. Yoshida changed the death penalty once, we used to only have the sickness. He could have changed it to something like XP loss/level down but he didn't, I think they also said that they have absolutely no plans to do such a thing.

    Challenging content is something I would like to see and it's plausible for the future. XP loss/level down is not quite as likely.
    (2)

  7. #7
    Player
    Malachite's Avatar
    Join Date
    Feb 2012
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    8
    Character
    Floppy Littletoe
    World
    Coeurl
    Main Class
    Arcanist Lv 25
    Yeah, I agree with that Arcell. Death penalty isn't necessarily required, it just helps. Something I didn't mention with regards to why I'd rather a more significant death penalty has to do with immersion. I simply feel more immersed in a world where death has fairly harsh consequences. But hey, that's just me.
    (1)

  8. #8
    Player
    Catharsis's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    95
    Character
    Lex Talionis
    World
    Durandal
    Main Class
    Weaver Lv 50
    FFXI's partying system, whether the developers planned for it or not, was dynamic and diverse.
    What's so dynamic and diverse about sitting in town waiting until a RDM or a BRD and a PLD or NIN logged on and wasn't snapped up within 15 seconds by other desperate groups? There were levels when you couldn't even sub Dispel and without it, there would be no practical way of doing any form of decent experience on Robber Crab/Crawler Tedious Grindfest Mania when dealing with people with attention spans shorter than their vocabulary and bladders the size of peas (just how difficult can it be to synchronise a toilet break?).
    (2)

  9. #9
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    Someone's post:

    FFXI's partying system, whether the developers planned for it or not, was dynamic and diverse.
    Response:

    Quote Originally Posted by Catharsis View Post
    What's so dynamic and diverse about sitting in town waiting until a RDM or a BRD and a PLD or NIN logged on and wasn't snapped up within 15 seconds by other desperate groups? There were levels when you couldn't even sub Dispel and without it, there would be no practical way of doing any form of decent experience on Robber Crab/Crawler Tedious Grindfest Mania when dealing with people with attention spans shorter than their vocabulary and bladders the size of peas (just how difficult can it be to synchronise a toilet break?).
    Why do ppl have to be so dismissive about something just b/c ONE aspect of it's design was flawed? I think everyone realizes that there were some pretty significant issues w/ XI that completely ruined gameplay for some ppl....


    That doesn't mean to scrap the thing completely and deem it "taboo." Try to have an open mind plz...Can you honestly say that NOTHING about XI's pt system was dynamic and diverse? simply b/c you had a hard time making parties and trouble killing some foolishly designed mobs?
    (6)

  10. #10
    Player
    SirOleas's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    709
    Character
    Oleas Aiedail
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Agreed!
    There should always be a certain amount of risk when battling a foe to get stronger/obtain rare gear. Especially when you are charging right into their stronghold. (Duoing/soloing chest mobs = ZzZzZz)

    While I do enjoy taking on scores of mobs at one time and defeating them swiftly I feel that it's not intense and fun as it could be if you had to consider what could be lost if you failed the encounter.

    Alas: Many MMO players don't want overly strict or complicated risks involved with their experience during play. Weather it be because they don't want it to be difficult or because they don't have a lot of time to progress and a large loss would mean a waste of a play session etc.

    I feel that the current gear damage system is decent but it's not hard to obtain gil to repair your items in this game. There needs to be some kind of other risk involved with failing to consider your situation before acting AKA: Dieing.
    (4)

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