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.
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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.

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