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  1. #1
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    FFXI's partying mechanics: Flawed.

    FFXI's job mechanics: Flawed.

    FFXI's combat mechanics: Flawed.

    FFXI's crafting: Useless.

    FFXI's AH: Good, but needs vast improvements on the usability side.

    So, no.
    (0)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    Quote Originally Posted by Betelgeuzah View Post
    FFXI's partying mechanics: Flawed.

    FFXI's job mechanics: Flawed.

    FFXI's combat mechanics: Flawed.

    FFXI's crafting: Useless.

    FFXI's AH: Good, but needs vast improvements on the usability side.

    So, no.
    Yeah, and that's not even the half of it. There are only a few things FFXI did right, and they were mostly connected to SE's commitment to story-telling and co-operative play. Both things can exist in FFXIV without it becoming another suckfest.
    (0)

  3. #3
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    i dont think FFXIV is straying away from the Party-Play, to level you need to Party either wise you're gonna end up being either not motivated to play or get far behind the game. you could without the help of other if given that your life is only to play game 24/7.
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    There are like 10 million directions FFXIV could take. Falling back on their laurels and turning FFXIV into another Everquest clone (which is all FFXI was) is by no means rated high amongst them... in my opinion.
    (0)

  5. #5
    Player

    Join Date
    Mar 2011
    Posts
    104
    Iliked the concept of PW, It had all the elements a good MMO needed. It had individual and group farming that benifited individuals and the collective, the tiered aspect allowed for aprogression feel to it, and the rewards were interesting. Olny problem with was the fact it was in FFXI and the control were shaky and not fluid. It was like SILITHUS farming in WoW before AQ but a lot betterf For PW SE did a great in concept but hindered by the system it was created in. PW wasnt hard or complicatd but you didn't get to him often. This made him feel hard, not be hard. I say make it as hard to spawn him put put him in a BCNM style arena and give more than one attpt at him and actually give him mechanics to learn to avoid/interupt/negate wit resistance. Now you have a system that is rewarding to everyone. If it is not machostic enough for you change the loot table depending on how many attempts it takes to kill him, 18 man alliance or w/e, and 3 drops for one with a 10 %at a great item/crafting material , and 2 wth a 5 % for 2-5 tries, then 2 items with 0%chance for godly item x. NOW you have content,a grindfest, a challenging encounter and a community builder all in 1. Best part is, it looks enough like an FFXImechanic to be liked by XI fanboys, and improves on the system enough for it to be refreshing and unique to FFXIV_ You can even make it so you Need to BR certain things on him at certain times or he wrecks you.
    (0)
    Last edited by Linnear; 03-22-2011 at 05:48 PM.

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