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  1. #31
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    Quote Originally Posted by Nephera View Post
    I think that people are confusing a lack of content with a deliberate design choice.

    I'm pretty sure (or at least hoping) they didnt go: WELP WE DONT NEED TO PUT ANYTHING IN THE GAME FOR PLAYERS TO DO BECAUSE WE HAD THINGS TO DO IN XI.
    Nah for me even if there was alot to do in the game I am still bothered by all the rough edges in this game its not stable yet its very shaky.
    (0)

  2. #32
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    Quote Originally Posted by Atlantis View Post
    Do you think the game would appeal more if the game mechanics and rules of FFXI were implemented?
    I think the time for cut-and-paste of FFXI, if ever, would be in alpha/closed beta and then build on it from there. Start with what works and evolve from there. Don't try to reinvent the wheel from scratch; that's what I say. FFXI with FFXIV graphics would be amazing by itself.

    Going further, I'm a huge fan of the basic principals of FFXIV; if the armory system, guildleves, etc. were slowly incorporated building from rudimentary aspects of the FFXI job system and leveling, we would all be a whole lot more satisfied with the current state of the game to say the least. It's not hard to imagine: most jobs that didn't rely on TP in FFXI would macro in different weapons in for different purposes which would sometimes change up the role altogether. The only difference in FFXIV in this regard (and best part imo) is that you don't need to hit the mog house to change in FFXIV. You can adapt your role to the situation at hand by pressing a few buttons and the possibilities for customization far outmatch having only main/sub job.

    I know that this would require an enormous amount of class reconfiguration and balancing and eventually would be nothing like FFXI at all but that's why I say alpha/beta should have been a cut-and-paste of FFXI, and then use the 10 years of experience and all that precious feedback from beta to transform it into a new game.
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  3. #33
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    Mar 2011
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    リムサ ロミンサ
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    I would prefer more of a FFXII style.
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  4. #34
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    Betelgeuzah's Avatar
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    Mar 2011
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    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)

  5. #35
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    Seirra_Lanzce's Avatar
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    Mar 2011
    Location
    Gridania
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    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)

  6. #36
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    Mar 2011
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    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)

  7. #37
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    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)

  8. #38
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    Quote Originally Posted by Nephera View Post
    I think that people are confusing a lack of content with a deliberate design choice.

    I'm pretty sure (or at least hoping) they didnt go: WELP WE DONT NEED TO PUT ANYTHING IN THE GAME FOR PLAYERS TO DO BECAUSE WE HAD THINGS TO DO IN XI.
    Lol.

    this line is filler
    (0)

  9. #39
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    Mar 2011
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    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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