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  1. #1
    Player
    Nayout's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    294
    Character
    Herstryp Cristin
    World
    Cactuar
    Main Class
    Archer Lv 90
    Quote Originally Posted by Sqwall View Post
    I find it VERY difficult to compare FFXI to WoW. They came out around the same time (2002 and 2004) respectively. FFXI' man focus was community and MAKING players understand you need other players to progress, and it will be VERY difficult to solo this game and enjoy the story. It's a Final Fantasy after all. I would love to see players solo Promyvion content. You can't.
    They can be compared perfectly because even though they are totally old, FFXI continues to update with PVE content to this day, even when the story ended in 2015 the game continues to update with PVE content and when they tried to do something different like PVP it was a failure tremendous.

    Wow also has that focus and it is a matter of seeing the constant updates and what they focus on when developing. As for example in PSO2 some updates of the game only focused on giving more social aspects to the players, in which the players feel at home and that they can change of scene more easily with the absurd amount of cosmetics. That is why when New Genesis was announced, one of the important aspects that they announced was what would happen with cosmetics and emotes.
    (0)

  2. #2
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Nayout View Post
    They can be compared perfectly because even though they are totally old, FFXI continues to update with PVE content to this day, even when the story ended in 2015 the game continues to update with PVE content and when they tried to do something different like PVP it was a failure tremendous.

    Wow also has that focus and it is a matter of seeing the constant updates and what they focus on when developing. As for example in PSO2 some updates of the game only focused on giving more social aspects to the players, in which the players feel at home and that they can change of scene more easily with the absurd amount of cosmetics. That is why when New Genesis was announced, one of the important aspects that they announced was what would happen with cosmetics and emotes.
    Your comparing apples to oranges. Allow me to use this analogy.
    WoW has a skin that I can eat and may be a little chewy. very sweet inside and satisfying. Instantly available off the shelf for enjoyment.
    FFXI has a skin that must be removed as it tastes terrible. I must peel that away to see the what lies inside. Given the time and work put in I will enjoy myself.

    WoW was SOOO user friendly that it didn't have to explain hardly anything. You were off to the races and everything was laid out slowly and controlled linearity at first until giving you the world. Really good game design and a detailed manual.
    FFXI was the opposite of user friendly and you quite literally had to fight with it to update, talk to others for advice, learn where to grind, the enigma of crafting, the sub systems that are BARELY explained. BUTTTTT when you understood all of that you quite literally became a walking encyclopedia of knowledge for others. The community was shaped by the players in FFXI.
    (3)
    Last edited by Sqwall; 02-26-2021 at 06:27 AM.

  3. #3
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Sqwall View Post
    Your comparing apples to oranges. Allow me to use this analogy.
    WoW has a skin that I can eat and may be a little chewy. very sweet inside and satisfying. Instantly available off the shelf for enjoyment.
    FFXI has a skin that must be removed as it tastes terrible. I must peel that away to see the what lies inside. Given the time and work put in I will enjoy myself.

    WoW was SOOO user friendly that it didn't have to explain hardly anything. You were off to the races and everything was laid out slowly and controlled linearity at first until giving you the world. Really good game design and a detailed manual.
    FFXI was the opposite of user friendly and you quite literally had to fight with it to update, talk to others for advice, learn where to grind, the enigma of crafting, the sub systems that are BARELY explained. BUTTTTT when you understood all of that you quite literally became a walking encyclopedia of knowledge for others. The community was shaped by the players in FFXI.
    The thing that made FFXI great for many of its players was how alive Vanadiel was. It was a dynamic living world and that made it unique among MMOs for the longest time. Every action you took as a player had a real impact and changed the game world in some way. It's ironic really that for a game made 20 years ago Vanadiel was a living breathing world and despite newer technology advancements Eorzea is lifeless and dead.

    Vanadiel had so many systems in place that shaped the game world. Every monster you killed had some impact on the balance of power in that region. Every defeat you suffered also tipped the balance.. NPCs and vendors would change stocks and prices based on that balance of power. Your travel options would also be influenced, if your naton didn't hold the outpost you couldnt teleport home from that region.

    Vanadiel had dynamic zones with various puzzles to. The Sacrarium library had a maze that had a different path through every game day. The Eldieme Necroplois had its various gates you had to juggle the switches for depending on which part of it you actually wanted to get to.. You had the Toramei Canals with the 3 mage gate to open (unless you were famous in windurst and had the moon orb) You had the Quicksand Caves with its weigthed puzzles.1 galka can open a door 2 humes or 3 taru.. So many little things that made places more inteesting and bought them to life.

    Vanadiel also had a much more varied set of enviroments. Open zones, underground zones, mines, castles, defkaults tower, indoor zones even inside a giant tree. Zones fellt different in comparison to 14 where every zone in eorzea is just a bland big open dead space and lifeless.

    Vanadiel was also much more populated by players. Eorzea everything is locked off behind instances. So you never see people in the world unless there whacking the same gathering node as you. You dont randomly run past a group of people fighting a boss or anything like that. Unless you count fates but most of the time they're dead and completely ignored anyway and just another thing that doesnt matter..

    Fates have no impact or consequence on the world at all which makes them boring and lifeless but again Vanadiel had things that did impact the world. Beseiged, Campaign battles,and I forget the other ones. Things where the outcomes did change the game world.. If you lost at besiged the candescance was stolen and you couldn't teleport. Various NPCs were kidnapped and you had to go rescue them..

    The biggest thing really is that in FFXI Vanadiel was quite literally front and centre of everything, Your player was just one inhabitant amoung many. The world wouldnt give way to you. you had to give way to the world. Right down to having to wait for a ferry or airship. all of which bought the game world to life.

    In Eorzea and most MMOs of late the player is front and centre and that makes the game worlds dead and lifeless.. If something hapens to eorzea it happens in an instance where it has no effect on the world or anyone else at all.. You are the warrior of light and the 3, 7 or 23 other people you play with are all nobodies...

    This is one of the issues with XIV I think. its so focussed on YOU that its essetially a single player experience the people you play with don't matter. and this is where people get bored of it and drop the game because theres no meaningful interactions.. You queue up for content in the duty finder get paired up with random people. if you're lucky you might get a o/ or hi at the statt of the instance and maybe even a gg or tyfp at the end. and thats it. everyone goes there own seperate ways and you never see them again or wouldnt recognise there names if you did. then you go and queue the next duty finder thing and do the same again...

    XIV as a game does a great job at pulling fresh new players in... but honestly does a terrible job at keeping them engaged or interested for long.. more and more players getting tired of the same old repetitive boring treadmill and the only thing that keeps them engaged are social connections..

    I once said FFXIV is like a cheap restaurant or bar. The food is terrible, the place is a dump and the beer is warm. but if your there with a good group of friends yo ucan still have a good time. (friends being the reason I still play)

    I honestly think FFXIV would have been a much better game if they did continue to do there own thing andnot just go the WOW route with everything.. including progression. stuff felt powerful and worth pursuing in XI for example but in XIV everything is just junk you'll throw away tomorrow. which is why so many people don't invest in gear because everything is junk. which makes the game feel less rewarding which when paired with the lack of social connections seems to be a big reason for players dropping it.
    (2)
    Last edited by Dzian; 02-26-2021 at 07:22 PM.

  4. #4
    Player
    Nayout's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    294
    Character
    Herstryp Cristin
    World
    Cactuar
    Main Class
    Archer Lv 90
    Quote Originally Posted by Sqwall View Post
    Your comparing apples to oranges. Allow me to use this analogy.
    WoW has a skin that I can eat and may be a little chewy. very sweet inside and satisfying. Instantly available off the shelf for enjoyment.
    FFXI has a skin that must be removed as it tastes terrible. I must peel that away to see the what lies inside. Given the time and work put in I will enjoy myself.

    WoW was SOOO user friendly that it didn't have to explain hardly anything. You were off to the races and everything was laid out slowly and controlled linearity at first until giving you the world. Really good game design and a detailed manual.
    FFXI was the opposite of user friendly and you quite literally had to fight with it to update, talk to others for advice, learn where to grind, the enigma of crafting, the sub systems that are BARELY explained. BUTTTTT when you understood all of that you quite literally became a walking encyclopedia of knowledge for others. The community was shaped by the players in FFXI.
    But it is that I am comparing the approaches of the games, FFXI always points to the PVE with its patches and only to this to give more content to its players, Wow has always offered PVE content but also focused on a PVP keeping these two things alive that's what I mean.

    What they aim for with their updates and patches.

    And not to mention, the world of FFXIV is not dead at all, what happens is that it is alive in a VERY different way than that of FFXI, the MSQ and that many of the content you require to go to the area makes you always meet people and It is something that many people who enter this game for the first time emphasize, the problem is that for high level players the game map is absolute rubbish, the FFXIV maps are beautiful and have a variety of environments but it is that removing the Hunts that have different ways of being summoned, it has NOTHING, I compare the map of FFXIV with that of TESO or that of Wow and that is that this game has the decoration map for the MSQ.
    (1)

  5. #5
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,104
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Puremallace View Post
    Personally I hate role quest and find them as cheap replacements for job quest. You might be able to justify them in Shadowbringers but stripping them from Endwalker seems like a case of cheap penny pinching and slowly killing RPG elements of the MMO.
    Maybe they're not so good for "job identity" but I actually like the handling of the role quests at a larger story scale - we've never had any sort of connection between the various job quests, but the roles have their capstone quest and join up to other elements of the story. It's a lot more viable to do that with one plot thread per role than with all the unique jobs.

    Not everything has to connect up like that, of course, but it hasn't just been a case of "less quests = bad".



    Quote Originally Posted by Shougun View Post
    Or my "first page" had stuff from like 2016, even though my sort was standard and there was 2019 stuff too.
    That was probably the point where that troll was bumping all the old threads and the mods weren't stopping it.



    Quote Originally Posted by Shougun View Post
    I just think the jobs need more flare, when possible (not harming balance).
    BLM has flare. (You're looking for flair though.)


    Quote Originally Posted by Shougun View Post
    I understand what you're trying to get it, but it's only sort of true and I don't think it hurts anyone if a dragoon could jump higher or take less fall damage simply to better give that job identity. Nor is it out of place concept in the game, given ninja passive or bard music.
    Less fall damage would be fine, maybe, but higher jumping means that zones have to be built with that in consideration so they can't get to places they're not supposed to.
    (2)

  6. #6
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Iscah View Post
    That was probably the point where that troll was bumping all the old threads and the mods weren't stopping it.
    Nah, the last posts were also old. The whole front page was just like. . . "what??". This was before the reign of Titans. Although it could have related to some other silly addon I've on, I've a few monkey scripts for this. Sssssssssssssssssoooooooooo some issues might be my fault in a more complicated way.


    Quote Originally Posted by Iscah View Post
    BLM has flare. (You're looking for flair though.)
    No I mean flare!!!!! ...... no I dont >.<

    Quote Originally Posted by Iscah View Post

    Less fall damage would be fine, maybe, but higher jumping means that zones have to be built with that in consideration so they can't get to places they're not supposed to.
    I've actually accounted for that in the other ideas I posted on the topic about it (it's not like this is the first time I've suggested I feel FFXIV doesn't give jobs enough flair)- saying that the ability can take in account if you've unlocked flight or not. In this way you don't break yourself or the zone.

    Not sure why maybe on less fall damage though, Ninja already has it lol. And those are just the most obvious generic ideas- I strongly believe they could go further.
    (1)
    Last edited by Shougun; 02-26-2021 at 10:10 AM.