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  1. #71
    Player
    Nix's Avatar
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    Apr 2011
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    In a blanket fort♪
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    2,163
    Character
    Fluffy Pancake
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I think before ME3, SWTOR had lost about 400,000 subs>< so if that is true Darkvalkyr, then that is pretty crazy D:
    (1)

    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  2. #72
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Wow (teehee) lots of discussions here. Please allow me to offer my understanding:

    SW:TOR ran into problem: It took a great premise (Bioware rich stories) and tried to make it a continuous world. A Bioware game takes years to make, and is consumed in a month. To keep people happy they would have to deliver years worth of content every month. This is not feasible. Therefore they add filler content. The filler content is not sufficient to keep people happy.

    Therefore the recipe is unlikely to be successful.

    What SE (and everyone else) has to keep in mind is: People don't want a WoW clone. WoW is already out there. If someone implemented a 100% clone of WoW it would not do well. WoW is doing well because it *IS* WoW. It's name is enough to draw in and keep people.

    What SE (and anyone else) should do is be themselves. Leverage their strongest assets. What is Final Fantasy's assets that make it stand out from all else?
    -- An engrossing world through which to traverse
    -- Beautiful music and graphics
    -- Amazing cutscenes and storylines
    -- Strong RPG elements (mechanics).

    SW had a few but not all of those. WoW had a few but not all of those. FF has all of those and needs to focus on these pillars. Do not be a clone: Copy Cat Groups never live long.
    (4)

  3. #73
    Player
    Ruisu's Avatar
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    Jul 2011
    Location
    Ul'Dah
    Posts
    1,164
    Character
    Rui Oran
    World
    Faerie
    Main Class
    Pugilist Lv 76
    Quote Originally Posted by Asiaine View Post
    SW:TOR ran into problem: It took a great premise (Bioware rich stories).
    Wh..what? Bioware hasn't seen this since 2008. All of their recent games have been garbage, storywise. The fact that they were selling their game solely on this, and voice acting was a huge red flag. At least Square Enix admits their mistakes, and is making a completely new game. Hell, at least FFXIV at launch was original, even if in a bad way. SWTOR was unoriginal, and shit.
    (4)

  4. #74
    Player
    Colino's Avatar
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    Mar 2011
    Location
    Gridania
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    2,327
    Character
    Colino Nyea
    World
    Omega
    Main Class
    Culinarian Lv 90
    I would disagree with WoW cloning being SWTOR's biggest fall. I think it's one of the many reasons, but it's definitely not the only one.

    I could go on and on but IMO the biggest problem was Bioware/EA's absolute defiance of customer feedback. When the game was full of problems they never cared until they really started bleeding subs everywhere.
    (1)

  5. #75
    Player
    Amherst's Avatar
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    Mar 2011
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    300
    Character
    Moon Sider
    World
    Cactuar
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Manticore View Post
    in depth storylines
    You obviously weren't playing as a Smuggler.
    (0)

  6. #76
    Player
    Eard's Avatar
    Join Date
    Jul 2011
    Posts
    26
    Character
    Cuth Eard
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Darkillumina View Post
    People moan and complain about how difficult FFXI and earlier MMO's were but the one thing they did right was keep people playing. Let's break it down.

    Current MMO's allow you to blast to end-game very quickly with minimal challenge. End-game dungeons are often a joke and people quickly run out of things to do. We've seen it with DCUO, TOR and many more modern MMO's. They are great initially but the desire to play and experience it runs out very, very fast.

    If you look at FFXI's numbers between 2004-2007 the player numbers were very consistent. People were still doing new things and experiencing new things due to the difficulty. Involved. Hell, 6 months after launch in FFXI people were still figuring shit out. 6 months after TOR launch the game is struggling and people are leaving in droves.

    The marketing guys look at WoW and its simplicity and see an instant cash grab. What they fail to realize, is that after the initial excitement the game quickly dies out due to people getting everything done super fast. The WoW people are happy playing WoW and the market is over-saturated with common MMO's. There is a market however, for a more traditional MMO experience.

    this^

    MMORPG is a world.
    (1)

  7. #77
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Asiaine View Post
    SW:TOR ran into problem: It took a great premise (Bioware rich stories) and tried to make it a continuous world. A Bioware game takes years to make, and is consumed in a month. To keep people happy they would have to deliver years worth of content every month. This is not feasible. Therefore they add filler content. The filler content is not sufficient to keep people happy.
    This is a fair point.

    What SE (and everyone else) has to keep in mind is: People don't want a WoW clone. WoW is already out there. If someone implemented a 100% clone of WoW it would not do well. WoW is doing well because it *IS* WoW. It's name is enough to draw in and keep people.
    There's a difference between straight out copying WoW and drawing inspiration from WoW and giving things your own twist so that they make sense in your setting/IP. FFXI drew from EQ and gave it its own twist, in a way. The same rule applies here; look at games like WoW do, draw on what works, change things to make it fit your setting and move on. This can be applied to lots of things, from party dynamics to additional things like pet battles or transmogrification.

    Strong RPG elements (mechanics).
    I'll disagree. Mechanics-wise FF has been very weak. XI alone proved that many of the ideas from the console games simply didn't work in an MMORPG. Thief, Red Mage and Summoner being the poster children of that.

    Quote Originally Posted by Nix View Post
    I think the only really unique stuff was Ops since the 'hard mode' FPs were exactly the same as the regular ones but with amped up difficulty for some extra rewards, there wasn't really anything fresh about it.
    The point of having multiple difficulties is so that the e-peen brigade's feelings don't get hurt when the dirty casuals get to clear the content and see how the story ends. Freshness has nothing to do with that approach to design. The only thing I wish developers would use is mid-encounter triggers for hard modes rather than an on/off button.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #78
    Player
    Nix's Avatar
    Join Date
    Apr 2011
    Location
    In a blanket fort♪
    Posts
    2,163
    Character
    Fluffy Pancake
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Amherst View Post
    You obviously weren't playing as a Smuggler.
    Awww I really enjoyed the smuggler storyline, I loved hunting Skavak and getting Flashy back haha D:

    Quote Originally Posted by Duelle View Post
    The point of having multiple difficulties is so that the e-peen brigade's feelings don't get hurt when the dirty casuals get to clear the content and see how the story ends. Freshness has nothing to do with that approach to design. The only thing I wish developers would use is mid-encounter triggers for hard modes rather than an on/off button.
    To me the hardmode felt more like a cop-out "Hey, we can't think of other content for you guys to tackle right now, so just try this same thing just at a harder difficulty (yay!)"
    Your opinion is a nice take on it too, honestly I'd not thought of it from that perspective♪
    (1)

    Act in such a way that you treat humanity, whether in your own person or in the person of another, always at the same time as an end and never simply as a means

  9. #79
    Player Risae's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    483
    Character
    Risae Nyan
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    I hope you all realize that Yoshi is actually taking the WoW route.
    (3)

  10. #80
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Duelle View Post
    I'm the opposite, because I enjoy encounters where I have to move around and watch out for things in the environment. I found XI's battle engine and fights very boring for the most part, and at the same time understand that type of design severely limits how you can design bosses; the only thing that attempted to make them seem difficult was the amount of damage flying around and steep resource limits on mages. You couldn't do a Loatheb-type encounter in FFXI, for example. Doubt you could do one in this game yet, as healing hasn't quite gotten there.
    Don't get me wrong, I love moving in combat. I just like the idea of planting yourself in the ground for a short amount of time to do crazy damage. It makes sense. Like for Ifrit. You watch what he does and when you think it's safe, you use one of your weaponskills to do crazy damage.
    (2)

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