What do you mean by "nice" weapon skills, do you mean ones that do "nice" damage or ones that have "nice" special effects.
If its nice damage then they will be required for end game and everyone will have to get them.
I'm cool with nice special effects though.
i havent read through all 12 pages of this thread. maybe skill ups could be added through a merit/trial system that reflects soloely on increasing auto attack dmg or weapons skill dmg, etc. but having them added during the normal leveling process will just casue the same issue in XI which is you partied and level up but are gimped since you were lvl synced and didnt skill up. im thinking SE would want to avoid that same mistake especially since 2.0 is a hit or miss thing.
The entire game is different from anything I have played especially thanks to the new content added by Yoshi-P.Not to be blunt but I would be glad to hear what Yoshi-P & co are doing that is "A nice change of pace from normal MMO standard."
If anything they are conforming to MMO market cliches that have been prevalent the past few years. Not saying it's a bad thing to do but I would like to hear what they are doing that is breaking boundries in the MMO market.
It needs to distinguish itself from FFXI more than ever at this point in time. I already said it was okay to borrow ideas from FFXI but if they wanted a FFXI 2.0 then they would have made it instead. So I am sorry you're tired of hearing go play FFXI if you want FFXI, but the truth hurts my friend. As well as go play FFXI is a very valid point also I am just as tired of seeing threads pop up every single day saying this was in FFXI it needs to be in this game. How many FF games that come in sequential order are anything past the basics like one another?There is nothing wrong with borrowing from FFXI. I think one of the big issues with this game was exactly that it tried too hard to distinguish itself. FFXI wasn't perfect and there is plenty to improve and add to -- but it did some things fantastically well and I do wish that the original FFXIV design had embraced more of it.
I don't mean to aim this rant at you, it just bothers me to constantly see the "if you want x, then go play FFXI" line that gets thrown around here so often.
No it is time for 2.0 to come out and what similarities it has of XI needs to end there and a new game will be born and better than FFXI. So I can finally stop looking back and wondering if I should reactivate my FFXI account.
Yoshi-P likes power leveling and it's going to be in the game. Sorry.Number 2 is that your main concern seems to be over people who are Power Leveled under the current system. They have already said that leveling will be totally different in 2.0 and PLing will probably not be available so your concern over PLing is a mute point until it is confirmed wither you can PL or not.
I still don't get why you are using a failible analogy because that same thing can be said of anything in the game.
Your Evasion, Accuracy, Critical hit chances, all revolve around invisible dice rolls that have a hard cap so you can at most get a "5 sided dice" over a "20 sided dice". So please stop trying to counter it because it just doesn't work for you. Get used to it Skill ups were as "Random" as anything XIV has to offer because you could control them just as much as you could control your accuracy.
Couldn't be anymore vague could you? Again I would love to see you provide some exact examples of what you mean by different and new.
Materia?
Instanced dungeons?
Primal Fights?
Cravan?
Hamlet?
Relics?
Aside from materia (I'm sure if I looked I could find something) none of this new content is anything original in the MMO space.
Last edited by Jynx; 07-15-2012 at 03:46 AM.
Several of the things you listed actually are new in the way they are being delivered. Perhaps the idea itself isn't new to MMOs in general but new to Final Fantasy. Primals was in XI but in a totally different manner. You are right all the current stuff added to the game is just a rehash of other MMO's but that's okay. Still different and new to FFXIV, considering it is content period.I still don't get why you are using a failible analogy because that same thing can be said of anything in the game.
Your Evasion, Accuracy, Critical hit chances, all revolve around invisible dice rolls that have a hard cap so you can at most get a "5 sided dice" over a "20 sided dice". So please stop trying to counter it because it just doesn't work for you. Get used to it Skill ups were as "Random" as anything XIV has to offer because you could control them just as much as you could control your accuracy.
Couldn't be anymore vague could you? Again I would love to see you provide some exact examples of what you mean by different and new.
Materia?
Instanced dungeons?
Primal Fights?
Cravan?
Hamlet?
Relics?
Aside from materia (I'm sure if I looked I could find something) none of this new content is anything original in the MMO space.
I was mainly talking about several of things due for 2.0, sorry for being broad I don't feel like wasting 20 minute of my time to elaborate a point you are going to shrug off and tell me I am wrong anyways. So I just give you the broad short term reply and that is that. IF you haven't been following every letter of the producer and the 2.0 guidelines go back and take a look and you will see a slue of new content heading out way.
Can't say anything I know of in 2.0 will be new either.
But I guess if your definition is "Not like XI" then your right...but that's a terrible way to call something different.
Just want to add my 2 cents in here in case this actually gets read by anyone of importance. I do not want skill ups. Skill up parties -are- a time sink no matter if you like it or not. I realize the benefits of it from a power leveling stance and others, but there are other ways to deter this action other than making us grind more at end game. How about just code it so you can't just leave the party and get massive exp? Anyways. I'm a down vote for it.
The difference is evasion, accuracy and damage all occur during a dynamic battle experience.I still don't get why you are using a failible analogy because that same thing can be said of anything in the game.
Your Evasion, Accuracy, Critical hit chances, all revolve around invisible dice rolls that have a hard cap so you can at most get a "5 sided dice" over a "20 sided dice". So please stop trying to counter it because it just doesn't work for you. Get used to it Skill ups were as "Random" as anything XIV has to offer because you could control them just as much as you could control your accuracy.
Skill ups were nothing more than watching your character auto attack trash mobs. It was exactly like eft parties when XIV was first released. No one was allowed to do anything other than spam 1 to make the mob live as long as possible.
How does anyone learn anything about how to play the game under those conditions? What's the benefit to the player? The argument of it counteracting PLing is frivolous. The majority of people playing today relearned how to play the game three or four times at 50 with all the changes over the past two years.
Again, skill levels in XI were nothing more than a stop gap to actual content and artificially prolonged the leveling experience.
I'm not denying that Skillups were a stop-gap, just saying they are as random as anything else the game had to offer.
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