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  1. #11
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    FF14 didn't do much right that wasn't already done right in a previous game. Even if attaching four wheels to a car is technically "doing it right", I wouldn't bring it up as an argument for a car model doing something right.

    If I were to try to come up with something... Uh, job switching anywhere, I guess. Probably haven't had that in an MMO before.
    (1)
    Last edited by Mirage; 07-17-2012 at 04:30 PM.

  2. #12
    Player
    Mudd's Avatar
    Join Date
    Apr 2011
    Location
    MIA
    Posts
    428
    Character
    Mudd Vader
    World
    Balmung
    Main Class
    Pugilist Lv 54
    I always fancied the Stamina System
    (3)

  3. #13
    Player
    Catapult's Avatar
    Join Date
    Mar 2011
    Location
    Lotus Gardens
    Posts
    3,240
    Character
    Thal Icebound
    World
    Ravana
    Main Class
    Dancer Lv 100
    The music was done brilliantly. That's probably what I have the biggest soft spot for.

    So was the lore foundation, although it did need more exposition, which we have been now getting.

    I agree that the Thaumaturge/Conjurer lore has been butchered somewhat by giving black and white mage to the wrong base classes, even if there were combat mechanic-reasons to break up the elements.

    Being able to craft event-specific items using materials was cool. It meant things weren't all L1 and almost purely aesthetic.


    What else hasn't changed that is good... let's see...

    Definitely the armoury system - all classes/jobs playable on one character.

    The concept behind guildleves being collected from the city counter, commenced at a camp and completion returns you to the camp. They've done some fiddling with exp, evaluations and leve capacity, but the core fundamentals are still in place. It also isn't as central to the game in concept as was originally envisioned, but that doesn't stop them functioning as originally designed.
    (3)

  4. #14
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    At first I disagreed with the OP, but then later in the thread I read about taking the RNG aspect out of it. I would've liked that.

    I always envisioned XIV's leveling tiers to be that of XI's only the progression emphasis was reversed.

    In XI, you leveled a job which had specific "sub skills" that were higher or lower based on the job you were playing. Each job had a specific cap at each level, and the higher the cap on the skills coincided with the skills that job utilized most commonly. You could still level up these skills on other jobs. This created a two tiered leveling system and provided incentives for playing in a particular manner on a particular class, creating job identity.

    In essence, you had a "main" level supplemented by a "sub skill" level.

    In vanilla XIV the "sub skill" level was emphasized and made more apparent allowing for more individual identity as opposed to creating job identity. Instead of leveling a job or class you were leveling a specific weapon. Basically XI's "skill up parties" became the main leveling system in XIV. Unfortunately the main level was neutralized so much that it became essentially purposeless.

    In my opinion, they should have made the "Physical level" the harder to level up and the "Rank Level" the easier. They should have had main story quest availability based on physical level and class/job quest story based on "Rank Level" rather than everything being based off of Rank level.

    Attaining physical level 50 was not seen as an accomplishment, while reaching Rank 50 met much more applause and you were given more in game incentives to level rank than you were physical level in the form of storyline progression and battle effectiveness.

    The two leveling systems could've been done very well but they weren't fine tuned and imo their emphasis was swapped.

    I loved putting my class together to fit the changing contexts of my situation. If someone had to go that was filling a certain role in the party, I could adjust my action bar accordingly, if I had previously earned those skills prior, while still being able to level my weapon class gaining access to yet more abilities and accomplishing what I had originally set out to do. Now if someone leaves in a party it turns into a "we have to replace X now. Time to /sh in Ul'dah or scour your linkshells and friends lists for a replacment".

    As of recently I've been spending way too much time standing around putting parties together and not playing the game. In vanilla XIV the party could adjust on the fly without having to stop leveling their class. Hopefully some of this time will be offset when they include the content finder system in 2.0. and/or people actually start using the search function.

    I also miss the stamina system. It felt like playing Secret of Mana all over again. In alpha they had a charge system similar to Secret of Mana as well. In Secret of Mana if you waited longer you would get a more accurate and powerful attack. I think in XIV beta, if you waited a short time you got a more accurate attack while if you waited a long time you got a more powerful attack. Unfortunately, the battle system was so lagged and the pacing of battles was so slow that it was not enjoyable. If they removed the lag and sped up the gauge I could see that system being very fun. That's just me though.

    Don't get me wrong. While I enjoyed the flexibility of vanilla XIV, I very much enjoy actual combat in the current version. I'm loving the combo system. Still miss Battle Regimens. I love actually playing battles rather than endlessly "preparing" for them.

    I don't much care for mage jobs though. Mage class > mage job mechanics doesn't match up with the story (The elemental class not having access to elemental spells), and the mechanics of spells seems flawed (i.e. Fire being AoE only across all "tiers", Thunder being single target only). I wish they would've left classes untouched and greatly increased the effectiveness of particular skills when you equipped a job stone (much like it was in XI), or blocked access to certain abilities when a job stone was equipped while giving access to job specific abilities (like they have now). That way you wouldn't have to worry about the bastardization that occurred with the mage classes. As of now they don't fit either XIV's mold or the traditional FF franchise mold.

    But ya, if they removed the RNG from skill acquisition that would've been fine to me. It made you play in an anti-intuitive manner like in Final Fantasy II. You'd purposefully keep monsters alive so you could get more experience, kind of defeating the reason to be fighting a monster in the first place.
    (4)
    Last edited by Rhomagus; 07-17-2012 at 07:19 PM.

  5. #15
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Tricksy View Post
    I think there are alot of things. Im just going to say one though.

    The idea of SP, and how it was accumulated by using abilities.

    Yes I know there was issues with it. But instead of dealing with those issues they removed it altogether and tacked on a generic XP system. Unfortunate in my eyes. An innovative, or at least uncommon, feature removed instead of ironed out.
    Few people outside of Japan.
    (0)

  6. #16
    Player

    Join Date
    Mar 2011
    Location
    someplace
    Posts
    810
    Well for one thing, the company had more self respect and took artistic ownership of their vision instead of outsourcing all their (bad) ideas from World of Warcraft.

    Originally, S.E. seemed to have created FFXIV in the image of Vanguard (it was more open world with an emphasis on community and crafting and they had shipbuilding planned), whereas that design principle will no longer be visible in FFXIV 2.0 because it's just a WoW clone). Don't deny it. I know that's a cliche thing to say, but it's true anyway, so why pretend differently.

    In 2 years time since release, SE have made some improvements (which you'd expect 2 years after the release of any game), and even when Tanaka was still the director we already had ward search, so change was happening anyway.

    Change is often for the best. But can be bad too if you remove something good. I think a lot of good things from release will vanish with 2.0, such as relevance of open world contents, i.e., the first wave of NMs which involved crafters, and being able to see people running about doing things. The world will devolve into instanced content and a world with no situational relevance (crafting guilds are no longer even remotely important now).

    There was a greater emphasis on freedom too in the early game; gear choice, ability choice. Now it's very restrictive. And even in 2.0 they will shrink zones, instance all dungeons, and add kiddy rails to areas where they don't want you to jump.
    (6)
    Last edited by bobbygunz; 07-17-2012 at 07:46 PM.


  7. #17
    Player
    Emulord's Avatar
    Join Date
    Apr 2011
    Location
    Federal Union against Child Kidnapping (do not use our acronym)
    Posts
    825
    Character
    Micha'el Mulord
    World
    Ragnarok
    Main Class
    Warrior Lv 70
    The music and *landscape* graphics were quite good already.
    (0)
    FFXIV - Actu / Let's Play: www.emulord.com
    (Micha'el Mulord, serveur Ragnarok)

  8. #18
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    Elezen females.

    /thread
    (0)

  9. #19
    Player
    Webster's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Mino Veda
    World
    Ridill
    Main Class
    Gladiator Lv 50
    The leve system. They just never added any new leves
    (3)

  10. #20
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Battle Regimen's!
    (2)

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