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  1. #1
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52

    Are there any ffxi features ffxiv could take inspiration from?

    Much in the way skyrim’s dragonborn dlc whispered “why play little morrowind when the full game is just over there?”, the recent alliance raid and slightly less recent eureka content have piqued my interest in ffxi.

    Personally I’ve enjoyed how open the world is. Arr is probably the closest ffxiv offers, where there’s nothing stopping you from wandering out of ul dah and walking back to where you start via gridania and mor dhona. In ffxi, I’ve wandered to rabao, ro’maeve, nearly xarcabard but a bat killed me and delkuft’s tower which isn’t really that impressive but it looks cool. I think it would be possible to have four or five expansion zones accessible from the start, but they do like the sixth being a spectacle so unless there’s trickery - underneath as with BA in hydatos, persistent weather obscuring half the zone as with the tempest etc - it probably would not work that well.

    I think the dangerous monsters are necessary for the world to feel worth exploring in a way. Similar to eureka where there’s some higher level mobs guarding a cave and it just inspires curiosity about what could be in there. This does of course fall a little flat when there’s no chance of treasure - I would say that anemos and pagos had pretty reasonable mob drops (strider boots, scorpion harness, emperor hairpin, optical hat, cassie earring etc). Haste is slightly uninspired as an effect, but nms that drop effect gear for non combat or non-level cap content might be interesting. Who does it really hurt if a monk has +6 haste in lota or a dark knight heals from crits in sastasha? I think all roles with all main stats would probably be the way to approach this - no weapons either even if the kraken club would be very funny. Despite their current state, legacy ultimates should probably be spared from effect gear if it were added. I think it would add a touch of depth to synced content and pseudo-horizontal progression while levelling.

    Speaking of levelling, I have found it engaging enough so far, but I am aware that exp is thrown at you now compared to how it was. The subjob system has been interesting to play around with, even if /war or /drk for berserk or last resort, or /thf for treasure hunter has seemed to be the answer to everything so far. Limit breaks have been interesting too, I’m not sure they would fit in particularly well with ffxiv, but finally being able to reach 55 after exploring some of crawler’s nest, necropolis and the stronghold one was satisfying. The spread of abilities/traits and weaponskills also feels better than ffxiv in some regards, while overall the combat is too different to really compare fairly.

    I understand that the old relics still have their uses, but since gear swapping is forbidden in combat here, I don’t think it would work. Combat very much revolves around damage output, so if the kaiser knuckles zeta had double attack on, it would be difficult to make a new relic with a competitive effect. During 1.x the relics did have effects, I think monks was something to do with shoulder tackle, but presumably this wasn’t brought into 2.x for a reason.

    Any thoughts? Sorry if no replies, I’m unsure when forum access will be revoked.
    (3)

  2. #2
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,772
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by fulminating View Post
    Sorry if no replies, I’m unsure when forum access will be revoked.
    Is it because you unsubbed? I don’t blame you. By far the open map and exploration aspect of XI is what is missing the most. This game (XIV) feels like a gigantic warehouse with a million 100 sqft rooms. So everything, everything, feels cramped. And you got to have the keys before you can enter any of them.

    The game needs to be more open and less self explanatory. It can’t be engaging if everything is spelled out for you and laid out in a linear fashion.
    (5)

  3. #3
    Player
    BigCheez's Avatar
    Join Date
    Oct 2021
    Location
    Ul'Dah
    Posts
    724
    Character
    Cheez Whiz
    World
    Twintania
    Main Class
    Paladin Lv 100
    If XIV could take one thing from XI, for me, it would be jobs being unique and offering something specific to a party.

    COR being able to bring an EXP buff to a leveling party. WHM being able to teleport a party most of the way towards wherever they were headed. RDM bringing refresh to help people keep their MP up.

    The only thing that's even remotely comparable in XIV is RDM being able to chain res for prog.
    (4)

  4. #4
    Player
    Ephremjlm's Avatar
    Join Date
    Oct 2022
    Location
    Limsa Lominsa
    Posts
    135
    Character
    Ephremjlm Molina
    World
    Goblin
    Main Class
    Paladin Lv 100
    My dream game would be something that could be a mix of the two games, ironically enough it was probably closer to what Tanaka's original vision was before 1.0 was rushed out. Unfortunately I think Yoshi P. (who stated in the FFXI interviews that he never even tried the game) wants to stay as far away from traditional MMO ideas as possible. That said, I think Blue Mage works really well and it's not that hard to play. Going further I really liked Bozja battle content, and the fact that leveling feels better and not like a worthless menial task that's there just because thats what games do.

    Going back to that dream I stated earlier it would be for a mix of those systems. A little unbalancing is fine as long as there is plenty of content for each job to do. The game wants you to play other jobs anyways, might as well make it a selling point. Can't be worse than how they have Pictomancer now can it? lol.
    (1)

  5. #5
    Player
    Luluna's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord
    Posts
    1,019
    Character
    Luluna Eve
    World
    Louisoix
    Main Class
    Thaumaturge Lv 100
    I never thought almost 15 years later players would want what was 1.0...not the lag not terrible UI but the actual open world the danger the beauty of exploration and also players working together out in the world fighting dangerous NM's that needed to be killed a certain way.
    The world was filled with danger and it was old school even gritty. The world was there to explore and seeing players in party play out in the world like in FFXI was something I loved. The ferry rides where amazing and running to the ferry to catch it.

    I loved 1.0 there are a lot who did not though and when we logged onto ARR it was a massive shock not only had the graphics changed but they had redone everything and it felt tiny in comparison.

    Having Urianger coming to camp Horizon to warn us of Dalamud and also the Cat girl who did the news used to come and chat along with other npc's that where devs or gm's I am unsure but it was something else. The game was highly flawed but after each patch it was amazing and very FFXI like. I remember Darkhold was so tough it was the savage back then probably and we had server lag to deal with. Cutters cry Aurum vale all where difficult and also the Ifrit fight all the bodies piled up outside after he obliterated players.

    I have a love of 1.0 they changed so much and this was like FFXI but at the time the game was broken and I guess instead of switching off (which we begged not too) we got ARR but it is far from the game it was meant to be. So here we are and if any of those things could be brought back I would love them I am not really a fan of the dancing round the circle all the time with fights and the world as lovely as it is to look at holds no danger or secrets.
    (6)

  6. #6
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    There are a few things that come to mind.

    Open world dungeons would be a great comeback, they had them in 1.0 too, but its nice when everything isn't instanced. Openworld anything would be a blessing at this point though. This world is one of the most pointless overworlds in gaming. After the MSQ there is barely a reason to go back, so just giving us a reason to go out would be fantastic. Esp if it was dangerous if you are underleveled for an area instead of just needing to take 3 steps to the left to lose aggro. I want to have to sneak around dangerous areas. Being able to fly over everything kind of killed this idea off though.

    Endgame systems that were a lil different. Dynamis, Assault, Beseiged, Campaign, all these sorts of endgame activities would be a breath of fresh air if done with modern engines. Some would get us out into the overworld with battles there would change the world and not just be glorified fates, some would shake up the formula by making an alliance sized combat area more than a hallway or just a series of bosses with some pointless trash in between. Have the trash mean something and be dangerous like in Dynamis or add interesting twists like the armor/stat lock in salvage that required you to find certain items to unlock them. Give us overworld endgame too, like hunting the sky gods for drops to then unlock a world boss.

    Buffs and debuffs is something I miss the most. Having a bard that was actually a bard and not a ranger that hums to themselves as they pewpew, having a red mage that was a buff/debuff machine or a corsair with its roles just made combat so much more interesting than 1 1 1 2 1 1 2 1 3 1 1. Being able to train a mob around a map and kill it slowly with dots on your buffed rdm was an amazing time.

    Blue Mage. omg did they absolutely perfect blu in FFXI. It was a powerhouse that took somed dedication, but could cover all 3 roles if needed and had one of the best job storylines of them all. Not the UwU circus side show that is locked to its own content we got here. Just more interesting jobs in general. There is no reason we can't have jobs that range from simple to difficult to play. Some that excel in certain types of content over others, let us being able to actually unlock all jobs on 1 character be worthwhile, and some that are present more for what they provide the party than their actual numbers. As someone who loves support, true support job, not one that just gives 10% damage buff for 30 seconds, would just be amazing.

    Pet jobs. No idea why they can't get pet jobs right in FFXIV, when they were so much fun in XI. Give us a decent pet job already, pup preferably, with customizable pets. Pup with its attachments, bst with its pet types, smn with summons that do something. I am already cringing at what we learned in 7.1 and how it feels they are planning on destroying bst in this game.

    Gearing could be a lot more interesting too. Give us gear that buffs certain abilities, not just base stats. I want haste gear, m.att gear, acc gear, eva gear, cure spell casting time reduction, more powerful shields, etc. Anything that is more than just, "this one has a higher ilvl".

    Make relic weapons be actually powerful weapons that we can continue to build on and not just cosmetic items that we put in storage in the new expansion. The fact that I have been able to use the same swords and daggers for nearly 20 years because I have been able to power them up with each new power increase makes them feel truly like ultimate weapons.

    Mostly I just want the devs to stop thinking we are lazy, idiots who lack the ability to understand more than "str makes numbers big big big!"
    (5)
    Last edited by AnimaAnimus; 12-17-2024 at 03:02 AM.

  7. #7
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,136
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Spicy hot take but I loved the idea of subclassing in XI. It’s a shame they removed all trace of it, but idk it felt very ‘final fantasy’ to be able to combine job capabilities in such a way (putting aside obvious balancing issues lol).

    Honestly I kinda liked some aspects of how ‘NMs’ worked with like, getting drops and using them in a specific location to spawn one in the overworld. That’s kinda what I expected hunts to be - a smaller scale ‘NM’ style spawning content that was consistent rather than the ‘random stuff 100+ zerg in nanoseconds’ lol.

    As the above poster said buffing and debuffing / support classes in XI were extremely fun and satisfying. I’d love to have a Bard job in XIV like the XI one that’s focused on songs buffing/debuffing allies/enemies and not just ‘you sing and it makes you shoot harder’. Red Mage controlling the battlefield with buff and debuff magic, Scholar tactically switching between white/black magic to best suit the situation, managing buff/debuff spreading and even assisting with skill chains (or solo magic bursting!)

    That said I only actually started playing XI when XIV’s 1.0 went down for the big 2.0 maintenance. So it was around I think Seekers of Adoulin coming out and thus a very different game to what many think of when they think of ‘FFXI’.
    (1)
    Last edited by Connor; 12-17-2024 at 03:18 AM.

  8. #8
    Player
    Keumjo's Avatar
    Join Date
    Jul 2017
    Location
    U'ldah
    Posts
    172
    Character
    Dami Nicha
    World
    Coeurl
    Main Class
    Arcanist Lv 38
    I miss the danger of FFXI.
    Needing to sneak and invis to go to random sections of the map to do a huge battle, that dread of being low level and feeling my controller shake as I realize that I'm near the NM Bloodtear Baldurf, going to the Temple of Uggalepih without clearing my Tonberry hate and getting one shot by Everyone's Grudge, beastmen zones having puzzles that you have to navigate, like having to mute yourself so you don't get cursed by the Quadav artifacts. Part of that is what made exploring maps so much fun, never knowing what could kill you.

    You're not even always safe as a "higher" level!
    I was in the Palbourough Mines once and accidentally aggro'd an EP from that was behind a gate on the strong side of the zone and next thing I know, it linked up with every quadav as it ran to where I was and suddenly a bunch of low level quadavs surrounded me and murdered me. It was surreal and hilarious.

    I miss Besieged, even though the height of that was when I still played on PS2 and that was rough lol. Just a bunch of high leveled heroes fighting off an onslaught of varied strength enemies as they attack a hub city.

    I really enjoyed how fun and interesting the jobs were and the cool combinations you could get with subjobs. I miss the FFXI Dancer and dual wielding daggers and throwing up NIN shades while drain sambaing the life out of mobs. COR support was so fun, I loved the gamble of if you roll the correct numbers for the skill proc. I loved as a SAM memorizing the skill chain chart so that no matter who I was in a party with, I could do a skill chain with their weapon of choice and seeing the insane numbers that came from that + the magic burst from the caster. I loved PUP being able to have them be tank/DD/healer/Caster all the while punching baddies alongside it. I even miss 2hrs.

    That being said, the struggle of the game was fun because of the company I had, otherwise, I may not have had the patience to fall head over heals for that game.
    (3)
    Coeurl - Astrologian - Wannabe Fisher

  9. #9
    Player
    AnimaAnimus's Avatar
    Join Date
    Feb 2012
    Posts
    1,344
    Character
    Cynric Zerr
    World
    Sargatanas
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Keumjo View Post
    I miss Besieged, even though the height of that was when I still played on PS2 and that was rough lol. Just a bunch of high leveled heroes fighting off an onslaught of varied strength enemies as they attack a hub city.
    They just started redoing beseiged to make it viable again at i119. It still goes down fast, but they are making adjustments to bring it back to life and make it worthwhile again so its slowly getting more difficult. They are also doing Limbus and are going to go down the line it seems to make 75 era endgame more relevant again.

    It's funny/sad that they are putting more thought and care into FFXI right now than they are FFXIV.
    (1)

  10. #10
    Player
    Keumjo's Avatar
    Join Date
    Jul 2017
    Location
    U'ldah
    Posts
    172
    Character
    Dami Nicha
    World
    Coeurl
    Main Class
    Arcanist Lv 38
    Quote Originally Posted by AnimaAnimus View Post
    They just started redoing beseiged to make it viable again at i119. It still goes down fast, but they are making adjustments to bring it back to life and make it worthwhile again so its slowly getting more difficult. They are also doing Limbus and are going to go down the line it seems to make 75 era endgame more relevant again.

    It's funny/sad that they are putting more thought and care into FFXI right now than they are FFXIV.
    I saw that! Was trying to decide which streaming service to halt so I can jump back in. I need to find FFXI friends, all my friends quit many years ago.
    (1)
    Coeurl - Astrologian - Wannabe Fisher

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