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  1. #11
    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 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.
    There are a ton of new and returning players running around right now with linkshells that do a lot to help them out and with the fan made graphical enhancements that have come out over the past few years its truly fantastic. I just rerolled for fun and its still a good time.

    So, jump back in. I am sure you will find ppl to play with easily. Esp on Bahamut.
    (2)

  2. #12
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,006
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Whole can of worms this question. The answer is yes, lots of features from FF11 would be desirable in this game, but they won't be because this game is designed to be casual in comparison. Many of the FF14 developers worked on or played FF11, so it's not as if they are unaware of the differences. The differences are intentional, especially since trying to copy FF11 resulted in 1.0 which was a commercial failure.

    I would personally like the victory pose/sound to play upon defeating regular enemies, not just bosses. And unfortunately, I have to disable cutscenes for duties otherwise the other two cutscenes play prior to beating the last boss. There should be an option to only display the last one when you defeat the boss. But even this is troublesome in, say, a farm party.

    As much as people would probably disagree with me, I enjoy the idea of leveling by killing enemies which was possible in Eureka (so I actually leveled that way) and also is possible with Blue Mages.

    I like that things in FF11 would have more systems depth generally - but among other reasons, FF14 wants to keep everything simple so that it's easy to understand for the average casual player. The other reason, quite frankly, is they seem to struggle to add depth to this game - the most depth we get is with Eureka, Bozja, Island Sanctuary and Palace of the Dead (specifically all these special actions and unique UIs).
    Quote Originally Posted by fulminating View Post
    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.
    I agree, but unfortunately this is a trend with a lot of games. They only create things if they will be used. Which takes away from how big games feel when developers design them without knowing what will be used. In FFXIV, every square inch of the map is used for something, even if it's a single sidequest.
    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 is a good point. This is what I enjoyed about Eureka. That I had to navigate dangerous enemies and dragons. Those who failed were the bodies you walked over to get places - literally I walked over dead players regularly on my way to NMs. I can understand if they don't want to do this with the open world, but there's no reason to hold back in the upcoming Field Operation.
    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).
    My only real issue with this was the drop rate. I quite liked the fixed cluster grinds for things in Bozja which meant I wasn't wasting years trying to get a rare drop.
    I’m unsure when forum access will be revoked.
    2 weeks after your last character login. This is true even if you have been logged into your character for 2 weeks. That's right, if you have been logged into the game for 2 weeks, you have to logout or it revokes forum access despite that you are actively talking in the game. For that reason only, the regular DDoS can be a blessing.
    (1)

  3. #13
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    444
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    I would add Monstrosity.

    After a quest involving PoTD and pomanders, you get a Beast Pomander that allows you to turn into a monster in the overworld. At first you got three monster families (beast-, wave-, vilekin) and a base form for each (opo-opo, pugil, bee), each with their own abilities and strengths.
    From here you can fight other overworld monsters to get exp for the monster family along with currency. Getting a certain level in a monster family lets you unlock new forms through quests, and you unlock new monster families. Currency lets you buy certain unique traits, abilities or weapon skills.

    You build your monster using a point system, letting you remove or add traits, abilities and weapon skills. Some forms have inherent traits, like flans having higher magic power, hydra having cost reduction for each subsequent breath attack, or chimera boosting breath attacks, but cost more points.

    Endgame would be Halatali. You can fight other players in the arena, or npcs. Victories give new currency that can unlock very special powers and other rewards like glamour.

    And this is something that's possible to make, even with the systems we have in FFXIV right now.
    (2)

  4. #14
    Player
    Collin_Sky's Avatar
    Join Date
    Jun 2018
    Posts
    323
    Character
    Memento Mori
    World
    Twintania
    Main Class
    Astrologian Lv 100
    Main Story Design.
    FFXIV's MSQ is a straight up VN with as much gameplay removed as possible. FFXI's MSQ was a dungeon crawler that encouraged you to venture out into dangerous areas as a group. On top of this, it wasn't so focused on fetch quests that boil down to "run here and talk to NPC X" 50 times.
    (5)

  5. 12-17-2024 08:27 AM

  6. #15
    Player
    Kennar's Avatar
    Join Date
    Mar 2011
    Posts
    125
    Character
    Kennar Stonebreaker
    World
    Exodus
    Main Class
    Paladin Lv 100
    It would probably be quicker to list what features from XIV that I would like to see in XI. Allow me to parrot previous posts.

    Overworld -- I love the vast, dangerous, interconnected zones of XI. I always felt like Vana'diel could be a real place. There is no sense of scale or distance in the world of XIV, especially since story NPCs just can just show up wherever, whenever, they're needed and act like you're late even though you just teleported there four seconds ago. Fast travel is convenient, but does little for immersion.

    Dungeons -- Open, non-instanced dungeons are cool. As much as I disliked some of these places when I was leveling a job (there's a reason why we called Garlaige Citadel "Garbage Sh*tadel"), there is something to be said for mazes, traps, and dangerous enemies. It's just so... adventurous. Plus, there's the comedy of the shout of "Train to the zone!" and everyone scrambles to the exit and BLMs are casting Escape. Good times.

    Combat/gearing/stats -- These go hand-in-hand. XI was just so much more robust. Gearing was a lot more detailed than grinding the highest item level and melding Crit. Buffs/debuffs, crowd control, enmity management, differing types of monster aggression, stats that had actual weight; all things that made for a richer combat experience. A successful battle was more about having the right tools and skills, rather than memorizing all the dance steps. Challenges could be handled in different ways based on party composition. Also, subjobs kick ass.

    The player character -- I never felt like my little Taru black mage was some unstoppable god-killing machine. He got stronger as he leveled, but there were always equivalent mobs and NPCs to keep things in check. The running gag was, "there is always a rabbit that can kill you." Story-wise, my character was always the right guy at the right time, instead of the only guy that could do it.

    Nostalgia is a hell of a drug. There are certainly plenty of things I dislike about FFXI. I do think there can be happy medium between these two games, though. XIV could do with a lot less hand-holding, but it doesn't need to be quite as obtuse as XI. Unfortunately, what I think XIV needs would require scrapping the entire system and making a new game.

    FFXI is a product of a different time. I actually think a modernized version could be successful, but not in same way that FFXIV has been.
    (2)

  7. #16
    Player
    angienessyo's Avatar
    Join Date
    Jul 2017
    Posts
    454
    Character
    Khulan Noir
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I like the sense of danger in leveling in XI. I also feel like NPCs tend to have a bit more personality in XI.
    (0)

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