I know i'll enjoy FF XlV IF the F.A.T.E system reminds me of anything like campaign i'm all for it, ToUA/WoTG was some of my fav expansion packs cause i could do shit w/o waiting for an whole ls.
I know i'll enjoy FF XlV IF the F.A.T.E system reminds me of anything like campaign i'm all for it, ToUA/WoTG was some of my fav expansion packs cause i could do shit w/o waiting for an whole ls.
Exploration is fun, but it implies that you have a sense where you're going. If I put you on a scavenger hunt for items in the Amazon jungle, you're not exploring, you're doing a god damn scavenger hunt in the Amazon jungle.
I would like to see a kind of difficulty of XI on ARR. Now before anti xi'ers or fanboys jump this let me explain.
XIV difficulty was trying to avoid laggy cracks that basically split players between "F-you noob lolyoucantavoidcracks" and "F-youit'snotmyfaultSEmakeslaggygames", or trying to beat a dungeon as stupidly quick as possible only to not see DL untill 20 speed runs later.
In XI a good example of difficult im looking for would be Salvage. To even Salvage you had to beat story quests to a certain point, then beat out all the assaults with a full pt who also beat all assaults, then assault more to make points to even go into Salvage. After all that work youd get thrown into a dungeon completely naked, with no weapons, no ability's, no magic NOTHING and it was your job to unlock those ability's before you could go fight the monsters that dropped great gear. EVEN AFTER ALL THAT the drop wasn't 100% you hope to unlock enough ability's for your pt to succeed went to fight a big baddy and -maybe- got 1/3 of a armour peice that you wanted.
After all that you'd keep assaulting for points, then salvaging to try to get 3/3 on a armor piece, collect items to have it made to a salvage armor then turn it in to a NPC to have the peice you wanted.
THAT was work and people running around with salvage gear were regarded highly.
Salvage difficulty is the kind of timesink hard work and dedication that I loved of XI and much less annoying(imo) then standing around CC' failing 5 times waiting 15 mins to reenter, looking for a new tank that D/c half through the battle and going to bed that night without a single speed run complete. Or having 10 speed runs and no DL.
http://www.youtube.com/watch?v=ueodAjWZ0A4
Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~
As someone who did everything in XI fully equiped 75 pld with Aegis shield shadow mantle and the works. Garuda and Darnus (hardmode) was harder than anything that XI had to offer. I actually think Darnus would stomp XI players easy cause they can't use the 3 golden tactics for this fight and that is Kite, burn, and throw tanks at it.I would like to see a kind of difficulty of XI on ARR. Now before anti xi'ers or fanboys jump this let me explain.
XIV difficulty was trying to avoid laggy cracks that basically split players between "F-you noob lolyoucantavoidcracks" and "F-youit'snotmyfaultSEmakeslaggygames", or trying to beat a dungeon as stupidly quick as possible only to not see DL untill 20 speed runs later.
In XI a good example of difficult im looking for would be Salvage. To even Salvage you had to beat story quests to a certain point, then beat out all the assaults with a full pt who also beat all assaults, then assault more to make points to even go into Salvage. After all that work youd get thrown into a dungeon completely naked, with no weapons, no ability's, no magic NOTHING and it was your job to unlock those ability's before you could go fight the monsters that dropped great gear. EVEN AFTER ALL THAT the drop wasn't 100% you hope to unlock enough ability's for your pt to succeed went to fight a big baddy and -maybe- got 1/3 of a armour peice that you wanted.
After all that you'd keep assaulting for points, then salvaging to try to get 3/3 on a armor piece, collect items to have it made to a salvage armor then turn it in to a NPC to have the peice you wanted.
THAT was work and people running around with salvage gear were regarded highly.
Salvage difficulty is the kind of timesink hard work and dedication that I loved of XI and much less annoying(imo) then standing around CC' failing 5 times waiting 15 mins to reenter, looking for a new tank that D/c half through the battle and going to bed that night without a single speed run complete. Or having 10 speed runs and no DL.
Don't get me wrong XI had some hard stuff but not a lot of it took a lot of strat just knowing which of those 3 tactics to use.
Last edited by Firon; 12-12-2012 at 04:53 AM.
Grats on your cool gear and I agree XI went the way of zerg it or bust but thats not much different then speed run or bust. Darnus wasn't too bad It just depended mostly imo on quick heals, a non squishy tank and fast BLM'sAs someone who did everything in XI fully equiped 75 pld with Aegis shield shadow mantle and the works. Garuda and Darnus (hardmode) was harder than anything that XI had to offer. I actually think Darnus would stomp XI players easy cause they can't use the 3 golden tactics for this fight and that is Kite, burn, and throw tanks at it.
(Okay maybe he was bad but I had the whole fight system down right away.)
Garuda is a **** and a rl break for my father in laws passing had me miss the nerfed garuda blm burn experience so I never actually beat garuda but truthfully the ifrit/moogle/garuda fight I was so turned off by spamming them back in the day I was loathe to even care to fight them anymore. Salvage I wanted to do it. Primals felt like a migraine for me. I dreaded hearing people ask me to do them after a while.
Perhaps in a way yes they are harder then some XI stuff but in other ways they aren't. In XI im sure it would have been a lot harder to get that relic and shadow gear with one party, not a alliance. However in XIv's way of hard it seems less fun. XIV It takes a lot of time but only because your pt cant beat it on time or cooldowns to enter and really crappy drop rates. I was pointing out a system where rather then entering a dungeon 20 times a day till your puling your hair in fustration, I would rather take the timesink way of "Beat this get that" like salvage then the current XIV system.
http://www.youtube.com/watch?v=ueodAjWZ0A4
Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~
Although you very nicely summed up ffxiv 1.0 endgame I don't believe that there is any difference between repeating endgame content over and over and repeating endgame content over and over.I would like to see a kind of difficulty of XI on ARR. Now before anti xi'ers or fanboys jump this let me explain.
XIV difficulty was trying to avoid laggy cracks that basically split players between "F-you noob lolyoucantavoidcracks" and "F-youit'snotmyfaultSEmakeslaggygames", or trying to beat a dungeon as stupidly quick as possible only to not see DL untill 20 speed runs later.
In XI a good example of difficult im looking for would be Salvage. To even Salvage you had to beat story quests to a certain point, then beat out all the assaults with a full pt who also beat all assaults, then assault more to make points to even go into Salvage. After all that work youd get thrown into a dungeon completely naked, with no weapons, no ability's, no magic NOTHING and it was your job to unlock those ability's before you could go fight the monsters that dropped great gear. EVEN AFTER ALL THAT the drop wasn't 100% you hope to unlock enough ability's for your pt to succeed went to fight a big baddy and -maybe- got 1/3 of a armour peice that you wanted.
After all that you'd keep assaulting for points, then salvaging to try to get 3/3 on a armor piece, collect items to have it made to a salvage armor then turn it in to a NPC to have the peice you wanted.
THAT was work and people running around with salvage gear were regarded highly.
Salvage difficulty is the kind of timesink hard work and dedication that I loved of XI and much less annoying(imo) then standing around CC' failing 5 times waiting 15 mins to reenter, looking for a new tank that D/c half through the battle and going to bed that night without a single speed run complete. Or having 10 speed runs and no DL.
The key is character development through more than just the gear treadmill. Putting all the development emphasis at endgame and then letting your playerbase get to max level easily is the fatal flaw of almost every MMO ever.
Totally. all jobs to 50 should be a rare accomplishment. I have had a lot of fun leveling in XI and even the various styles I was able to play with as SE worked out kinks for it here in XIV. I didn't feel like XI was the same thing over and over. I think why I enjoy that way to XIV's is assaults were each different and so was salvage. I wouldn't enter salvage and spam the heck out of it till bedtime or till I hated it. I was forced to go do other things to continue salvaging. The current XIv systems not like that a change would be ok instead of CC let's do AV. I don't know imo SE was kinda getting it with hamlet. You would have to do provisions to be a top provisioner to get the stones, but I think Hamlet needs some serious rethinking because waiting to reset and fighting the rest of the awake community for spots isn't a fun system.
http://www.youtube.com/watch?v=ueodAjWZ0A4
Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~
Fyi, the quest markers are going to be the perfect solution. The people that don't want to waste time on scavenger hunts or looking stuff up on fansites are going to turn it on and get their s**t done. The people that like the challenge and don't want help can just turn it off and do it that way.
You are being blind to the social response. Have variety in the designing of the quests, and we wont have this separation.Fyi, the quest markers are going to be the perfect solution. The people that don't want to waste time on scavenger hunts or looking stuff up on fansites are going to turn it on and get their s**t done. The people that like the challenge and don't want help can just turn it off and do it that way.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.