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  1. #1
    Player
    EinSoFZ's Avatar
    Join Date
    Sep 2012
    Posts
    328
    Character
    Einsof Zeb
    World
    Hyperion
    Main Class
    Archer Lv 50
    Quote Originally Posted by Warlock View Post
    FFXI was all about time sink ...even taking a mere ship meant 30mins+ wasted of your life
    I'd agree, but only to a certain degree. I remember the first time I took an airship in FFXI and it did have some kind of weird magic to it. You worked hard to get the pass and as a new player it's definitely not a breeze. Finally you wait on it to show and you're able to board. FFXIV to me lacks this as everything is sort of handed to the player, the only difficulty is in traveling from one destination to the next repeatedly. There is no find "x" item in a foreboding dungeon like Eldieme Necropolis where you're scared, nervous and excited at the same time. It's all so obvious and pointed out for you in XIV.

    All that to say, traveling and experiencing zones in XI was in itself fun despite potential death and mishaps making it a significant time sink.

    I'd rather invest more time and have more "magic", than to spend less time and really be uninterested in what's going on. If that makes any sense.
    (9)

  2. #2
    Player
    Carzilla's Avatar
    Join Date
    May 2011
    Location
    Long Beach
    Posts
    286
    Character
    Carzilla Dequinto
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by EinSoFZ View Post
    I'd agree, but only to a certain degree. I remember the first time I took an airship in FFXI and it did have some kind of weird magic to it. You worked hard to get the pass and as a new player it's definitely not a breeze. Finally you wait on it to show and you're able to board. FFXIV to me lacks this as everything is sort of handed to the player, the only difficulty is in traveling from one destination to the next repeatedly. There is no find "x" item in a foreboding dungeon like Eldieme Necropolis where you're scared, nervous and excited at the same time. It's all so obvious and pointed out for you in XIV.

    All that to say, traveling and experiencing zones in XI was in itself fun despite potential death and mishaps making it a significant time sink.

    I'd rather invest more time and have more "magic", than to spend less time and really be uninterested in what's going on. If that makes any sense.

    ^ this is exactly what 14 1.0 was missing, and it was because of the instant gratifications. And answer me this what type of gamer needs quick and instant gratification

    -instant gratification
    -instant teleport
    -aquireing new skills instantly just cuz you leveled up
    -no death penalty
    -skills are spectacular from the start instead of progressivly getting better.

    pretty much everything is just handed to you in 1.0 no sense of danger or accomplishment.

    SE needs to take off the training wheels and safety padding from this game and go old skool.
    (5)
    Bring back the good ol times

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  3. #3
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    He's right about the difficulty. It's simply not here, especially in terms of storyline. Divine Might, Alexander (when it came out), the pots, Promys, Airship, Shinryu (without brew), hell even basic Avatars sometimes had some difficulty to it.

    There is nothing hard about FFXIV in regards to the story. They tossed Van Darnus 1.0 at us and the toughest thing about that was server congestion.

    Now I understand story difficulty isn't everyone's cup of tea but I personally feel they should just add a damn difficulty slider on the instance fights. People who want to get abused can, and those who don't want to can slide by for the story. Perhaps at the end give out a reward based on the average difficulty slider rating for your instance fights.

    Garuda, Extreme, and Van Darnus hard can be challenging, but all of them lack that magic that the promys had or gathering people to kill Promathia.
    (6)

  4. #4
    Player
    Join Date
    Sep 2012
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    1,462
    Quote Originally Posted by Zezlar View Post
    He's right about the difficulty. It's simply not here, especially in terms of storyline. Divine Might, Alexander (when it came out), the pots, Promys, Airship, Shinryu (without brew), hell even basic Avatars sometimes had some difficulty to it.

    There is nothing hard about FFXIV in regards to the story. They tossed Van Darnus 1.0 at us and the toughest thing about that was server congestion.

    Now I understand story difficulty isn't everyone's cup of tea but I personally feel they should just add a damn difficulty slider on the instance fights. People who want to get abused can, and those who don't want to can slide by for the story. Perhaps at the end give out a reward based on the average difficulty slider rating for your instance fights.

    Garuda, Extreme, and Van Darnus hard can be challenging, but all of them lack that magic that the promys had or gathering people to kill Promathia.
    No...just no..you talk about wanting mission fights to be hard because you want a better challenge and then pull out the rewarding card? then you are not asking for it because you like the higher challenge.
    (3)

  5. #5
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Warlock View Post
    No...just no..you talk about wanting mission fights to be hard because you want a better challenge and then pull out the rewarding card? then you are not asking for it because you like the higher challenge.
    I hope you understand that just what there doing in FFXIV 2.0 yoshi-p said they be hard version and a simple version. You can get the same item just a little weak version of it and the other version you get some new item and better version of the weak items.

    so it going to happen that what need to happen so both hard core and casual are happy sadly that how it going to be hardcore and casual gameplay is different and you can simple make one verson of a dungeon to make both happy.
    (3)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  6. #6
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Midgardsormr
    Main Class
    Lancer Lv 90
    XI was made in a time when leveling a character was part of the appeal of a MMORPG. It was also made in a time when people played MMOs to group up with other people.

    Times have changed. the only reason to level up is to get to the "end game." The faster the better. The game better be solo friendly because god forbid if there is a delay in my progress. The game would be better if it were B2P or better yet F2P, I want my cake and eat it too.

    I think it took me 9 months to almost a year to get my first job in XI to 75 (rdm) I dabbled in other jobs along the way. My 2nd job took about 6 months to level to 75 (drg). Here nearly 2 years into the game I have 2 max level jobs. I didn't have a 3rd max level job until abyssea came out 7 years later. Conversely in XIV i really started the level grind when patch 1.18 hit in late July 2011. I maxed all 7 jobs by Feb 20th 2012. 7 classes in ~6 months.

    I remember more about my first year in XI than I remember anything I did in XIV. There were milestones in XI. subjob quest, chocobo license, airship pass to Kazham. Key spells learned. I remember farming for a week to get the money to buy Dispel off the AH, how excited I was to use it in a party. And how impressed the party was with me in crawlers nest when I was on top of dispeling cacoon (early XI days).

    It might not be fair comparing it to XIV since it was a broken game. I remember patch days better then actual game moments in XIV. My most stand out day in XIV, when they announced ver 2.0.

    I'm hoping 2.0 brings about that same sense of adventure and accomplishment that my early days in XI brought me. But that was a different time in MMO gaming. That was when MMO's weren't mainstream, when games were a smash success when they had a few 100k subs. XI hit a grandslam in early day MMO terms.

    Now the mainstream gaming community thinks your MMO is dead in the water if you do anything less than 500k-1 mil subs. To appeal to the mainstream you have to make your game accessable. That means "solo friendly" Solo friendly = fast paced easy solo progression. Which creates a shallow 1-max ramp up. After that people expect an amazing end game to unfold.

    XIV:ARR, I don't think will ever have more than 250-500k sustained subs. I hope that SE doesn't forego the journey leveling a character can bring to attract more players. I'd rather play an amazing rememberable game from 1-max than a forgetable path to never ending repeated content

    aka. "End game."
    (12)
    Last edited by ChiefCurrahee; 01-20-2013 at 04:12 AM.

  7. #7
    Player
    Blackpearlguy's Avatar
    Join Date
    Nov 2012
    Posts
    87
    Character
    Ark Elladan
    World
    Ultros
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by ChiefCurrahee View Post
    XI was made in a time when leveling a character was part of the appeal of a MMORPG. It was also made in a time when people played MMOs to group up with other people.

    Times have changed. the only reason to level up is to get to the "end game." The faster the better. The game better be solo friendly because god forbid if there is a delay in my progress. The game would be better if it were B2P or better yet F2P, I want my cake and eat it too.

    I think it took me 9 months to almost a year to get my first job in XI to 75 (rdm) I dabbled in other jobs along the way. My 2nd job took about 6 months to level to 75 (drg). Here nearly 2 years into the game I have 2 max level jobs. I didn't have a 3rd max level job until abyssea came out 7 years later. Conversely in XIV i really started the level grind when patch 1.18 hit in late July 2011. I maxed all 7 jobs by Feb 20th 2012. 7 classes in ~6 months.

    I remember more about my first year in XI than I remember anything I did in XIV. There were milestones in XI. subjob quest, chocobo license, airship pass to Kazham. Key spells learned. I remember farming for a week to get the money to buy Dispel off the AH, how excited I was to use it in a party. And how impressed the party was with me in crawlers nest when I was on top of dispeling cacoon (early XI days).

    It might not be fair comparing it to XIV since it was a broken game. I remember patch days better then actual game moments in XIV. My most stand out day in XIV, when they announced ver 2.0.

    I'm hoping 2.0 brings about that same sense of adventure and accomplishment that my early days in XI brought me. But that was a different time in MMO gaming. That was when MMO's weren't mainstream, when games were a smash success when they had a few 100k subs. XI hit a grandslam in early day MMO terms.

    Now the gaming mainstream gaming community thinks your MMO is dead in the water if you do anything less than 500k-1 mil subs. To appeal to the mainstream you have to make your game accessable. That means "solo friendly" Solo friendly = fast paced easy solo progression. Which creates a shallow 1-max ramp up. After that people expect an amazing end game to unfold.

    XIV:ARR, I don't think will ever have more than 250-500k sustained subs. I hope that SE doesn't forego the journey leveling a character can bring to attract more players. I'd rather play an amazing rememberable game from 1-max than a forgetable path to never ending repeated content

    aka. "End game."
    Couple really good points here that i'll use to dispel the "old mmo" model being broken. You played a game for 2 years that was really difficult, although very fun because of all the accomplishments. Managed to get two of your favourite jobs (not every single job) to the top level where you could participate in various end game events that were repetitive, for around 7 years if i'm reading correct. So you spent 9 years playing a game that forced grouping- i'm just saying that this model sounds like a lot more fun from what you've described than the alternative "mainstream" model. All i'm saying is that to appeal to a massive demographic the new way clearly isn't working either, just ask all the F2P; SWtoR, GW2 etc.

    However I do 100% agree with the milestone portion of what you were saying. The first year in FFXI was awesome, so many great memories. The question that should be asked is there a way to recapture some of that same magic while still moving forward?
    (3)

  8. #8
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by ChiefCurrahee View Post
    Good stuff
    You make some great points. ARR doesn't need 10M subs, so I wonder why SE would create this potentially "watered down" MMO when you already had a subscriber base big enuff to support a long run for this game without ripping its balls off? I guess 250K+ long term (2+years) subs isn't as good as 1M+ short term (2-6months) subs, but MMOs today have a habit of failing, and this game can't survive another disappointment.

    SE's saving grace is going to be the ps3 version, as it can pretty much go uncontested as the new mainstream MMO for the console so I bet alot of ppl will pick it up. If your new to the MMO genre (which alot of PS3 users will be), I couldn't imagine they'd find anything majorly wrong or disappointing about it, so alot of them may begin to feel about ARR the way we felt about XI or other mmos. But for the rest of us who've been around the block a few times, it may not be able to live up to the expectation.
    (0)

  9. #9
    Player
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    648
    Quote Originally Posted by Exn View Post
    You make some great points. ARR doesn't need 10M subs, so I wonder why SE would create this potentially "watered down" MMO when you already had a subscriber base big enuff to support a long run for this game without ripping its balls off? I guess 250K+ long term (2+years) subs isn't as good as 1M+ short term (2-6months) subs, but MMOs today have a habit of failing, and this game can't survive another disappointment.

    SE's saving grace is going to be the ps3 version, as it can pretty much go uncontested as the new mainstream MMO for the console so I bet alot of ppl will pick it up. If your new to the MMO genre (which alot of PS3 users will be), I couldn't imagine they'd find anything majorly wrong or disappointing about it, so alot of them may begin to feel about ARR the way we felt about XI or other mmos. But for the rest of us who've been around the block a few times, it may not be able to live up to the expectation.
    A saving grace that will cause ARR to not be as great as it could be? I don't consider the ps3 a saving grace at all.
    I consider it a burden.
    So many limitations we have to deal with now because they want to make a ps3 release.
    (1)

  10. #10
    Player
    Exn's Avatar
    Join Date
    Aug 2011
    Posts
    325
    Character
    Exn Phenix
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Solace View Post
    A saving grace that will cause ARR to not be as great as it could be? I don't consider the ps3 a saving grace at all.
    I consider it a burden.
    So many limitations we have to deal with now because they want to make a ps3 release.
    Well I meant saving grace for SE, in terms of dollars in their pockets (sales).
    (1)

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