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  1. #171
    Player
    Join Date
    Mar 2011
    Posts
    514
    First and foremost, Battle and the Armoury systems need to be completely redone.

    I understand the want for solo-players to be able to cure themselves, but a massively multiplayer game should promote teamwork.
    (1)

  2. #172
    Player
    kanjitai's Avatar
    Join Date
    Apr 2011
    Posts
    180
    Character
    Aqua Maku
    World
    Excalibur
    Main Class
    Miner Lv 57
    is there any point anymore. it seems like all threads end in people fighting
    (0)

  3. #173
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    Quote Originally Posted by Dreamer View Post
    Let me open with this: I really dislike the current direction of FFXIV.

    While I'm not adverse to making the game accessible, it has to be balanced with a sense of adventure, danger, and progress. The current development goals feel more like they're designed soley to draw in more of the standard MMO crowds at the cost of their core demographic: Final Fantasy fans.

    Aggro icons - completely unnecessary. If you're not sure it won't attack you, you stay out of its way. If it's large, scaly, and looks like it eats creatures larger than you for its meals, you whimper and run away with your tail between your legs. There is no sense of adventure when the game leaves no mysteries for you.

    Auto-attack - I've never been more disappointed in this game's development team than when they announced that the new battle system was reliant on this. How many single player games do you play that use this feature? Even if your a fairly hardcore gamer, the answer is going to be 'not many'. There's a reason for that.

    Auction Houses - I honestly wouldn't mind an AH IF it were implemented correctly, like the system in this thread. But not the standard convention, which is nothing more than a glorified master NPC merchant. The market wards in their current form work really well.

    Jumping - Jumping can be a feature, or it can be an eyesore. Given what we've been told so far, this is one of the few things that I think Yoshi may implement well.

    Meanwhile, while they're busy trying to cater to all of these requests, the one thing the game needs more than anything else is absent - content. It doesn't matter how well your game's design is, how fluid the battle system is, how streamlined the market and social systems are. If there's nothing to DO, people aren't going to stay.
    Since when did you start making sense?
    (0)

  4. #174
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    Quote Originally Posted by solracht View Post
    You said aggro icons are a bad indication about where the game is heading. I told you the game has been in that direction since its conception.
    And then I elaborated as to how the game provided the things you said were lacking, namely a sense of adventure, even if it is just for the first time round.

    The complaint about the icons taking away something that has never been there just sounds really dumb at this point.
    The only thing dumb around here is the aggro indicator.
    (0)

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