I'm having a blast in game. They took out the annoying time sinks. Now we can focus more on the content.
I'm having a blast in game. They took out the annoying time sinks. Now we can focus more on the content.
Dont Forget 3 Oct 11 | Vi Veri Veniversum Vivus Vici
As much as I hate that overly used word, "tool", and despise the people that spout it out, I'm inclined to boo-hoo him as well.
In regards to the OP, you've made good points and it pains me greatly to read them and think about misused or largely discarded potential from 1.23( arguably the peak of 1.0's redevelopment) in ARR.
I'd like to say that it's too early to decide that... but I haven't looked into theorycrafting the game too hard yet as it's only the 2nd day of EA. I find that the items feel exactly like they do in every other MMORPG that I've played. I feel as if items are fun for their cosmetics and their statistics feel like a gatekeeper to upper level content.
On a statistics standpoint, I've definitely started noticing the fact that I'm in level 15/20 gear for the most part while doing GC Leves at +4 recommended level and I should upgrade.
Honestly I'm not too sure about this point here. I enjoy the story quests simply because they are not a giant obstacle to the story. For reference, I loathed doing Maat to unlock my limits on some job classes. He was simply an RNG experience on some classes. Didn't get Chainspell or the Silence off on RDM? Welcome to try #100. In counterpoint, I could say that CoP was the single best storyline and gave me the greatest feeling of accomplishment in an MMORPG... but that is rose coloured glasses talking. Looking back, I would have much rather had more people be able to experience that story with me rather than discarding people along the way for the sake of completing "tough" content.
I feel as if the storyline is just right. It shouldn't be the extreme content, it should be a compelling storyline and they do it well.
Do it without a mount. Your opinion will change. There are ways to challenge yourself.
This is true and aggravating, but how would you design around it? It was the same in GW2 and Rift. AoE classes have an advantage in the multi-mob FATEs and lose nothing when it comes to the single-target FATEs. I feel as if it's a design problem with the FATE/Active Event/Rift system itself.
This has not been my experience. I enjoy being a part of the Linkshell communities I am in. Also, the materia system actively encourages community between your dungeon runners and your crafters. It's been my experience thus far with crafting that you either have to be rich or love the crafting system to even want to level more than one craft to 50. Taking PUG as an example, one needs a Leathercrafter, Goldsmith, and Blacksmith at an appropriate level to meld materia onto your equipment. The Leathercrafter is fed ingredients by people that go out and hunt/kill mobs while Goldsmiths and Blacksmiths are fed by miners.
I feel like the way SE has handled the materia system will foster community, at least on the crafting side. It encourages you to get to know your server's crafters.
I agree with you for some classes, but not all. Gladiator definitely needs some love, same with Lancer.
However with that said, Pugilist is fun if you're trying to maximize it via positional DPS. It works out to BACK-FLANK-FLANK-BACK-BACK-FLANK as your main DPS combo along with juggling the timers on 2x DoTs (assuming you slot Fracture from MRD), not allowing Greased Lightning to fall off, and not allowing Twin Strike to fall off. All of this is by level 20. Some of my LSmates tell me that Archer is also interesting and gives a very similar experience to the proc-based classes from World of Warcraft.
In summary, while there are things that SE definitely should look at for future content updates I feel as if the game isn't all stormy clouds like the OP makes it out to be. While the OP does have good points in some areas I feel as if they are looking for negativity in others.
Last edited by Talouin; 08-26-2013 at 11:48 PM. Reason: 1000 character limits are silly
Player
I notice most of the people agreeing with the OP's opinions, and they are opinions, are Legacy players. Look I get it, you guys enjoyed where FF14 was going, and that was to an early grave. 1.23 was not bringing a new population in, it was just attempting to stop the current hemorrhaging. ARR exists to appeal to the general masses and make money, and despite how many times you voice your disapproval of it, it is doing what it intended to do, draw more people. Your post might as well just be of the alphabet, because nothing you said is going to change anything (for that I am happy, but this is my opinion and it is just as valid as yours, not valid at all).
You want a grindcentric game? Okay, come on down to FFXI. I have been in FFXI since 2003, I have done the HNMLS thing, the COP thing, the Abyssea thing and so on and so forth. It has gotten a little old. I am more than thrilled with the route ARR went. I am no longer 19 and live with my mom and dad working 30 hours a week as a Game Stop assistant manager where my only responsibilities are my shiny sports car and if I want the cheeseburger at Denny's tonight or mozarella sticks. This game allows me to step into it, play and accomplish things and then turn it off when it is time for me to help my son with his homework and not worry about falling so far behind that sticking around is moot. And, here is the part you need to understand the most, there are more of my type than there are of your type and my type has the money (not saying you don't have a job or have money). We are the people who don't bat an eye to a 15.00 a month subscription for every other weekend use, chances are that our cards are not going to get lost or cancelled and we will be long time subscribers even if we are casual players and that translates to money, moolah, the cheese, the thing SE is after. They went the route you seemingly despise because of that and that alone.
Abilities can tweaked and retweaked and reworked through-out the life of the game. Even new ones added, you can turn to FFXI for prime proof of that. Heck they added Refresh nearly a year after JP release because Red Mage was so undesirable. Multiple DD class jobs got a litany of abilities through-out their tenure in the game. New spells added all the time, etc. You haven't even had a chance to truly explore these abilities in 2.0, so how about you do that, then write a novel filled with opinion?
Gear, really? You think any new MMO comes with OMFG awesome gear? Please. FFXI's AF was quickly put into the pile of useless crap after just about a year of game play. Heck most people don't even quest any of it anymore on their way from 1 to 99. It has no value. Sorry Legacy players, but just because you have the gear and deem it boring and worthless, doesn't mean it is. If you can stand there and seriously tell me you didn't expect this to happen while they work the new people into the game, then you have WAY bigger issues than I can help you with, namely the fact that you only care about yourself and your experience and not that of building this new potential community. Heck, they can go the route you want, and then when they bleed the scores of people that are so desperately needed to keep this afloat, you guys can all reminisce over your uber grind fests and full time job's worth of gear as you watch the cut-scene where Bahamut destroys Eorzea for good right before the servers go black forever.
In my opinion, you're looking at the glass not half empty but bone dry! I understand where you're coming from but...
As for the story quip, I'm quite used to Final Fantasy and reading... with little to no voice acting. I mean, if you've ever played SWTOR for a significant amount of time then you may or may not come to the realization that incessant voice acting can also be a bore, and that you might end up reading through the text and spacebaring through the voiced dialogue. I've read of some hard core roleplayers who really care for lore of all sorts finding voice acting to surprisingly become redundant after a 2nd or 3rd play through.
Hah. You must be new here...
Gear? Yes, really. In case you didn't realize this game isn't new... What the people are miffed about is the iconic appearing, so-called "artifact gear" is 3rd world in comparison to materia melded generic high level equipment.
Been that way since 1.20s(or was it 1.19?) and even more so now due to the inability to improve said gear and the debuffs to the gear sets, ie removal of stats. That *hopefully* won't be an issue when we finally obtain the oft-asked for vanity tab.
My biggest concern is the number of scathing reviews the game will get because of the combat. All the way from levels 1 to 50 you're mostly using the same 2-3 skills over and over and over with a couple others thrown in less frequently as you level up (most of them being altogether unnecessary). The game is going to get majorly bashed for this.
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