I think we all should have listened to rokien more throughout 1.0 till now....
I think we all should have listened to rokien more throughout 1.0 till now....
Yeah, I was ok with the generic kill x/fetch x quest design 1-15 because I felt it was a tutorial to teach you how to play. Then I ding 21, start doing story quests again, and I'm /dancing in NPC's, picking up random crap off the ground, and killing random mobs to complete the quest of "kill this amount of an enemy that has nothing to do with the story" with little to no story to be found.Another thing I would like to add is that i'm terribly disappointed with Square-Enix when it comes to the main scenario. Thus far it's a massive step down from the 7th Umbral Storyline from 1.0 which wasn't amazing either. Once again there is a hindrance which keeps the story from being interesting because there's so much unnecessary fluff to get players to level 50.
It's so easy, so disengaging, so uninteresting that it becomes annoying to even do. This is coming from a person who praises story quests, but thus far from what i've done; A Realm Reborn has the absolute worst story in any Final Fantasy title, including the first two.
Why? This is incredibly boring, if this was the story in a single player game, the game would be rated 3/10, and the 3 simply would be for the graphics.
Horrible story progression, boring fluff inbetween dungeons which are fun. How about you just tell me to go to the dungeons and not make me collect honey for some guy who has nothing to do with anything?
The dungeons themselves have no story, no plot, nothing interesting either, but at least they're fun for now. "Go here, kill everything inside". Trash - > boss - > loot will eventually get boring too. Where's starting naked and no skills/abilities/mp/hp and needing to find capsules, splitting it properly between classes who need it, and slowly unlocking your party? Where are the objectives? The need to avoid aggro or you lose time(Nyzul), find the mob family you need to kill, don't aggro the NM's because it'll waste time or potentially kill you, the rush to go fast and skip things you don't need to complete the objective where is anything interesting like we had in FFXI dungeons? All I see is "kill trash, kill boss, collect loot". Where is all the cool stuff?
Why is that all dungeons are? Why don't they have interesting innovative mechanics like FFXI or single player games do?
Last edited by Shiyo; 08-27-2013 at 06:14 AM.
I agree on the ridiculous AoE spam, make the BLM's aoe require a target like everyone else so mobs arent instant dead before they even spawned
Im sure it wont matter when everyone is 50 on thier main jobs and the world becomes a ghost town except for the level 50 zones
The combat on my marauder though is anything but simplistic, the problem is the unbalance of complexity for the combat classes, some classes like Warrior and Monk are overcomplex and full of ability bloat, whill classes like BLM and Bard are extremely easy and in the case of Bard you can macro most of your abilities into one macro and everything is done automatically by just spamming one button
I agree on item design. Aesthetically speaking they look great but everything is simply +2 more of previous stat. It's super boring and adds nothing to the gameplay.
I agree with a lot of the things OP said. Also I'd like to just add this. In P2 we were told to wait til P3 by the white knights. In P3 when the same issues presented them selves we were told to wait til P4. During P4 when everything was going to crap with the 90k's and the 3102's, the white knights said "OMG be quiet this is still beta wait til release". Now that we are at early RELEASE those same white knights are screaming to wait til 'actual release'. Let me ask you this, my dearest white knights, when all the issues that you all managed to kill, with your thread trolling hate, are still present what will you say then? "ohh wait til the first patch"?
Bauric Cargim (The Pink Bunny Of D00m)
Cactaur Server
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