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  1. #1
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52

    [dev1004] Quest-related " FFXIV was made for ME!...and that's what is wrong with it.

    [dev1004] Quest-related " FFXIV was made for ME!...and that's what is wrong with it.

    Trying to repost with Dev Tags (per suggestions) but unsure how to do it...


    I am one of the "Casual Players" that SE tried so hard to satisfy in making FFXIV. In FFXI I was the loner you passed in some remote area with only his Adventuring Fellow (Nanoko) for company. Sometimes I was EXPing (sloooowly), sometimes farming, sometimes fighting my way to complete a Quest (more often than not for a lame reward).
    If I got a PT invite I usually replied, "I'm sorry, I'm busy now" but occasionally I would accept (esp. if they begged). I played for years this way and it took many years just to get to lvl 70, then I ran into a Brick Wall named Maat!
    Yes ultimately it was MY fault for choosing to be a Galka RDM from the very start (yet I cursed SE constantly for the huge MP hit I took) and also it proved to be my ineptitude as I could not beat Maat as a WAR either. I was on my way to lvl 70 SAM & Archer when I was farming for Tests (with Nanoko) and either she or I or both died repeatedly that I finally gave up and quit FFXI. (This was also prior to any Abysea's.)

    My point here is that FFXI was Very Hard to Incredibly Difficult to Solo-Play. Even on BST you had to have the patience of Job to succeed. I know it's an Online MMO and you're "supposed" to play with others, and I did whenever I felt like it (which was not often but alot over the years) or when I was forced to (which was often and most of my time over the years).

    My main issue with FFXI was being "forced" and "pigeon-holed" in most every aspect of the game but it was still the best MMO I ever played (I've played many) and the most fun (and frustration) I've ever had in ANY video game.

    So SE made a Solo-friendly version of XI for me, where I could be any job (cuz there all about the same) with any race without any penalties (or bonuses) and pretty much do anything and everything I want to (Lvl appropriate of course). The problem is that I don't want to do anything because it's all so bland and uninteresting and I feel no attachment to my City, my Class or even my Character.

    There's just so little to do (so far) no sense of accomplishment and no reason to party with anyone...ever. (Even the Lone-Wolf needs to hunt with the pack sometimes).

    I realize alot of this has been said before and probably better but please don't flame me yet as I have a few suggestions that (if not too late) I think might improve FFXIV for everyone, or at least for me since it was made for ME!

    ( I will repost these suggestions in the appropriate forums as well)

    1.Dump SP and replace with GP
    Guild Points should be the focus of this adventure not general skill points. The SKill Points are essentially meaningless except for designitating a lvl up and rank. They really have no bearing on your abilities other than the "Skills" that miraculously appear after a lvl up. I would prefer to earn Guild Points for each class and then spend my points as I see fit (with due peer-pressure, of course). ALL Spells/Abilities/Weapon Skills should be bought AND/OR granted from the various Guilds.
    I know it's a Fantasy Game but I still expect some logic to back up the fiction. Why do I just suddenly "Know" how to cast a spell or perform a WS? And why do the Guild Leaders ask if you want to join their Guild but ignore you completely untill you reach Lvl 20 in that profession? And even then their interest and mine is lackluster, which brings me to the next change...

    2a.Start every Class in the respective City for each Guild.
    AND
    2b. Move the majority of the GuildLeves to the Guilds. ("Duh, Winning!") tm pending

    ...and you rank up each Class primarily from that Guild (with special Guildleves that
    send you to other cities/areas). I need stronger ties to my Guild and to my city and it should start at Rank 1 NOT Rank 20 !
    Why the Guildleves are not in the Guilds is beyond my understanding. And why am I offered a Leve that is not for my current class? I would prefer to get my GP related Leves from the proper Guild but EXP Leves from the General Counter.

    3. Split GuildLeves into 3 seperate catagories: Solo, Small Group, Large Group.

    Solo Guildleves: These are issued solely from each Guild to each adventurer that wishes to prove their worth and earn more GP to learn more skills/spells (and possibly some rare items)

    Small Group Guildleves: These are also issued solely from each Guild but involve traveling to other cities and areas to team up with adventurers from the other Guilds who have the same Leve. Possibly NM quest's with rare/good drops to encourage replay but can be beaten by a good party of 6, very good party of 3 or an insane party of 2.

    Large Group Leves: These Leves are not issued from the Guilds, tho they tell you when a call to arms has been sent or received. The Call to Arms come periodically from each city/state, "Ul'duh requests the best Archers and Thuamawhatevers (I HATE that name) that Girdania can spare", and so off you go to Ul'Duh, check in at the front desk and sign on for glory as you once again save the Pugilists from really nasty invaders. Basically Behest but with one big improvement (if possible)...
    ...Auto-Party.... you can sign up as a party of 1-6, the "BattleWarden" can team everyone up to a maximum of 18 in an Alliance (with hopefully smart Class balancing). If you are snobby or don't wanna risk getting stuck with a noob or worse an ass, then turn off Auto-Party and take your chances with a partial group.

    These 3 changes, which I don't think would be that hard to do would greatly improve the overall experience while other tweaks are made to various game mechanics. I can be patient for improvements to Battle-systems, Retainers, WS DMG, spell effects and even Class Abilities, but I cannot be patient for much longer waiting for something to do and a reason for doing it. (My Number One vote in Poll #1 was for "CONTENT"!)

    Sorry for the long post but I have been playing off and on and reading these forums often and finally decided to put my 2 cents in. If anyone would like to discuss these ideas further (SE, Yoshi, anybody?) feel free to post. I'll be sure to read them...after all, I spend more time reading about Final Fantasy 14 than I do actually playing it....
    ...what's that tell ya?
    (6)

    Papa was a rolling stone...wherever he laid his barbut was home.





  2. #2
    Player
    Punainen's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    2,012
    Character
    Punainen Drak
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    I disagree... With all of this. I played FFXI essentially the same way you did, and I find it the best thing about FFXIV is that I can play by myself when I want, or join a party when I want. I am sure they will introduce more incentives to party up, but the fact that I don't NEED to to achieve something in a day is what makes XIV so appealing to me. In XI there was nothing to do unless you grouped up and I hated that. If you want a game that will kick your ass and force you to party at ever turn, go back to XI, since it still exists. The existence of this game doesn't mean you HAVE to give up XI.
    (4)

  3. #3
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    I think you misunderstood my post Punainen. I am trying to think of ways that peeps can enjoy the game solo AND/OR party based. I could be wrong (I often am) but I believe SE stated from the start that they want a balanced game that all player-styles can enjoy.

    If my suggestions don't meet that standard however, I won't rage-quit or go back to XI. I like most of the changes implemented so far and the directions the game is going...just adding my 2-cents worth to the discussions.
    (4)

    Papa was a rolling stone...wherever he laid his barbut was home.





  4. #4
    Player
    Chione's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    170
    Character
    Chione Tilaeris
    World
    Balmung
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Davorok View Post
    So SE made a Solo-friendly version of XI for me...
    If you really think they are only trying to make a solo-friendly version of XI, then its no wonder you think they are doing it wrong. :/

    I am with Punainen. I play FFXI the same way. I still play it that way, usually all by my lonesome in some nook or cranny with my adventuring fellow and my wyvern to keep me company. I may only be DRG80 at the moment, but I got there on my own terms.

    In FFXIV: My Limsa Gladiator is usually by her onesies, picking fights with things in La Noscea's caverns and hills. If they implemented any of your ideas, I would have to change everything I do. I would either have to be a marauder (the only Limsa combat guild at present) or I'd have to move to Ul'dah with everyone else.

    But I would love to feel more connected to my city. This, I do agree with. If there were some sort of city based missions that actually allowed us to officially pledge ourselves to the nation, I'd be all over that in a heartbeat.

    And I don't know if you noticed it, but when you are doing a quest for a guild, they already treat you as if you were from the guild's hometown. It bugs me a great deal, actually. Especially the goldsmith quests that rely heavily on the piece of plot you only got to see if you started in Ul'dah, and any of the quests that send me to Limsa, where they will suddenly treat me as a stranger from another city.

    So I would actually love to see the opposite of your idea introduced, because story and plot are the things I value most about these games. These continuity issues could be fixed if guilds didn't have such close ties to their city plot, or at least if they recognized where you hail from.

    As for teaming up: The only thing that -doesn't- benefit from a group right now is the missions and quests. And if that ever changed, I'd likely lose a lot of interest in this game.
    (1)
    "Be EXCELLENT to each other!" ~ Bill S. Preston Esq.

  5. #5
    Player
    Kirith's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Areon Maere
    World
    Ragnarok
    Main Class
    Lancer Lv 22
    To add tags, you need to add the tags themselves into the "tag" field in the lower page of the window you get when creating the thread.

    Since this is a repost, i will repost my answer to it as well.

    OP is brilliant, can't deny that:

    1.Dump SP and replace with GP

    I like it, i think it's an improvement, but it forces you to run to the guild every time you level up. To make this viable:
    - you need a guild member at aetherite camps to teach you skills. (defeats the purpose a little)
    OR
    - you learn some basic moves automatically (take a stick, start waving it around all day long. After a week you'll invent your own tricks and moves with it)

    2a.Start every Class in the respective City for each Guild.

    It's interesting as it will limit and specialize city markets in items for certain classes, among other things. If all Lancers start in Gridania, obviously the most convenient spot to sell lancer equipment will be there.

    2b. Move the majority of the GuildLeves to the Guilds.

    At first i thought i'd disagree, but i realized that coupled with 2a you'll be forced to go back to your starting city for the crafting guilds, certain classes' guilds and to actually buy gear, instead of finding and doing everything in ul'dah. It will be quite hard to see depopulated cities then!

    3. Split GuildLeves into 3 seperate catagories: Solo, Small Group, Large Group.

    I also like this suggestion a lot. The intercity guildleves are especially appealing:

    "The pugilists of ul'dah failed at defending their city again. Take these CHOCOBOS and reach the city, break (or sneak) through the (aggroing) enemy formations and team up with the PUGs to defeat the impending threat!"

    Sounds quite fun to me, and it could have different or simpler dynamics from this example... In any case it would feel like going to war, even if they are just the usual coblyns, as long as there is a challenge to it.

    4.Auto-Party

    A useful feature, if done in this fashion.

    Overall

    I agree 100% with the OP. SE do this!
    (0)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    90
    1.Dump SP and replace with GP
    Guild Points should be the focus of this adventure not general skill points. The SKill Points are essentially meaningless except for designitating a lvl up and rank. They really have no bearing on your abilities other than the "Skills" that miraculously appear after a lvl up. I would prefer to earn Guild Points for each class and then spend my points as I see fit (with due peer-pressure, of course). ALL Spells/Abilities/Weapon Skills should be bought AND/OR granted from the various Guilds.
    I know it's a Fantasy Game but I still expect some logic to back up the fiction. Why do I just suddenly "Know" how to cast a spell or perform a WS? And why do the Guild Leaders ask if you want to join their Guild but ignore you completely untill you reach Lvl 20 in that profession? And even then their interest and mine is lackluster, which brings me to the next change...

    2a.Start every Class in the respective City for each Guild.
    AND
    2b. Move the majority of the GuildLeves to the Guilds. ("Duh, Winning!") tm pending

    ...and you rank up each Class primarily from that Guild (with special Guildleves that
    send you to other cities/areas). I need stronger ties to my Guild and to my city and it should start at Rank 1 NOT Rank 20 !
    Why the Guildleves are not in the Guilds is beyond my understanding. And why am I offered a Leve that is not for my current class? I would prefer to get my GP related Leves from the proper Guild but EXP Leves from the General Counter.
    This is wrong imo simply because "General Guild" leve counter is actually the Adventurers Guild in which you are apart of the whole entire game (thus far). So that kind of nullifies your whole entire statement of item 2b since there are Guild Leves available all the way up to 40, since you are apart of the "Adventures Guild".

    Second, the "Class Specific Guilds" don't accept you because you are A to low of a level and B you lack the "Role play" experience to Join the guild. Perhaps adding more Class Specific Guild leves would be more beneficial. And reaching rank 20 takes all of 8 hours, or, less if you really want it since the patch update which decreases the amount of SP needed to attain Rank 20.

    And for your pronunciation problems of Thaumaturge http://www.howjsay.com/index.php?word=thaumaturge
    (2)

  7. #7
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    This is wrong imo simply because "General Guild" leve counter is actually the Adventurers Guild in which you are apart of the whole entire game (thus far). So that kind of nullifies your whole entire statement of item 2b since there are Guild Leves available all the way up to 40, since you are apart of the "Adventures Guild".
    Hi Shots,
    I am mostly thinking of the Leves that grant Guild Points (GP). The Marauder GP Leves should be at the Marauder's Guild, not available to me (an Archer) at the General Counter. That is one less Leve I can do as My Archer for that day.

    As for my Archer Guild Marks, it just makes more sense to me that the Archers Guild would give those to me for my Guild Points that I need/want to spend in that very same Guild.

    AND, I want more Guild Marks type Leves (from my Guild).
    (0)

    Papa was a rolling stone...wherever he laid his barbut was home.





  8. #8
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Tho muh terge, (I'd put it phonetically but I'm not sure that's needed or you know how to read it) I don't get how its hard, but then again its kinda french/old englishy I could have an advantage there. I liked a lot of ideas here, I think they could be partially implemented, like guild challenges from guilds, now that we have guild tasks, give us some real challenge quests from guilds.
    (0)

  9. #9
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    90
    ...The guilds do give you Guild Marks for the quests you do.
    (0)