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  1. #41
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    darkstarpoet1's Avatar
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    Darkstar Poet
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    it failed because of release quality not release direction. this game at this point is taking steps backwards to have an enjoyable game not making strides forward.
    (1)


    http://crystalknights.guildwork.com/

  2. #42
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    Quote Originally Posted by Shiyo View Post
    That's because people "beat" these MMOs in a month then move on. MMOs don't have lasting or staying power anymore for anything but a very casual gamer, or if you're lucky and make really good friends before you beat it.
    Personally I think the market in the West is just saturated with MMOs. There seems to be a new one every 3 or 4 months. It's hard to do anything to keep people attention when Super Awesome Omega MMO 4 is coming out in a month or two.
    (0)

  3. #43
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    Quote Originally Posted by darkstarpoet1 View Post
    it failed because of release quality not release direction. this game at this point is taking steps backwards to have an enjoyable game not making strides forward.
    I'm just going with the flow man, cause honestly I have no idea what they're truly going to do. Just because they say they're adding instances or quest hubs doesn't mean they're going to take out world dungeons or NHMs. I'm giving this game until it's one anniversary or possibly the one year of Yoshi's poem before I see if I'm stay with this game or move along. After XIV there aren't any MMOs left I want to play.
    (1)

  4. #44
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    Dreamer's Avatar
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    Mocha Leporina
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    Given everything I've read about the changes to the game, I'm 90% certain I'll be cancelling my account once billing starts.

    I simply do not like the direction the game is going. Every blurb they've given us says that they want this game to firmly follow the Western model for MMORPGs. Auto-attack. Quest hubs. Instanced dungeons at all levels. Solo-focused gameplay. I realize that I don't speak for everyone, but I'm playing Final Fantasy because I'm looking for a Final Fantasy style JRPG MMO experience. SE, you cannot compete with Blizzard on their own turf. You're essentially trying to beat them in a genre they created. If you want this game to be successful, then you need to capture a segment of the market that is relatively untapped. Trying to scrape players from Blizzard's plate may work in the short term, but over the long term it simply will not work. If you're always copying, you're always one step behind.

    For examples of this, just look at Warhammer, and more recently, Rift. Both games catered to Blizzard's playerbase, both say an initial surge of players, and both started hemorrhaging players shortly after launch.

    Please, instead of copying standard conventions, take the foundation you have and make it awesome.

    Instead of building a new battle system around auto-attack, take the current one, streamline stamina and TP usage, and make it worthwhile to not spam attacks (a simple combo system could possible correct this).

    Instead of adding mounds of quest hubs, take the leve system to the next level. Add a new type of leve that outlines the quest issue and sends you on your merry way. Having all of the tasks that you could do centered at a single location was a wonderful move in the right direction, and I'm horribly upset that SE seems determined to move away from it. Here's a hint: the problem with leves was their content, not their implementation. There are far too few, that are all far too similar, and on the whole completely uninteresting.

    A dungeon does not have to be instanced. Sure, they're good for providing certain challenges, but every dungeon in the game does not need to be. Non-instanced dungeons, when done correctly, provide a rather nice community aspect. People who've played games like Lineage and even games like Neverwinter Nights 1 and 2 (the multiplayer servers, at least) know that the dungeons in those games were great places to meet up with people. Anyone remember RoV in EQ2, that low level undead place in Lineage2, or the crypts of Rovenna in NWN1? All utterly fantastic places to meet and group up with new players.

    There's nothing inherently wrong with allowing player to solo as much as possible. However, it needs to be realized that once you pass a certain threshhold of solo-convenience, it has a direct effect on group play within the game. The simple version that if everything can be done at your convenience, a large portion of the playerbase will simply not bother with taking the time for group content. I have my theories about anti-social attraction in regards to MMORPG and similar social-based games, but that's another post.

    I realize I'm rambling a bit at this point, but I just want to drive home the fact that I feel that SE is making a rather drastic mistake with their current direction.
    (10)

  5. #45
    Player Shiyo's Avatar
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    Shiyo Kozuki
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    Leviathan
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    Arcanist Lv 70
    Quote Originally Posted by darkstarpoet1 View Post
    it failed because of release quality not release direction. this game at this point is taking steps backwards to have an enjoyable game not making strides forward.
    Exactly, and they seem to think they need to make this game like all the others to make it succeed, sigh. I don't really want to play another MMO ever again if this one turns out to be another one like all the rest, but for now I hope that we get a final fantasy type MMO and not what I think is going to happen.

    Edit: OMG I agree 1000% with Dreamer! I like actual zones, I like my MMO to feel like, you know, a MMO, an ONLINE WORLD. Everything being instanced doesn't make it feel like that at all, it makes it hard to meet people and make friends. I want a final fantasy JRPG, not another stupid western MMO WOW clone #60470700740740. If this game is going the direction I see it going, I'm pretty sure I'll be quitting as well. Hope for the best, prepare for the worst is what I'm doing ;_;
    (0)
    Last edited by Shiyo; 05-03-2011 at 03:13 AM.

  6. #46
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    I'm think the Westerners are more angry about these changes than the Japanese. In Japan there are no MMOs similar to WoW (at least that I know of), so the Japanese players like these changes. Also another reason why SE is placing instanced dungeons in this game is because Monster Hunter has them and it's a HUGE game in Japan.
    (0)

  7. #47
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    darkstarpoet1's Avatar
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    Darkstar Poet
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    dreamer, all i can say is wow and agreed 100000000000000%
    (1)


    http://crystalknights.guildwork.com/

  8. #48
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    Quote Originally Posted by darkstarpoet1 View Post
    dreamer, all i can say is wow and agreed 100000000000000%
    I'm amazed someone actually read that wall of text.
    (3)

  9. #49
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    Reika's Avatar
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    Reika Shadowheart
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    Durandal
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    Quote Originally Posted by Dreamer View Post
    Given everything I've read about the changes to the game, I'm 90% certain I'll be cancelling my account once billing starts.

    I simply do not like the direction the game is going. Every blurb they've given us says that they want this game to firmly follow the Western model for MMORPGs. Auto-attack. Quest hubs. Instanced dungeons at all levels. Solo-focused gameplay. I realize that I don't speak for everyone, but I'm playing Final Fantasy because I'm looking for a Final Fantasy style JRPG MMO experience. SE, you cannot compete with Blizzard on their own turf. You're essentially trying to beat them in a genre they created. If you want this game to be successful, then you need to capture a segment of the market that is relatively untapped. Trying to scrape players from Blizzard's plate may work in the short term, but over the long term it simply will not work. If you're always copying, you're always one step behind.

    For examples of this, just look at Warhammer, and more recently, Rift. Both games catered to Blizzard's playerbase, both say an initial surge of players, and both started hemorrhaging players shortly after launch.

    Please, instead of copying standard conventions, take the foundation you have and make it awesome.

    Instead of building a new battle system around auto-attack, take the current one, streamline stamina and TP usage, and make it worthwhile to not spam attacks (a simple combo system could possible correct this).

    Instead of adding mounds of quest hubs, take the leve system to the next level. Add a new type of leve that outlines the quest issue and sends you on your merry way. Having all of the tasks that you could do centered at a single location was a wonderful move in the right direction, and I'm horribly upset that SE seems determined to move away from it. Here's a hint: the problem with leves was their content, not their implementation. There are far too few, that are all far too similar, and on the whole completely uninteresting.

    A dungeon does not have to be instanced. Sure, they're good for providing certain challenges, but every dungeon in the game does not need to be. Non-instanced dungeons, when done correctly, provide a rather nice community aspect. People who've played games like Lineage and even games like Neverwinter Nights 1 and 2 (the multiplayer servers, at least) know that the dungeons in those games were great places to meet up with people. Anyone remember RoV in EQ2, that low level undead place in Lineage2, or the crypts of Rovenna in NWN1? All utterly fantastic places to meet and group up with new players.

    There's nothing inherently wrong with allowing player to solo as much as possible. However, it needs to be realized that once you pass a certain threshhold of solo-convenience, it has a direct effect on group play within the game. The simple version that if everything can be done at your convenience, a large portion of the playerbase will simply not bother with taking the time for group content. I have my theories about anti-social attraction in regards to MMORPG and similar social-based games, but that's another post.

    I realize I'm rambling a bit at this point, but I just want to drive home the fact that I feel that SE is making a rather drastic mistake with their current direction.
    Amen Sista
    (1)

  10. #50
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    Quote Originally Posted by Dreamer View Post
    Given everything I've read about the changes to the game, I'm 90% certain I'll be cancelling my account once billing starts.

    I simply do not like the direction the game is going. Every blurb they've given us says that they want this game to firmly follow the Western model for MMORPGs. Auto-attack. Quest hubs. Instanced dungeons at all levels. Solo-focused gameplay. I realize that I don't speak for everyone, but I'm playing Final Fantasy because I'm looking for a Final Fantasy style JRPG MMO experience. SE, you cannot compete with Blizzard on their own turf. You're essentially trying to beat them in a genre they created. If you want this game to be successful, then you need to capture a segment of the market that is relatively untapped. Trying to scrape players from Blizzard's plate may work in the short term, but over the long term it simply will not work. If you're always copying, you're always one step behind.

    For examples of this, just look at Warhammer, and more recently, Rift. Both games catered to Blizzard's playerbase, both say an initial surge of players, and both started hemorrhaging players shortly after launch.

    Please, instead of copying standard conventions, take the foundation you have and make it awesome.

    Instead of building a new battle system around auto-attack, take the current one, streamline stamina and TP usage, and make it worthwhile to not spam attacks (a simple combo system could possible correct this).

    Instead of adding mounds of quest hubs, take the leve system to the next level. Add a new type of leve that outlines the quest issue and sends you on your merry way. Having all of the tasks that you could do centered at a single location was a wonderful move in the right direction, and I'm horribly upset that SE seems determined to move away from it. Here's a hint: the problem with leves was their content, not their implementation. There are far too few, that are all far too similar, and on the whole completely uninteresting.

    A dungeon does not have to be instanced. Sure, they're good for providing certain challenges, but every dungeon in the game does not need to be. Non-instanced dungeons, when done correctly, provide a rather nice community aspect. People who've played games like Lineage and even games like Neverwinter Nights 1 and 2 (the multiplayer servers, at least) know that the dungeons in those games were great places to meet up with people. Anyone remember RoV in EQ2, that low level undead place in Lineage2, or the crypts of Rovenna in NWN1? All utterly fantastic places to meet and group up with new players.

    There's nothing inherently wrong with allowing player to solo as much as possible. However, it needs to be realized that once you pass a certain threshhold of solo-convenience, it has a direct effect on group play within the game. The simple version that if everything can be done at your convenience, a large portion of the playerbase will simply not bother with taking the time for group content. I have my theories about anti-social attraction in regards to MMORPG and similar social-based games, but that's another post.

    I realize I'm rambling a bit at this point, but I just want to drive home the fact that I feel that SE is making a rather drastic mistake with their current direction.
    It was nice of you to type this long letter but SE doesn't care. All kidding aside, we don't know how this stuff is going to work. You haven't some of this stuff in action so you really don't know if you like it or not. I'm not for auto-attack but I'm keeping an open mind, I just want it to be faster than FFXI.
    (0)

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