Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 65

Hybrid View

  1. #1
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Seif View Post
    XIV has 2 jobs gatherer and f1 spammer XI has several with different gear, strategies, skills and varying gameplay.

    XI wins no contest at all so far when the job systems are compared.

    I hope future updates introduce real jobs. Also the skill point system is far better than the point allotment system in XIV.
    lol if you spam f1, the failure is you.
    if you compare point allotment to skill point system in ffxi, i dont know why they have absolutely nothing to do with each other, there is no correlation.

    ffxi jobs, there was auto attack weaponskill job. annnd blm whm brd hmm ill give pet jobs their own category, thats about it.
    (0)

  2. #2
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Seif View Post
    XIV has 2 jobs gatherer and f1 spammer XI has several with different gear, strategies, skills and varying gameplay.

    XI wins no contest at all so far when the job systems are compared.

    I hope future updates introduce real jobs. Also the skill point system is far better than the point allotment system in XIV.
    Funny I see a real difference in terms of gear strategies, skills, and gameplay. I find my experience as a GLA much different then when I'm a PUG, and probably different still if I was mage or archer. Different concern, the need and effectiveness of either outlasting, or outfighting the opponent. I find it fun, it keeps the need to stay focused, if you want to win.

    Synthing is more involved too. With FFXI it was nothing more than a crapshoot, with FFXIV you have a measure of control over how successfful the synth will be, with skills only adding to the choices, use fuffillment now or later? Which brand should I use? Should I risk a rapid synth?
    Maybe several bolds with preserve will get me a +1. Gathering offers the exact same system, even if its a little simpler.

    But of course you can always go back to random result synthing, running around too many miners with not enough mining points, and auto attack. FFXI is still playable, yet you are here, complaining. I hope they don't make FFXI2, That not what they were going for when they started, its not in their vision of this game, and the forum minority will end up holding the game hostage, Like a bunch of terrorrists.
    (3)

  3. #3
    Player
    Nabiri's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,164
    Character
    Khaien Akiyama
    World
    Balmung
    Main Class
    Ninja Lv 70
    I think they can add some old jobs from FFXI and other FF games and make them more customizable while still keeping them unique enough. I'd like to see them be creative with it. Would be nice to see some old jobs show up in XIV that weren't even in XI too.
    (2)
    Last edited by Nabiri; 05-06-2011 at 12:02 AM.

    ~She gave her heart to a falling star~
    ~~~~~~
    If he's not here, then where?
    ~~~~~~
    ~Been searching for my Afterman~

  4. #4
    Quote Originally Posted by Kallera View Post
    You're really stretching the term similar if you saying 7 and 8's systems were at all similar, or even 10 and 10-2...and which version of 12 are you referring to?
    It's truly not that hard to see that 10/10-2/12/13 were basically using the same sphere grid concept system, as much as people love to try to disprove things, it's truly not that hard to see. It's like saying FFI, III, IV and V didn't utilize crystals as centralized story mechanic.

    As for the VII and VIII thing, both games had something that let you pretty much customize your stats and abilities, the problem with VIII was it was detrimental to level whereas VII it was more worthwhile to level because materia grew in strength (kind of like GFs grew in order to learn more abilities for junctioning.)

    It's not that much of a stretch, since before FFXIV, people were always drawing comparisons and going on how the materia system (even though some of the stats were broken, and not in the "overpowered" way)/junction should return for the next MMO, now that XIV is out, people seem to be overly critical about any kind comparisons being drawn even to unrelated offline titles.
    (4)

  5. #5
    Player
    Corrderio's Avatar
    Join Date
    Mar 2011
    Posts
    1,335
    Character
    Corrderio Arseid
    World
    Siren
    Main Class
    Gladiator Lv 90
    Classes do need to be more unique no doubt, but at the same time I don't want them to crap up the system like they did in XI.
    (2)

  6. #6
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    well i dont see a pattern of adapting so i dont see it, but regardless, they are different enough that you have one has no reason to assume that ffxiv should be like ffxi, they could borrow from them=ir previous incarnations, or go original.

    And the thing is, imo battle was not the forte of ffxi, niether was progression, so i wouldnt want to copy or evolve those elements.
    most non magic users got what 5 or 6 skills? from 1-75? usually more than half of those skills could be used on subjob. weaponskills looked different but were all the same. a couple multihit, a couple elemental, a stunner, a single
    thunder was always your most powerful magic damage,
    the best thing about it, i would say was the skillchain system. all the rest, was kind of meh.
    It has some of the weakest execution of the ffxi jobs in the series, except for thief, i think thief was better in XI than previously. and maybe blue mage, but that was like 5 years later.
    The large world, the wealth of things to do, the story after from cop on, all the modes they added like dynamis and nyzul, even sea and sky, thats where most of the real entertainment was, along with working together for some things. And that is what we are really missing here.
    (2)

  7. #7
    Player

    Join Date
    Mar 2011
    Posts
    768
    Quote Originally Posted by Physic View Post
    well i dont see a pattern of adapting so i dont see it, but regardless, they are different enough that you have one has no reason to assume that ffxiv should be like ffxi, they could borrow from them=ir previous incarnations, or go original.

    And the thing is, imo battle was not the forte of ffxi, niether was progression, so i wouldnt want to copy or evolve those elements.
    most non magic users got what 5 or 6 skills? from 1-75? usually more than half of those skills could be used on subjob. weaponskills looked different but were all the same. a couple multihit, a couple elemental, a stunner, a single
    thunder was always your most powerful magic damage,
    the best thing about it, i would say was the skillchain system. all the rest, was kind of meh.
    It has some of the weakest execution of the ffxi jobs in the series, except for thief, i think thief was better in XI than previously. and maybe blue mage, but that was like 5 years later.
    The large world, the wealth of things to do, the story after from cop on, all the modes they added like dynamis and nyzul, even sea and sky, thats where most of the real entertainment was, along with working together for some things. And that is what we are really missing here.
    I have to disagree there. If anything, progression was one of FFXI's strongest qualities. Not all weapon skills were the same either, as only a few weapons got MP drain, damage based on HP, added effects, 4x damage, etc. I mean you could say "Oh, rampage is 5 hits and so is penta thrust" but the variety in weapon skill properties was pretty large. As for weak execution of jobs, I'd only agree with Warrior and Monk. Boring auto-attack jobs, but the rest are great. Especially the ToAU/WoTG jobs.
    (5)

  8. #8
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Demacia View Post
    I have to disagree there. If anything, progression was one of FFXI's strongest qualities. Not all weapon skills were the same either, as only a few weapons got MP drain, damage based on HP, added effects, 4x damage, etc. I mean you could say "Oh, rampage is 5 hits and so is penta thrust" but the variety in weapon skill properties was pretty large. As for weak execution of jobs, I'd only agree with Warrior and Monk. Boring auto-attack jobs, but the rest are great. Especially the ToAU/WoTG jobs.
    warrior monk dragoon ninja dark sam thief, for most of thier ffxi life were all basically the same. They did a lot of retooling of dark, and sam and drg late in the game to give them some type of flavor, but how war and monk are is basically how every DD was.
    mp drain was unique, and damage based on hp, but mpdrain was almost never used, who got 4x damage skills?

    I dont know what you mean by weapon skill properties, most weaponskills all did the same crap, some were elemental, but those usually underperformed, and were generally ignored.

    you may be used to the ffxi jobs that came after the 5 year mark, when they made dark drg and sam more distinctive, orginally sam got, store tp, meditate, third eye (1 dodge at that time) thats it i think. oh yeah warding circle, which was even less useful than it is now. and it got nothing after 30, yup nothing. that was for lets say 3-4 years, because it didnt come out till zilart.
    FFXI is not the measure of entertaining battle by far

    blm who sat for 90% of the fight, to get up and do one skill per mob.
    rdm relegated to refresh whore, and debuffer in the first 10 seconds of the fight for most of thier life.

    this is a great battle system? really? you want to recreate this?
    (2)
    Last edited by Physic; 05-06-2011 at 12:44 AM.

  9. #9
    Player

    Join Date
    Mar 2011
    Posts
    768
    Quote Originally Posted by Physic View Post
    warrior monk dragoon ninja dark sam thief, for most of thier ffxi life were all basically the same. They did a lot of retooling of dark, and sam and drg late in the game to give them some type of flavor, but how war and monk are is basically how every DD was.
    mp drain was unique, and damage based on hp, but mpdrain was almost never used, who got 4x damage skills?

    I dont know what you mean by weapon skill properties, most weaponskills all did the same crap, some were elemental, but those usually underperformed, and were generally ignored.

    you may be used to the ffxi jobs that came after the 5 year mark, when they made dark drg and sam more distinctive, orginally sam got, store tp, meditate, third eye (1 dodge at that time) thats it i think. oh yeah warding circle, which was even less useful than it is now. and it got nothing after 30, yup nothing. that was for lets say 3-4 years, because it didnt come out till zilart.
    FFXI is not the measure of entertaining battle by far
    I started in Jan 2004 and my first job to 75 was SAM (pre-hasso/seigan), so I do know what you're getting at. Ninja and Thief were unique you can't say they were anything like the other jobs but the heavy DDs would be pretty boring if it weren't for the subjob system. MP drain was used often outside of exp parties, Slug shot/sidewinder was low accuracy 4x damage with acc based on TP, and by weapon skill properties I mean they often have different skillchain properties, additional effects, and damage modifiers. You used different equipment for certain weapon skills to increase damage, and many had added effects for example: GA's break lowering evasion, Blade: retsu being the lowest level paralyze WS, leg sweep causing bind, tachi: yukikaze causing blindness, guillotine being heavy damage AND silence, etc. Yeah a lot of weapon skills were the typical stun/elemental/ignores defense at early levels but later on they definitely start to branch out.

    FFXI's battle system wasn't fast paced (unless you played COR), but it certainly had depth that XIV's battle system currently lacks. What was detrimental to XI's battle was ToAU's release and the fact that skillchaining became obsolete.
    (3)

  10. #10
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Demacia View Post
    I started in Jan 2004 and my first job to 75 was SAM (pre-hasso/seigan), so I do know what you're getting at. Ninja and Thief were unique you can't say they were anything like the other jobs but the heavy DDs would be pretty boring if it weren't for the subjob system. MP drain was used often outside of exp parties, Slug shot/sidewinder was low accuracy 4x damage with acc based on TP, and by weapon skill properties I mean they often have different skillchain properties, additional effects, and damage modifiers. You used different equipment for certain weapon skills to increase damage, and many had added effects for example: GA's break lowering evasion, Blade: retsu being the lowest level paralyze WS, leg sweep causing bind, tachi: yukikaze causing blindness, guillotine being heavy damage AND silence, etc. Yeah a lot of weapon skills were the typical stun/elemental/ignores defense at early levels but later on they definitely start to branch out.

    FFXI's battle system wasn't fast paced (unless you played COR), but it certainly had depth that XIV's battle system currently lacks. What was detrimental to XI's battle was ToAU's release and the fact that skillchaining became obsolete.
    imo the problem with ffxi battle was there was virtually no personal depth, if you were quad boxing it would probably be highly entertaining, but when you break down what each player spends thier time doing, it was pretty bad.

    auto attack, weapon skill for all DD, you had a basically two flavors of DD sneak attack, and berserk/double attack, i chose sneak attack for most of my monk carreer because it was more entertaining, but it was the same choice and play style for virtually all the DD, meditate was a slightly different mechanic, but it was 1/3 minutes and only a main sam could actually get a self skillchain.
    ninja may have been unique, if it didnt become an utsusemi whore, but we will never know now. btw tanking was essentially DD with provoke and/or blink thrown in.

    Im simplifying here, but it was really repetetive, and monotonous for each player. you did the exact same thing over and over again, which really wasnt too complex.
    I may make it sound bad, i did enjoy the game, but it wasnt because the battle was gripping, i remember telling a friend that RO had much more entertaining battles, and that game was pretty old and dated at the time.

    ffxi had good milestones, it had an interesting world, cool gears (high level anyhow) Im not saying it wasnt a good game, but that, imo was not entertaining battle, and i was really dissapointed with how little playstyle was different for most classes.

    here you can say cross classing makes you not unique, but the play of a straight pugilist with no cross class is way more entertaining than a monk, lancer will totally eclipse dragoon if it ever gets jump, gladiator, with guard, phalanx, various shield skills, man that is waaaaaay more engaging than paladins, auto attack with provokes and flashes thrown in. avoidable WS, even when you are solo! lancer actually having superior range/ multi hit line attacks? this system is wayyyy more engaging and deep per player, and its in its first level cap, without even a major update.
    (0)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast