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Other MMO's vs. FF XIV ARR

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  • ChrisboxChrisbox Member UncommonPosts: 1,729
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Foomerang

     


    Originally posted by nbtscan

    Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
    Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

     

    As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

    which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

    As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

    The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

    Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

    I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

    Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

    The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

    No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

    crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

    1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

    Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done". 

    Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

    Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

    Make jobs weaker and classes stronger? when did i even mention that? My point was that jobs trump the hell out of classes even when it comes to the purpose of soloing. What 1.0 did right was when you equiped a job, it didnt just add a ton of stat points, it made them fit the role. Classes were left to be more even spread so they could still get some use out of all the skills and spells.

    Classes entire purpose was to be the "solo" way and be able to use everything instead of being restricted, but they could never be as good as the job version in their intended role (aka: Dragoon will always outdamge and outlast, along with specific skills only the job gets)

    Solo play is fine right now because its a joke, anyone on just about any job (even naked) can take out stuff their level and higher like its no big deal. In fact a large thread was on the forums making fun of how "not threatning" anything is in the games world (which had a video of a severly gimp and mostly naked warrior trouncing tons of same level mobs like they didnt matter). The entire point of classes were to be the little bits of everything so they could be more self sufficent.

    Also people clearly do still want things from 1.0 back (at least after 1.2x) and if you dont think so you must not have ever been on the main forums, because those kinds of threads have been around for a long time. They are less often now because people realize the game isnt going to change and be more of the same stuff thats been around for the past decade and have left.

    Also you have to be crazy to think this game has more than a million subs, if they did SE would have been screaming it from the roof tops to players and investors instead of all the games they seem to be playing with how many people are playing (oh we have 2 million registered adventures! Over 500k unique players log in!) Please...if it was so damn high we would know.

     

    You must not play a lot of recent MMO's, it's not possible to have a properly made game and put something in a non instanced area and make it threatening this is nothing new to us.  Now with that in mind, you see why your point about putting classes into solo play and all this solo play nonsense is completely worthless right? Ok good. The mobs will get zerged, the mechanics will be disregarded and overpowered by the whole server trying to kill it. Dont reference how it was possible in XI either because that game had no real class structure, low pop servers, and a combat that was set up like microsoft powerpoint.  

    I can't take you seriously. Nobody wants these things from 1.0 except a few forum trolls here and there. I also never said a single thing about subs here so your last paragraph is entirely worthless to me.

    Played-Everything
    Playing-LoL

  • zanfirezanfire Member UncommonPosts: 969
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Foomerang

     


    Originally posted by nbtscan

    Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
    Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

     

    As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

    which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

    As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

    The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

    Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

    I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

    Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

    The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

    No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

    crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

    1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

    Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done". 

    Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

    Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

    Make jobs weaker and classes stronger? when did i even mention that? My point was that jobs trump the hell out of classes even when it comes to the purpose of soloing. What 1.0 did right was when you equiped a job, it didnt just add a ton of stat points, it made them fit the role. Classes were left to be more even spread so they could still get some use out of all the skills and spells.

    Classes entire purpose was to be the "solo" way and be able to use everything instead of being restricted, but they could never be as good as the job version in their intended role (aka: Dragoon will always outdamge and outlast, along with specific skills only the job gets)

    Solo play is fine right now because its a joke, anyone on just about any job (even naked) can take out stuff their level and higher like its no big deal. In fact a large thread was on the forums making fun of how "not threatning" anything is in the games world (which had a video of a severly gimp and mostly naked warrior trouncing tons of same level mobs like they didnt matter). The entire point of classes were to be the little bits of everything so they could be more self sufficent.

    Also people clearly do still want things from 1.0 back (at least after 1.2x) and if you dont think so you must not have ever been on the main forums, because those kinds of threads have been around for a long time. They are less often now because people realize the game isnt going to change and be more of the same stuff thats been around for the past decade and have left.

    Also you have to be crazy to think this game has more than a million subs, if they did SE would have been screaming it from the roof tops to players and investors instead of all the games they seem to be playing with how many people are playing (oh we have 2 million registered adventures! Over 500k unique players log in!) Please...if it was so damn high we would know.

     

    You must not play a lot of recent MMO's, it's not possible to have a properly made game and put something in a non instanced area and make it threatening this is nothing new to us.  Now with that in mind, you see why your point about putting classes into solo play and all this solo play nonsense is completely worthless right? Ok good. The mobs will get zerged, the mechanics will be disregarded and overpowered by the whole server trying to kill it. Dont reference how it was possible in XI either because that game had no real class structure, low pop servers, and a combat that was set up like microsoft powerpoint.  

    I can't take you seriously. Nobody wants these things from 1.0 except a few forum trolls here and there. I also never said a single thing about subs here so your last paragraph is entirely worthless to me.

    The subs thing was part of the main discussion, so not everything must be about you. And no i dont play many recent MMOs, they have mostly all turned into hand holding, mostly solo bore fests with little depth (and if there is depth, we have crap like ilvl and 1 set fits all crap to make it all simple for the dumb dumbs) . There is ZERO risk vs reward with most of these new games when it comes to exploring. Hell in this game you can go everywhere at level one with minimal problems.

    How did FFXI have "no real class structure"? Your joking right? Low pop servers...yah after it being up for well over a decade (shocker right?) And combat was slow, but clearly people enjoyed it or it wouldnt be one of the most sucessfull MMOs around.  Cant say the combat is a whole lot better here (dogdge circle and spam same rotation...havent done that before) But i guess any RPG combat can be said to be dull...if you hate stuff like turn based combat, your playing the entirely wrong genre.

    There are things everyone should want from 1.0: nothing wrong with the chocobo escorts, Hamlet Defense, Dungeons that have multiple paths and ends, open world dungeons, Open world boss mobs that drop good level loot, gear that has unique stats (what we have now is simple and boring as hell), relic weapons that are actually special and top end (not just second string to coil all the time) Crafting that is a huge part of the econimy, leveling that isnt so fast and easy that half the server has everything maxed out, gathering that has meaning (making it fast to level and NO randomization means next to nothing has value). How about making some things that are not just instanced everything.

    This game is nothing new, pretty well polished and pretty, but nothing remotely new or original. I love the FF series and put way more years into XI than i should, so i want this game to try and mix it up. Look at the last couple patches, how predictable and samey can you get? Another primal that works in the same mannor? 2 old dungeons reskinned as hard mode, andother dungeon which contains the same linear layout (trash>boss>trash>boss>trash>final boss) More coil which im sure will go on until they raise the cap. Collect more fricken tomes and everything has lockouts which is so counter to their message of playing all jobs on one account. Another crystal tower that will have gear crappier than what you can already get and most people already do. Im so sick of jamming "hard" and "extreme" mode on everything and just reskinning and tweaking it. Tired of every endgame fight being "memorize the script with a DPS check". At least the endgame in 1.0 had randomness to it instead of everything being basically instant fail mechanics.

  • WaldoeWaldoe Member UncommonPosts: 642
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Foomerang

     


    Originally posted by nbtscan

    Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
    Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

     

    As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

    which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

    As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

    The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

    Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

    I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

    Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

    The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

    No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

    crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

    1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

    Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done". 

    Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

    Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

    Make jobs weaker and classes stronger? when did i even mention that? My point was that jobs trump the hell out of classes even when it comes to the purpose of soloing. What 1.0 did right was when you equiped a job, it didnt just add a ton of stat points, it made them fit the role. Classes were left to be more even spread so they could still get some use out of all the skills and spells.

    Classes entire purpose was to be the "solo" way and be able to use everything instead of being restricted, but they could never be as good as the job version in their intended role (aka: Dragoon will always outdamge and outlast, along with specific skills only the job gets)

    Solo play is fine right now because its a joke, anyone on just about any job (even naked) can take out stuff their level and higher like its no big deal. In fact a large thread was on the forums making fun of how "not threatning" anything is in the games world (which had a video of a severly gimp and mostly naked warrior trouncing tons of same level mobs like they didnt matter). The entire point of classes were to be the little bits of everything so they could be more self sufficent.

    Also people clearly do still want things from 1.0 back (at least after 1.2x) and if you dont think so you must not have ever been on the main forums, because those kinds of threads have been around for a long time. They are less often now because people realize the game isnt going to change and be more of the same stuff thats been around for the past decade and have left.

    Also you have to be crazy to think this game has more than a million subs, if they did SE would have been screaming it from the roof tops to players and investors instead of all the games they seem to be playing with how many people are playing (oh we have 2 million registered adventures! Over 500k unique players log in!) Please...if it was so damn high we would know.

     

    You must not play a lot of recent MMO's, it's not possible to have a properly made game and put something in a non instanced area and make it threatening this is nothing new to us.  Now with that in mind, you see why your point about putting classes into solo play and all this solo play nonsense is completely worthless right? Ok good. The mobs will get zerged, the mechanics will be disregarded and overpowered by the whole server trying to kill it. Dont reference how it was possible in XI either because that game had no real class structure, low pop servers, and a combat that was set up like microsoft powerpoint.  

    I can't take you seriously. Nobody wants these things from 1.0 except a few forum trolls here and there. I also never said a single thing about subs here so your last paragraph is entirely worthless to me.

    The subs thing was part of the main discussion, so not everything must be about you. And no i dont play many recent MMOs, they have mostly all turned into hand holding, mostly solo bore fests with little depth (and if there is depth, we have crap like ilvl and 1 set fits all crap to make it all simple for the dumb dumbs) . There is ZERO risk vs reward with most of these new games when it comes to exploring. Hell in this game you can go everywhere at level one with minimal problems.

    How did FFXI have "no real class structure"? Your joking right? Low pop servers...yah after it being up for well over a decade (shocker right?) And combat was slow, but clearly people enjoyed it or it wouldnt be one of the most sucessfull MMOs around.  Cant say the combat is a whole lot better here (dogdge circle and spam same rotation...havent done that before) But i guess any RPG combat can be said to be dull...if you hate stuff like turn based combat, your playing the entirely wrong genre.

    There are things everyone should want from 1.0: nothing wrong with the chocobo escorts, Hamlet Defense, Dungeons that have multiple paths and ends, open world dungeons, Open world boss mobs that drop good level loot, gear that has unique stats (what we have now is simple and boring as hell), relic weapons that are actually special and top end (not just second string to coil all the time) Crafting that is a huge part of the econimy, leveling that isnt so fast and easy that half the server has everything maxed out, gathering that has meaning (making it fast to level and NO randomization means next to nothing has value). How about making some things that are not just instanced everything.

    This game is nothing new, pretty well polished and pretty, but nothing remotely new or original. I love the FF series and put way more years into XI than i should, so i want this game to try and mix it up. Look at the last couple patches, how predictable and samey can you get? Another primal that works in the same mannor? 2 old dungeons reskinned as hard mode, andother dungeon which contains the same linear layout (trash>boss>trash>boss>trash>final boss) More coil which im sure will go on until they raise the cap. Collect more fricken tomes and everything has lockouts which is so counter to their message of playing all jobs on one account. Another crystal tower that will have gear crappier than what you can already get and most people already do. Im so sick of jamming "hard" and "extreme" mode on everything and just reskinning and tweaking it. Tired of every endgame fight being "memorize the script with a DPS check". At least the endgame in 1.0 had randomness to it instead of everything being basically instant fail mechanics.

    Are you mad?

     

    Post after post trying to make your case that the game is nothing special. Clearly a lot of folks like it. A game does not to have to do something new and ground breaking to be successful and well liked. Get over it already. 

  • ChrisboxChrisbox Member UncommonPosts: 1,729

    Started a new comment, old one too long.

    So you start off by saying all new mmos are a solo borefest with no depth, when every fairly recent mmo that's come out has actually encouraged and essentially required grouping to progress perhaps not so much during the leveling process but where the majority of the timesink is, max level.  Whether or not you agree with the majority of timesink being at max level and not during leveling is a whole other conversation.  Ilvl exists to ensure that the people that are good enough and dedicated enough to defeat the hardest monsters, get the best gear for their job and thats a good thing unless you want handouts.  The horizontal more zerg and grind oriented approach of classic games is casual in comparison.  

    Why theres no risk vs. reward in exploring in most modern games anymore? Mostly because most games that followed the open world theme such as XI never, at any point, were very popular by modern standings.  But also for the same reasons most 1.0 features would destroy XIV. 

    Open world dungeons- Would get zerged by the masses, free gear, hand holding.  Not accepteable.

    Open world bosses with top tier loot- Would get zerged by the masses, free best in slot gear, hand holding.  Not acceptable and the game would literally die with this one. Bosses in XIV in terms of mechanics design trump anything classic games had to offer.  Yea there is very little random mechanics to them that i'd like to see change (nothing along the lines of oh our group wants mechanic A to happen because its easier than mechanic B), but for scripted fights the completion rates of progression content sure are small and they are doing one hell of a job keeping them mentally taxing and difficult.  

    Relics that are special- This is still pretty darn true. Relics are extremely reliable and powerful, you don't see a lot of people running around with novus level ones either. The only thing that trumps a novus relic is a turn 9 weapon taken from the hardest boss in the game, assuming your group can beat it (which most can't) and get it to drop.  

    Like I've commented at one point, there are things from 1.0 that would do good in XIV such as dungeons with multiple paths and more important crafting, but the rest would cause XIV to crash and burn just as 1.0 did.  

    Played-Everything
    Playing-LoL

  • Darkfalz89Darkfalz89 Member UncommonPosts: 581
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Chrisbox
    Originally posted by zanfire
    Originally posted by Foomerang

     


    Originally posted by nbtscan

    Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
    Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

     

    As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

    which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

    As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

    The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

    Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

    I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

    Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

    The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

    No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

    crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

    1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

    Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done". 

    Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

    Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

    Make jobs weaker and classes stronger? when did i even mention that? My point was that jobs trump the hell out of classes even when it comes to the purpose of soloing. What 1.0 did right was when you equiped a job, it didnt just add a ton of stat points, it made them fit the role. Classes were left to be more even spread so they could still get some use out of all the skills and spells.

    Classes entire purpose was to be the "solo" way and be able to use everything instead of being restricted, but they could never be as good as the job version in their intended role (aka: Dragoon will always outdamge and outlast, along with specific skills only the job gets)

    Solo play is fine right now because its a joke, anyone on just about any job (even naked) can take out stuff their level and higher like its no big deal. In fact a large thread was on the forums making fun of how "not threatning" anything is in the games world (which had a video of a severly gimp and mostly naked warrior trouncing tons of same level mobs like they didnt matter). The entire point of classes were to be the little bits of everything so they could be more self sufficent.

    Also people clearly do still want things from 1.0 back (at least after 1.2x) and if you dont think so you must not have ever been on the main forums, because those kinds of threads have been around for a long time. They are less often now because people realize the game isnt going to change and be more of the same stuff thats been around for the past decade and have left.

    Also you have to be crazy to think this game has more than a million subs, if they did SE would have been screaming it from the roof tops to players and investors instead of all the games they seem to be playing with how many people are playing (oh we have 2 million registered adventures! Over 500k unique players log in!) Please...if it was so damn high we would know.

     

    You must not play a lot of recent MMO's, it's not possible to have a properly made game and put something in a non instanced area and make it threatening this is nothing new to us.  Now with that in mind, you see why your point about putting classes into solo play and all this solo play nonsense is completely worthless right? Ok good. The mobs will get zerged, the mechanics will be disregarded and overpowered by the whole server trying to kill it. Dont reference how it was possible in XI either because that game had no real class structure, low pop servers, and a combat that was set up like microsoft powerpoint.  

    I can't take you seriously. Nobody wants these things from 1.0 except a few forum trolls here and there. I also never said a single thing about subs here so your last paragraph is entirely worthless to me.

    The subs thing was part of the main discussion, so not everything must be about you. And no i dont play many recent MMOs, they have mostly all turned into hand holding, mostly solo bore fests with little depth (and if there is depth, we have crap like ilvl and 1 set fits all crap to make it all simple for the dumb dumbs) . There is ZERO risk vs reward with most of these new games when it comes to exploring. Hell in this game you can go everywhere at level one with minimal problems.

    How did FFXI have "no real class structure"? Your joking right? Low pop servers...yah after it being up for well over a decade (shocker right?) And combat was slow, but clearly people enjoyed it or it wouldnt be one of the most sucessfull MMOs around.  Cant say the combat is a whole lot better here (dogdge circle and spam same rotation...havent done that before) But i guess any RPG combat can be said to be dull...if you hate stuff like turn based combat, your playing the entirely wrong genre.

    There are things everyone should want from 1.0: nothing wrong with the chocobo escorts, Hamlet Defense, Dungeons that have multiple paths and ends, open world dungeons, Open world boss mobs that drop good level loot, gear that has unique stats (what we have now is simple and boring as hell), relic weapons that are actually special and top end (not just second string to coil all the time) Crafting that is a huge part of the econimy, leveling that isnt so fast and easy that half the server has everything maxed out, gathering that has meaning (making it fast to level and NO randomization means next to nothing has value). How about making some things that are not just instanced everything.

    This game is nothing new, pretty well polished and pretty, but nothing remotely new or original. I love the FF series and put way more years into XI than i should, so i want this game to try and mix it up. Look at the last couple patches, how predictable and samey can you get? Another primal that works in the same mannor? 2 old dungeons reskinned as hard mode, andother dungeon which contains the same linear layout (trash>boss>trash>boss>trash>final boss) More coil which im sure will go on until they raise the cap. Collect more fricken tomes and everything has lockouts which is so counter to their message of playing all jobs on one account. Another crystal tower that will have gear crappier than what you can already get and most people already do. Im so sick of jamming "hard" and "extreme" mode on everything and just reskinning and tweaking it. Tired of every endgame fight being "memorize the script with a DPS check". At least the endgame in 1.0 had randomness to it instead of everything being basically instant fail mechanics.

    While I do enjoy many things about 2.0 and what its done with the scene, 99% of this post is the reason why I no longer play this game. I'll come back when they release more classes that are relevant to my interests (these supposed hybrid classes that were supposed to come out) and some actual relevant content. Currently the game is zoning into dungeons and Coil, there is very little attachment to the outside world and no other worthwhile events. I too second that some of the events of 1.2 need to be brought back like hamlet and STOP for the love of god making beast tribe quests, its useless content-less content. I was reading all the pages of this thread and was amazing at how many pure positive and none negative criticism that I'm seeing and comments like "massive patches filled to the brim with content" when in reality its much like the above poster said. ONE new dungeon with 2 rehashed dungeons, of which people will just spam the one that is the fastest to do making the already boring grind more boring to get soldiery for gear that is just a stop gap to gear that you will pray that will drop from Coil. Another 5 levels of coil so you can spend the next 6-8 months of not seeing that piece that you want drop with no real alternative pieces because this game has so little gear choices because crafting is so damn useless.

    The game very quickly became you vs the RNG gods rather than vsing the content, with no ways of obtaining gear outside of hoping the piece will drop in the first place. Doing Coil 1-4 for 13 weeks straight to never see my casting pants drop, then after the block has been lifted I literally go 0/49 on the pants and just gave up. We are just now getting craftable ilvl 90 accessories in 2.3!!!!!! I'm not asking for 115 craftable gear but ilvl100 gear using mats from HM primal/coil high end content fights like in FFXI? Some gear alternatives and actual open world NM fights that drop unique gear with some outside dungeons or beseiged/campaign from FFXI content? I know that in time the game will probably get where it needs to be but its just a really polished WoW lite because it has hardly a quarter of the content for a player to do at any given time when compared to other MMO'S.

    In closing I just decided to go back to FFXI with my FFXIV friends for the 16th time and I'm glad to see that every time I come back there is so much to do and so many ways of doing content and so many different gear choices. Now they finally introduced a clear progression path and forwent the original treadmill of post abyssea. 

     

  • FoomerangFoomerang Member UncommonPosts: 5,628

    oh god please no more mega quotes

  • CrusadesCrusades Member Posts: 480
    I recently sold my pc off. My Ps4 is the only machine I need now and FFARR is a big part of why. I play with a kb and mouse, and I have been having a good time. The people are nice and it's refreshing. In the pool of available mmorpgs, there are not many that are actually decent. I think FFARR falls in the top 5. The comment about expectations and how many subs needed to keep a sub model going. I remember bringing that up before FFARR was released and people were laughing at me. Then Yoshi does just that with FFARR and is proving that a sub model can still work. In comparison to eso though ffarr did get ego checked prior to arr. ESO got ego checked at launch.
  • nbtscannbtscan Member UncommonPosts: 862
    Originally posted by Darkfalz89
     I know that in time the game will probably get where it needs to be but its just a really polished WoW lite because it has hardly a quarter of the content for a player to do at any given time when compared to other MMO'S.

    In closing I just decided to go back to FFXI with my FFXIV friends for the 16th time and I'm glad to see that every time I come back there is so much to do and so many ways of doing content and so many different gear choices. Now they finally introduced a clear progression path and forwent the original treadmill of post abyssea. 

     

    You're comparing games that have 10 years worth of content to one that is only 10 months old.  Of course those games are going to have more to do.

    There's no other game since WoW has released that has had as an aggressive content update schedule as FFXIV has though.  Every 3-4 months they have a new patch releasing new story quests, side quests, dungeons, raids and entirely new game systems like the upcoming item desynthesis and chocobo raising.

    This game needs time to mature.  There's probably going to be 1 to 2 more major patches that will introduce a variety of new things before the first expansion comes out, and that's already being touted to have as much content just on its own as the launch of the original game had.  

    I can understand if people don't like the design choices, and that's fine, the game just simply isn't for them, but to try to compare something not even a year old to something that's been out for a decade just isn't fair.

  • JindaeJindae Member UncommonPosts: 12
    Originally posted by Edli
    Originally posted by LeGrosGamerV2

       Contrary to other MMO titles out there, FF14 has the best story line quest and side quests out of any MMO.  But is under par everywhere else.   Dungeons ... beurk!! Worst experience ever!!     And I really hope by now, they changed the EXP lay out of the game? Meaning that it's not all about camping FATE's any more.

    For me is the opposite. Story is below average, characters are not memorable at all and voice acting is terrible.

    I'm staying here for the endgame dungeons. I love them. 

    This is why you USE japanese voices. No Dubs eveer :)

  • TsumoroTsumoro Member UncommonPosts: 435
    Originally posted by BailoPan15

    stale old school combat

    non voiced quests, hello its 2014

    gear treadmill

    gear transmogrify so that not every endgame character would look the same

    endgame consisting of grinding or a.k.a. carrot on a stick

     

    And no you do realize that even if FF XIV had flopped SE wouldn't shut down right? Ah no you don't you stated otherwise. Well SE has many other heavy hitters that keep the company alive. Maybe you meant that if FF XIV had flopped they wouldn't continue the series? That was more likely to happen.

    Right, let's get into the meat of your post as what you have said is incorrect. If it was an opinion that's a different matter, but this is more to do with fact than fiction. 

    Final Fantasy 14 ARR would not of flopped, they would of just kept pumping into it until it was sustainable. The Japanese care greatly about their history and their traditions, this comes from all walks of their life. Final Fantasy MADE Square and they would never allow themselves to have a game that hurts their franchise. Its why they spent so much of their money fixing FF14 rather than just writing it off. 

     

    The combat system in the game is great, its neither old nor new. It is a system that 'fits' that game. As do all other combat systems in other games. GW2 has a combat system that fits theirs, Wildstar theirs and WoW theirs. Your statement carries no weight, nor any real basis to make it on. I assume its because you don't like it. That's fine as an opinion but not to be taken on its merit. 

     

    Voice acting, now I am not sure when this became a "thing" but let me address this for you. Two games with voice acting come to mind. The first is SWTOR which has everything voiced. Outside of the companion and story the voice acting might not as well be there. Completely boring, flat of tone and not well acted. I played SWTOR on release for a good while and to this day I could not tell you who characters were that gave me quests. In fact for the most part I read what they had to say and skipped the talking because thats how lifeless it was. 

    The other is TSW which has fantastic voice acting, filled with depth, emotion that really gives their characters personality. 

    One game focuses on voicing everything (SWTOR) with very low results of enjoyment to its benefit. the TSW has far less voice work, but that which is used is quality, given direction and purpose and completely relevant and not in any way bland. 

    This is how Final Fantasy is, the important bits with the story are voiced, the rest is written. You read the quests because the game has characters with personality and depth, with the quests being interesting stories that the game relates back too further into the journey you make. 

    This might be a preference thing, perhaps you are too inept to read but this is not a sign of the ages, or of technology but more about what offers a better experience. 

    SWTOR and ESO do not bring a better experience. 

     

    When you say gear treadmill what do you mean? If you mean gear that you get better and better versions off as progression, then yes that is true. It's true of 95% of MMO's including, WoW, Rift, Tera, SWTOR, ESO and Wildstar to name a few. So, not sure when so many games use this functionality of progression why its a negative for Final Fantasy?

     

    End Game has no carrot on a stick, at end game you have a wealth of things to do other than get sucked into raiding. There is questing at 50, there are dungeons at 50, crafting at 50, PVP at 50, Treasure hunting at 50, FATES at 50, Dailies at 50, Daily hunts at 50, side missions at 50, Company related stuff at 50 etc etc. The game has alternative means to progress and enjoy yourself. What are you expecting? What are you looking for? Do you even know?

  • FoomerangFoomerang Member UncommonPosts: 5,628

    The game currently has more content than most sandbox/hybrid mmos let alone themeparks. Problem is (for some people) is that it has a variety of different types of content. Some people, myself included, only focus on a few types of activities and are satisfied. Some do everything. Some do a couple things and are bored because they dont like the other stuff or the stuff they like is not enough.

    I will say that Id rather have a wide range of activities that appeal to a more diverse group of gamers because it lends to a more virtual world feel and an overall more diverse and lively community.

    There are pure raiders and dungeon crawlers in this game. Pure crafters. Pure gatherers (raises hand). The rp community at least on my server seems to make up about 20% of the population which is huge. There are the homeowners and all the cool stuff that comes with that (raises hand again). And now we get the arena dwellers and bg heroes. Next couple patches we get a casino, chocobo racing, and a ton of new games which will no doubt find their way into all the other aspects of the game just like everything else theyve added.

    So yeah feel free to be bored, thats your right. But as far as content goes. It has released more content in under a year than most mmos do in three. And the expansion is going to double the size of the original game at launch. Other mmos vs this one? apples to oranges.

  • AdrenAdren Member UncommonPosts: 69

    Love this game so far...when i bought the game in its second month of release..The first 10 levels were horrible...i mean so bad i fell asleep at lvl 5 and then actually quit playing for a week lol my first month on the game was wasted...2nd month i finally got to lvl 50 and quit due to gw2..i regret it..i came back like last week.. and continued endgame....the game is so good i love it..best mmo out..ive played wildstar and i hated it. Ive played Eso Beta...i could tell it was gonna flop hard...SWTOR...tried it and it was ok...Gw2 gets boring at endgame..ill prolly keep playing it but thats only cuz i have hope that the devs will change up and start adding content instead of adding and then taking it away..also gw2 needs meaningful content...i will prolly quit ffxiv to play archeage when it comes out but i know ill prolly come back to ffxiv after my 3 months patron status is over..spent 150 dollars on Archeage..i feel like i have to play it...Archeage is a good game but i dunno how it will do long term yea theres alot to do but being a pirate will prolly get boring fast.. also trade routes and such and building castles and warring all the time not to mention the politics that will most likely cause alot of drama for all of its servers. Archeage developers are gonna need to add more pve content i like that its a sandpark gives u both sandbox and themepark elements but i feel those that are use to themepark games that say they want a sandbox are prolly gonna find the game just ok...anyway back to ffxiv arr...GREAT game..lots to do already...looking forward to the new content coming...this and archeage are my favorite mmos on the market....

     

    p.s. **** you grammar natzis i know this looks bad

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