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  • Final Fantasy XIV - Patch 4.2 - The Best of the Rest - MMORPG.com

    Yeah they were, the city states were the same they used tons of the same models all the battle systems were the same, they just added a clunky hotbar rather than a menu system, the gear pallets were the same, the races were the same just touched up. There is a documentary on youtube were the Devs literally admitted to just trying to make XI again. Completely different my ass, I played both, xi for 5 years and XIV from launch till re-launch shit felt exactly the same, one was just good in its time the other had no place in its.

    Oh boy, so much to unpack there.

    1. City States were not the same. People drew parallels to them only relative to the general geography around them, and even then it was tenuous. People referred to Ul'dah as "FFXIV's Jeuno" because it was central between the other two, like Jeuno was between the three in FFXI. There's no actual similarity beyond that.

    2. Combat being the same.. Wrong again. FFXI's combat is/was auto-attacks punctuated by WS's. FFXIV (1.0's) combat was weapon skills punctuated by auto-attacks... in other words, the opposite. Further, though, FFXIV 1.0 launched with a self-replenishing TP meter which would empty out as you used different skills. If you spammed skills too much, you'd run out and have to wait/auto-attack 'til it replenished enough to use a skill again. FFXI's combat required you to hit, or be hit, to gain TP, and only once you hit 100% TP could you use a weapon skill. If you weren't hitting, you weren't getting TP and it took a lot longer to be able to use a WS. Again, the opposite. Also, FFXI had a quasi-hotbar system in its macros; you weren't required to use the menus.

    3. Gear pallettes were the same...? I don't even know what that's supposed to mean. You mean both games had equipment whose textures used colors that coordinated well? You mean both games had gear with greens and blues and blacks and grays and such? Is that what you're going for here? If so... you've officially entered "grapsing at straws" territory.

    4. The races are the same. Yes, I already said they are basically the same races, just modified and named differently. Not sure why you're using something I already pointed out as a rebuttal against me... more grasping at straws I guess.

    5. Please link me the video with the time-stamp of when they "literally admit to just trying to make XI again". I want to hear them say it, in full context... not cited by you without context. You're making the claim, so please back it up. If they do say that, then there's a contradiction coming from SE themselves, because Yoshida clearly stated the opposite.

    6. Don't care how long you played FFXI or FFXIV. Your memory of it is clearly flawed if you truly believe what you stated in your rebuttal.

    If you really want to go point for point here, I can easily cite plenty more examples of how XIV and XI differed. Far more than you could of how they were similar (grasping at straws notwithstanding).
  • New Logo, Site & Big Q2 Profits in Latest Investor Report - MMORPG.com News

    Jaiml said:

    You've done it now!

    All the crazies are going to come out of the wood work and rail on Funcom for making a profit! Putting cash before the love of making games!

    From what I read in most posts here profit is an evil word!

    That's a very disingenuous spin on it.

    People are not opposed to a company making money/profit. It means the company is healthy and will, presumably, be able to continue creating the games/products they enjoy and which made the company successful in the first place.

    What people have a problem with is when developers make decisions that are not pro-player/pro-fan, but done *exclusively* to increase their bottom line without regard for how those changes will affect the game for their players, or consideration for how their players might feel about said changes.

    Players like to see their favorite developer succeed. They don't like to see that success come at the cost of themselves (the players) being screwed over, nickel-and-dimed, or sold out as a "thank you" for their patronage.

    Rebooting TSW as SWL is one of the more egregious examples of a cynical, sneaky, and blatantly cash-grabby move made by a developer with zero regard for their long-time customers. It's the whole "let's sell out our existing playerbase in hopes of getting a bigger one".

    It's not an 'accident' that players were kept in the dark about their plans for TSW until they were ready for their "big reveal", where they could put as positive a spin on it as possible and get a lot of media support. None of the existing players were expecting any of those changes. Existing players weren't asking for those changes. They were not asking for it to be changed to an Action RPG. They were not asking for the skills and build options to be dumbed down. They were not asking for a change of the combat system. They were not asking for full F2P with over-the-top cash shop implementation. That was all Funcom acting in complete isolation without taking their existing, loyal, long-time players into consideration. SWL is basically FC saying "F You" to their loyal customers.

    They couldn't even be honest about how they represent it on Steam. It's a completely separate and different game from TSW, and should rightfully have been set up with its own store - especially since TSW is ostensibly "still available" and relevant (a whole other can of worms there). That would be the honest thing to do, which of course means FC didn't do it.

    See, TSW has garnered a lot of positive feedback and reviews on Steam since its release on Steam. In fact, if you go back and look at all the reviews prior to SWL, you'll see a very, very positive overall impression. After taking away the game that actually *earned* those positive reviews, Funcom is using them to bolster the image of SWL - which has been receiving mostly negative reviews since its introduction. So... "our customers/players aren't important enough for us to care about being honest with them about how we're completely pulling the game they love out from under them... oh... but we're *totally* going to hold on to those positive reviews they wrote about it, and pretend they're actually talking about the cynical, cash-grab version we dropped on them".

    They were having money problems and had to make drastic changes. Well whose fault is that? The players? No. It's FC's own fault, because they have a history of making terrible decisions for their IPs. The examples go all the way back to Anarchy Online, and it's the same story every time... FC makes crappy decisions for their IPs, it hurts them financially, and the players get screwed over for it.

  • Final Fantasy XIV - Stormblood, 10 Weeks On - MMORPG.com

    As I've been saying for a while, they've already demonstrated how to give people a variety of content to do between expansions, by doing so for years in FFXI.

    In FFXI, at any given time, there were multiple different goals you could be working toward. Every one of them was rewarding in its own right, and each had its own unique systems, rules and objectives.

    Let's take PoTD for example. It's a neat system and provided people with something other than the usual grind they'd been doing to level up. But that's it. That's all you got in HW (well, except for Diadem 2.0, which also fell short).

    Meanwhile, let's look at what similarly "event type" content was introduced during the timespan of just one expansion in FFXI - Treasures of Aht Urghan. This is content which, like PoTD and DIadem, exists aside from story missions and side-quests, new zones, and other content you'd expect to have with any expansion.

    ToAU introduced: Assault, Nyzul Isle Investigation, Salvage, Einherjar, Besieged, and possibly something else I'm forgetting about. Now, just about any those systems by itself had more depth, variety and longevity than any comparable system FFXIV has introduced so far, since 2.0/Realm Reborn. Don't take my word for it. Hop on Google and look up the Assault system by itself. Or Nyzul Isle. Look how much each of those systems entailed.

    Those systems remained active and relevant throughout all of Aht Urghan's cycle, and beyond. People were still engaged into that content even into the following expansions, alongside all the other new content added. They didn't peak for a few weeks, and then fall into near complete disuse once the novelty wore off and people had sucked all the usefulness out of them, such as with Diadem or PoTD, etc.

    The thing that baffles me is, why? Why, in a MMO developed around 2000, on far more limited hardware, *for* far more limited hardware (FFXI was locked to dial-up connection speeds, for example)... why were they able to deliver so much more content, with so much more variety and depth, and keep it relevant for so much longer than Yoshida and his team have so far with anything they've done in FFXIV?

    I don't think I ever heard of anyone in FFXI feeling like they had to do the same repetitive grind for months waiting for the next update, or expansion, because there was nothing else to do. I certainly never heard the Director or Producer suggesting people should go play something else while waiting for the next update - because there was plenty to keep them playing in the meantime. In my experience (anecdotal as it may be, though it's many people, across nearly a decade), people would go into a new expansion still working toward goals they'd set during the previous one.

    This is why I'm disappointed with FFXIV, and get frustrated with Yoshida when he spins these absurd excuses for not adding more new options, while over-hyping the meager, short-lived offerings that are, as though it's *so much new content*!. It's why it's so aggravating to see how he seems so satisfied with what he's delivered with FFXIV. I *know* SE can do more than they are with FFXIV. They can do a *lot* more with it. I know this because *they already have* with another of their own titles, with far inferior technology and resources, and without the benefit of having a successful previous MMORPG to refer to and learn from.

    I just don't get it.

  • A bit of a disapointment... ok, a pretty big disapontment.

    From the Conan Exiles website. "Conan Exiles is an open-world survival game set in the brutal universe of Conan the Barbarian."  To me, open world does not mean small, private servers with a limit of 30 people.
    Ahhh okay.

    Then, no, you weren't misled. You inferred something from a description that didn't really fit.

    Open World does not require, nor mean MMO. The Witcher 3 is Open World, for example.

    So in this case, the misunderstanding was on  your end. Understandable, though, with how terms are loosely thrown around anymore these days.

    Still, Conan Exiles is *not* a bad game at all. If you can get around your disappointment in it not being what you expected, you might still want to give it a go. It's not a bad game at all. I rather enjoy it, myself.

    Or, if it's through Steam, and you're within the time limit, you could request a refund and just explain you mistook the kind of game it was.