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Favorite FFXI Expansion (was game=268)Follow

#1 Jan 08 2010 at 5:16 PM Rating: Good
My favorite FFXI expansion was definitely Chains of Promathia. I thought it had the most compelling story and aesthetically pleasing areas; Not to mention the music. I loved the difficulty in the missions and just the overall progression of the expansion. Post your favorite ffxi expansion and why.
#2REDACTED, Posted: Jan 08 2010 at 5:27 PM, Rating: Sub-Default, (Expand Post) /
#3 Jan 08 2010 at 5:27 PM Rating: Good
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Mine has to be CoP too, nice music, great missions, good scenery and environments. I also enjoyed Zilart. I didn't like Treasures that much, but the pirate stuff was fun.
#4 Jan 08 2010 at 5:29 PM Rating: Good
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CoP, for sure. Sure, it could have initially been scaled down a bit from the beginning, or easier to access the newer zones, but eh. Also <3 Prishe.

In retrospect, ToAU would have been a contender for my favorite with all of the new endgame and assault content, if it hadn't broken the game by boosting meleeburn efficiency so much.


Edited, Jan 8th 2010 4:17pm by Kirbster
#5 Jan 08 2010 at 5:52 PM Rating: Default
Chains of Promathia pre-nerf no question. That was an expansion done right.
#6 Jan 08 2010 at 6:12 PM Rating: Good
Storywise, AU.

Contentwise (Campaign... still love it 2 years later), WOTG.

Zilart's story and CoP's story never really inspired me, but that was probably because they just took me so long to complete.
#7 Jan 08 2010 at 6:16 PM Rating: Decent
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I loved RoZ and CoP. Would have loved ToAU if it didn't kill my beloved BLM. =(

Sadly, I never really got to play WotG.
#8 Jan 08 2010 at 6:57 PM Rating: Good
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Xarall wrote:
I loved RoZ and CoP. Would have loved ToAU if it didn't kill my beloved BLM. =(


I've had quite a few awesome BLM groups killing puddings and marrids. It's not as great exp as a melee/bard burn on birds but at least it's on par with parties before ToAU existed.
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#9 Jan 09 2010 at 1:19 AM Rating: Excellent
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odinpingpong wrote:
Chains of Promathia pre-nerf no question. That was an expansion done right.


Square Enix wrote:

Chains of Promathia Battlefield Adjustments (05/18/2007)

In response to many player requests, we are planning to adjust the difficulty of the Chains of Promathia missions in the upcoming version update, as well as introduce a new experience point reward upon the completion of a mission battlefield.

Adjustments to Difficulty

Particularly challenging Chains of Promathia battlefields, such as those that appear in the Promyvion areas (Holla, Dem, Mea, Vahzl), and the missions "Flames for the Dead" and "The Warrior's Path", will have their difficulty level toned down. These adjustments will include changes to monster level and placement.
We also hope that the following changes to items used specifically against Chains of Promathia enemies will encourage players to brave the dangers found in the mission battlefields.

-Rare/Ex Properties
The special items introduced for use against enemies found within the Chains of Promathia battlefields will have their "Ex" properties removed, allowing these items, such as psychoanima and mistmelt, to be put up for auction. Certain items will also have the "Rare" property removed, allowing players to carry multiples of the same item.

Experience Point Rewards

After changes made in the March 8 version update, players no longer lose experience when being KO'd within a Chains of Promathia mission battlefield. In the upcoming version update, players will also be rewarded with experience points (or limit points) upon the successful completion of a battlefield. The experience point reward will be slightly less than the amount received for ENM quests, but it will be possible for players to obtain this new reward once every Earth day.
These changes will provide a tangible benefit for those who have completed a Chains of Promathia battlefield and wish to aid other players with their first attempts.


They cleared up empty placement in the promyvion floors, reduced difficulty of snoll tzar and tenzen, and made some items sellable at the AH. The nerf really didn't change much, it was the playerbase/knowledge that wised up, plus the new jorbs. Even before these changes it didn't take more than a few tries to get it down.
#10 Jan 09 2010 at 1:55 AM Rating: Default
Gotta say AU when it comes to eye candy and story and cop for its massiveness. AcP coulda been much better but that final boss is such an @ss.
#11 Jan 09 2010 at 4:49 AM Rating: Good
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My favorite expansion would have to be Treasures of Aht Urghan. After a few years of not being able to play my favorite job in the Final Fantasy series, Blue Mage finally came out. Also, the story reminded me of Fullmetal Alchemist and had my favorite summon show up as a boss, Alexander. Besieged is my favorite activity from this content as well.

Wings of the Goddess would be my second favorite. I enjoy scifi themes like time travel and parallel worlds. Reminds me a bit of Chrono Trigger and Chrono Cross in the story, and brought us Campaign.

Third favorite would be Chains of Promathia. Has some of my favorite areas(Promyvion and Al'Tieu), and the story reminded me of Kingdom Hearts. Except it is only one world, the heart of the world is split into five, they are not Heartless but the Empty. Love that the music in Al'Tieu sounds more like it belongs in Phantasy Star rather than a Final Fantasy. Made me homesick for my RAmar.

Not really mission related, but I enjoyed how this game put a lot of elements from other SE games into it. Like, how monsters agro and the Vana'diel days of the week(Mana series), and Weapon Skills and Skill Chains(Chrono Trigger and Chrono Cross).
#12 Jan 09 2010 at 5:28 AM Rating: Good
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CoP for story and missions, ToAU for the plethora of new content. Zilart was fairly meh, and WotG has potential, but since who knows when the hell it'll actually be finished, I can't properly gauge it. I won't dignify ACP, MKD, and ASA by calling them actual expansions.

Edited, Jan 9th 2010 6:36am by Turin
#13 Jan 09 2010 at 7:43 AM Rating: Good
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Chains of Promathia, hands down.

Imo, Wings of the Goddess is a close second, story wise, so far..
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#14REDACTED, Posted: Jan 09 2010 at 8:38 AM, Rating: Sub-Default, (Expand Post) CoP feels like the only expansion that they got right, the fights were tough, and the rewards were sweet, but the story... meh... Even spamming the enter key some of those cut scenes still took 20~30 min to get through.
#15 Jan 09 2010 at 8:42 AM Rating: Good
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ToAU without a doubt
#16 Jan 09 2010 at 8:46 AM Rating: Good
Fynlar wrote:
ToAU without a doubt
#17 Jan 09 2010 at 10:30 AM Rating: Decent
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ToAU Hands down.
We got a compelling new hub city. Besieged, the forerunner of campaign. 2 of my favorite new jobs in COR and BLU. Easier ways to do the xp grind and merit. Assaults. Nyzul. Salvage. Mythic WS's and weapons.

I really wonder at the people that loved CoP.
We didn't get any new jobs. No really good hub city. Zones that no one goes into except for quests and missions. All we got from CoP was a convoluted time consuming mission sequence with a really good reward and sea/limbus endgame activities.

I think its just cool to say you loved CoP because its missions were the most challenging. Its a badge of honor thing. Because content wise it really didn't add a ton of stuff.

I'd rank them ToAU>WOTG>CoP>RoZ. But zones/event content to me is worth more than the storyline content.
#18 Jan 09 2010 at 10:39 AM Rating: Default
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Dartagnann wrote:

I think its just cool to say you loved CoP because its missions were the most challenging. Its a badge of honor thing. Because content wise it really didn't add a ton of stuff.


Someone hasn't finished CoP yet.
#19 Jan 09 2010 at 1:14 PM Rating: Decent
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Finishing CoP pre-nerf was one of the greatest accomplishments of my MMO time, simply because of the story and sense of comradeship finishing it instilled in not only the players, but the player's integration into the story.
#20 Jan 09 2010 at 1:38 PM Rating: Decent
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ToAU by far was the best.
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#21 Jan 09 2010 at 1:38 PM Rating: Excellent
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Warne wrote:
Finishing CoP pre-nerf was one of the greatest accomplishments of my MMO time, simply because of the story and sense of comradeship finishing it instilled in not only the players, but the player's integration into the story.


Want to make CoP just as challenging as it was "pre-nerf"? Get 6 people and only let them use the jobs/gear they had in 2005. Oh, and I guess go kill yourself to lose some XP whenever you lose a BCNM fight, which is totally a measure of difficulty and totally isn't just timesink+ to regain the XP later.

CoP didn't get (much) easier, barring the Promyvion mob placement. The playerbase is just massively better geared, buffed, skilled, and informed than they were back then.

That said, CoP is by far my favorite expansion. ToAU on the other hand, has my favorite endgame.
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#22 Jan 09 2010 at 1:52 PM Rating: Decent
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Quote:
CoP didn't get (much) easier, barring the Promyvion mob placement. The playerbase is just massively better geared, buffed, skilled, and informed than they were back then.
#23 Jan 09 2010 at 1:53 PM Rating: Default
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Aliekber wrote:
Warne wrote:
Finishing CoP pre-nerf was one of the greatest accomplishments of my MMO time, simply because of the story and sense of comradeship finishing it instilled in not only the players, but the player's integration into the story.


Want to make CoP just as challenging as it was "pre-nerf"? Get 6 people and only let them use the jobs/gear they had in 2005. Oh, and I guess go kill yourself to lose some XP whenever you lose a BCNM fight, which is totally a measure of difficulty and totally isn't just timesink+ to regain the XP later.

CoP didn't get (much) easier, barring the Promyvion mob placement. The playerbase is just massively better geared, buffed, skilled, and informed than they were back then.

That said, CoP is by far my favorite expansion. ToAU on the other hand, has my favorite endgame.


No matter how much effort is made to distill it, the jobs, gear limits, XP loss, time sinks, gil sinks, item sinks, deaths, Reraise cost, time investment in not only learning the fight and map, but growing accomplished in Metal Gear Solid stealth, and trying out different methods while losing XP to overcome an overpowered BC are all reasons to call something 'hard'.

Never mind that much of the knowledge base that makes CoP easy for people, now, was hard fought, earned and shared by the people who completed it before the people that came after had the benefit of their knowledge.

Sure, it's the 'uphill both ways, in the snow' thing; but it doesn't change the fact that modern school children would probably fall down in the snow and die of hypothermia because they live comparably sheltered existences, and have little psychological, physical and emotional resistances wrought in children exposed to and forced to deal with far more than the following generations.
#24 Jan 09 2010 at 1:59 PM Rating: Excellent
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I don't think I've ever quite seen the level of terror Promyvion inspired in the player base since CoP came out.

You're trapped in a huge, difficult to navigate brown-green crumbling abyss with creepy music.
You're capped at level thirty. Goodbye, useful gear and abilities.
A single enemy encounter will drain significant resources.
The entire area is flooded with enemies.
The bosses are pure evil incarnate.
If you die, nobody is coming to raise you. Nobody can even get to you.
There is no escape. You either win or you home point. And let's face it; you're probably going to end up home pointing.

Good times, man. Good times. CoP wins for Promyvion alone.
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#25 Jan 09 2010 at 2:05 PM Rating: Decent
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Erecia wrote:
I don't think I've ever quite seen the level of terror Promyvion inspired in the player base since CoP came out.

You're trapped in a huge, difficult to navigate brown-green crumbling abyss with creepy music.
You're capped at level thirty. Goodbye, useful gear and abilities.
A single enemy encounter will drain significant resources.
The entire area is flooded with enemies.
The bosses are pure evil incarnate.
If you die, nobody is coming to raise you. Nobody can even get to you.
There is no escape. You either win or you home point. And let's face it; you're probably going to end up home pointing.

Good times, man. Good times. CoP wins for Promyvion alone.


The Promy bosses and not doing everything perfectly is pretty much a wipe, and since you blew your 2-hours, that run was done.

The Spire floor can be best summed up as, "Okay, no aggro, no aggro, keep running. No aggro, no aggro--OH GOD, AGGRO! RUN! RUNNN!!! FOR THE SAKE OF ALTANA, RUN FOR THE ZONE LINE AND PRAYYYY!"

Realizing you're hitting a 10-ton fat colossus of a boss for 5 damage melee, and your only hope for success was your designated SMN not glitching their 2-hour, which was 90% of your damage in that fight in two attacks was something.

And that's just the first 'chapter'.

Don't get me started on Mammets, and your life-and-death basically reliant on one elite kite player; and if he died--God help you.
#26 Jan 09 2010 at 2:43 PM Rating: Decent
Wings of the Goddess.

I absolutely love how Windurst's/San d'Oria's storyline was done in the past, the cutscenes push FFXI to the limit, and the storyline has constantly kept me entertained and didn't have dull moments between the missions themselves. (Not counting the obvious long waits between the updates.)

In fact, that's my only complaint about Wings. I have to wait 4-5 months for the new chapter. It easily surpasses CoP in cutscene quality, but they're moving way too slow with it.
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