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#77 Dec 13 2013 at 2:16 AM Rating: Good
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AriesMCMLXXIII wrote:
It would be great if the first expansion had a story comparable to Promathia, but keep the mechanics and gimmicks out! Please keep the gated- area concept far away from XIV. Same for Snoll Tzar battles and other fights that require specific jobs to complete effectively. The absolute LAST thing XIV needs is anything that encourages job discrimination.



you mean like "lfm geared blm or brd for wp speedruns"

"lfm all smn for smn WP"

"lfm ranged dps for T(number here)"

"lfm whm with VIT attributr point for t4 (or 5)"?



want me to keep going? lol

I oved how CoP "required" specific jobs to complete.... then I guess Snoll required a thief? cause thats definitely what I was when I took it down
#78 Dec 13 2013 at 3:20 AM Rating: Excellent
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FilthMcNasty wrote:
Anyway, looking at XI pre-RotZ doesn't make sense when you consider that most of the NA population didn't play vanilla XI. Look at the timing between the release of XI and the release of the first expansion. Now compare the release date of XI with the launch of the second expansion. Look back at XIV now more than 3 years out from it's initial launch. Realize that if you're going to compare XI to XIV, it's more accurate to compare how far they've come in XIV to where XI was when CoP launched, not RotZ.

FilthMcNasty wrote:
FFXIV ARR is 3 years old.


Just curious..have you actually found anyone on this forum who buys this yet? Smiley: lol
#79 Dec 13 2013 at 4:25 AM Rating: Excellent
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I agree that rehashing old content shouldn't be done for the sake of it, but for me, if the content brings added value to even a handful of people in game, then it is worth it. I'm quite excited about the hardmode dungeons, as myself, my brother, a friend and his brother all run dungeons 4 man for fun, so adding more/adding challenge to these dungeons is a bonus for us.

And dont forget, even the whole Abyssea chain of expansions was a rehash of old content with new mob placement, the zones were near identical to their Vana counterparts, but that didn't stop people flocking to it in droves.

It will only become an issue for me when they stick Extreme on the front of something, and it literally brings no value to anyone in game. If a dozen people like it and the rest don't, it was worth it for those people, so really, who are we to judge?
#80 Dec 13 2013 at 5:26 AM Rating: Default
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HitomeOfBismarck wrote:
FilthMcNasty wrote:
Anyway, looking at XI pre-RotZ doesn't make sense when you consider that most of the NA population didn't play vanilla XI. Look at the timing between the release of XI and the release of the first expansion. Now compare the release date of XI with the launch of the second expansion. Look back at XIV now more than 3 years out from it's initial launch. Realize that if you're going to compare XI to XIV, it's more accurate to compare how far they've come in XIV to where XI was when CoP launched, not RotZ.

FilthMcNasty wrote:
FFXIV ARR is 3 years old.


Just curious..have you actually found anyone on this forum who buys this yet? Smiley: lol


There are probably a lot of people who 'buy' it. It pretty much sells itself. We're over 3 years since XIV 1.0 launched(fixed: see above). For the sake of comparison, at this point in XIV's life FFXI already had two expansions(RotZ and CoP) and a third was announced and followed within the year. That is exactly the reason why I said it makes more sense to compare to CoP. If XI had launched when XIV 1.0 did, XI players would be playing their second expansion already while XIV players just got the fixed version of the game they wanted 3 years ago.

I mistakenly added 'ARR' in the quote above. I was speaking about 1.0 version. Everyone makes mistakes. That was my first Smiley: sly




Edited, Dec 13th 2013 6:28am by FilthMcNasty
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#81 Dec 13 2013 at 5:55 AM Rating: Good
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FilthMcNasty wrote:
That said, I still can't figure out why they went away from XI. They are competing with themselves in an already saturated market. Does not compute.

From the artistic standpoint, I can actually look to it as the XI world being a bit suffocating in terms of story content. Personally, I kind of hate the whole, "Oh, well, see, there's this continent over here and..." that happened with ToAU and now Adoulin. Some after-the-fact attempts at mish-mashing go on to try and cover it up, but I guess there's also a point where we just gotta roll our eyes and think, "OH NO, VANA'DIEL IS DOOMED IF THE ADVENTURERS DON'T DO SOMETHING....AGAIN!" with the world itself never really seeming to reflect that danger.

This isn't to say XIV is really any better in that respect yet, but I think I prefer XIV's attempt at personifying the primals/summons over XI's iteration of "old god-like things sleeping in a crystal" that only kinda mattered for SMNs and as a lore point for Fenrir during the war. I suspect some also find it find it refreshing to actually be fighting living, sentient humans this time around without any major plot points required, or their fantasy racial equivalents at least. This isn't to say XIV won't fall into future MMO traps of storytelling, but I've always been an advocate of XI doing storytelling better than its competition (even though I don't agree with CoP being this super-awesome expansion and felt the actual content rivaled some high school freshman's attempt at fan fiction) with XIV basically upping that ante as better tech allows.

Either way, different worlds means different rules. And if SE was smarter about their world building this time around, future areas won't seem as out-of-nowhere than they do with XI.
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#82 Dec 13 2013 at 7:19 AM Rating: Excellent
Seriha wrote:
FilthMcNasty wrote:
That said, I still can't figure out why they went away from XI. They are competing with themselves in an already saturated market. Does not compute.

From the artistic standpoint, I can actually look to it as the XI world being a bit suffocating in terms of story content. Personally, I kind of hate the whole, "Oh, well, see, there's this continent over here and..." that happened with ToAU and now Adoulin. Some after-the-fact attempts at mish-mashing go on to try and cover it up, but I guess there's also a point where we just gotta roll our eyes and think, "OH NO, VANA'DIEL IS DOOMED IF THE ADVENTURERS DON'T DO SOMETHING....AGAIN!" with the world itself never really seeming to reflect that danger.

This isn't to say XIV is really any better in that respect yet, but I think I prefer XIV's attempt at personifying the primals/summons over XI's iteration of "old god-like things sleeping in a crystal" that only kinda mattered for SMNs and as a lore point for Fenrir during the war. I suspect some also find it find it refreshing to actually be fighting living, sentient humans this time around without any major plot points required, or their fantasy racial equivalents at least. This isn't to say XIV won't fall into future MMO traps of storytelling, but I've always been an advocate of XI doing storytelling better than its competition (even though I don't agree with CoP being this super-awesome expansion and felt the actual content rivaled some high school freshman's attempt at fan fiction) with XIV basically upping that ante as better tech allows.

Either way, different worlds means different rules. And if SE was smarter about their world building this time around, future areas won't seem as out-of-nowhere than they do with XI.


Interestingly, the continent in Adoulin (Ulbulka) was mentioned back in 2010 when WotG finally started to wrap up. Lekho Heboka, Nana Mihgo's missing father, said he was probably headed there since he was still being pursued by the Sin Hunters.
#83 Dec 13 2013 at 7:24 AM Rating: Excellent
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FilthMcNasty wrote:
HitomeOfBismarck wrote:
FilthMcNasty wrote:
Anyway, looking at XI pre-RotZ doesn't make sense when you consider that most of the NA population didn't play vanilla XI. Look at the timing between the release of XI and the release of the first expansion. Now compare the release date of XI with the launch of the second expansion. Look back at XIV now more than 3 years out from it's initial launch. Realize that if you're going to compare XI to XIV, it's more accurate to compare how far they've come in XIV to where XI was when CoP launched, not RotZ.

FilthMcNasty wrote:
FFXIV ARR is 3 years old.


Just curious..have you actually found anyone on this forum who buys this yet? Smiley: lol


There are probably a lot of people who 'buy' it. It pretty much sells itself. We're over 3 years since XIV 1.0 launched(fixed: see above). For the sake of comparison, at this point in XIV's life FFXI already had two expansions(RotZ and CoP) and a third was announced and followed within the year. That is exactly the reason why I said it makes more sense to compare to CoP. If XI had launched when XIV 1.0 did, XI players would be playing their second expansion already while XIV players just got the fixed version of the game they wanted 3 years ago.

I mistakenly added 'ARR' in the quote above. I was speaking about 1.0 version. Everyone makes mistakes. That was my first Smiley: sly




Edited, Dec 13th 2013 6:28am by FilthMcNasty


Saying FFXIV is 3 years old is like saying the brand new house you built after your 3 year old one burned to the ground is the same age because the two have the same address.
#84 Dec 13 2013 at 8:28 AM Rating: Good
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Velerophon wrote:
I agree that rehashing old content shouldn't be done for the sake of it, but for me, if the content brings added value to even a handful of people in game, then it is worth it. I'm quite excited about the hardmode dungeons, as myself, my brother, a friend and his brother all run dungeons 4 man for fun, so adding more/adding challenge to these dungeons is a bonus for us.

And dont forget, even the whole Abyssea chain of expansions was a rehash of old content with new mob placement, the zones were near identical to their Vana counterparts, but that didn't stop people flocking to it in droves.

It will only become an issue for me when they stick Extreme on the front of something, and it literally brings no value to anyone in game. If a dozen people like it and the rest don't, it was worth it for those people, so really, who are we to judge?


Actually Abyssea is when allot of long time players quit and those that stayed said it was the start of the downfall of the game. It seemed to draw back player that quit though because they could level and catch back up so fast. It made the game cheap being able to level so fast.. Then there was fell cleave parties and people started paying to level. Empyrean Weapon weapons were easy to get. Everyone was dressed the same and had the best gear. It started the downfall of LS... And it was just recycled content. Yea it introduce the proc that then go over used by adding it to old content like dynamis.

I dont care if they add hard mode dungeons really but to me it is a cheap fast way to add new content. But I prefer new content all together verses recycled content. It is not enough to hold my attention for long.. Hard mode primals though I have too do for relic but I hate them ...



Edited, Dec 13th 2013 9:56am by Nashred
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#85 Dec 13 2013 at 9:39 AM Rating: Good
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I certainly concede that Abyssea turned the levelling curve in XI from challenging to a joke over night, and it was a bad example to use in this case. That being said...the problem with Abyssea was the actual content it brought to the table, not the reuse of existing zones. If in ARR they can reuse their current assets to make content with some sort of value to the game, I'm all for it, as it means quicker turn around for patch development. But ONLY if the content they release has some sort of purpose. Otherwise, it is essentially laziness on their behalf.
#86 Dec 13 2013 at 9:41 AM Rating: Good
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now THIS sounds like an MMO:

" Elder Scrolls Online director Matt Firor has explained why upcoming MMOG has public dungeons.

In an interview with Edge Firor expressed an enthusiasm for public dungeons that he's found disappointingly absent from the current MMO climate.

"Public dungeons were my favourite thing about EverQuest," said Firor, before lamenting, "I can't think of an MMOG since then that's had them."

"When you think back to the fun MMOG moments in the first generation, it's standing there, terrified, in an enclosed space, waiting for someone to come along and save you. We can't do that punitive gameplay that they did in those days, but we can put people together in places where they want to work with others."

One of The Elder Scrolls Online's central ambitions is to encourage players to socialise in the game world rather than just through the interfaces. Firor described these public dungeons as "basically a space that's designed for people who are not grouped together to go into to fight".

He added: "It's a great place for people to connect with other players and they're very important to us, although we still have instanced private dungeons and end-game raid dungeons for groups of up to six players too.

"Each one of these public dungeons is soloable, however, and there are a lot of them, but they're also dangerous. Lots of creatures, very close together. Basically, if you solo it, you'll need to find a place to heal, and then you might find another player there who's exactly like you, and needs help, and then you can fall in together. You'll have met someone that, hopefully, you'll want to stick around with later on."

While Firor will draw from first-generation concepts like public dungeons, he aims to marry it with the questing and levelling template of second-generation MMOs such as World of Warcaft, though no details have been confirmed about how those systems will work."


even mentioned dungeons having traps in it... not even FFXI had hat heck i dont think I seen an online rpg with traps (both player made and in dungeons) since text based MUDs lol.

#87 Dec 13 2013 at 10:18 AM Rating: Decent
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DuoMaxwellxx wrote:
now THIS sounds like an MMO:

" Elder Scrolls Online director Matt Firor has explained why upcoming MMOG has public dungeons.

In an interview with Edge Firor expressed an enthusiasm for public dungeons that he's found disappointingly absent from the current MMO climate.

"Public dungeons were my favourite thing about EverQuest," said Firor, before lamenting, "I can't think of an MMOG since then that's had them."

"When you think back to the fun MMOG moments in the first generation, it's standing there, terrified, in an enclosed space, waiting for someone to come along and save you. We can't do that punitive gameplay that they did in those days, but we can put people together in places where they want to work with others."

One of The Elder Scrolls Online's central ambitions is to encourage players to socialise in the game world rather than just through the interfaces. Firor described these public dungeons as "basically a space that's designed for people who are not grouped together to go into to fight".

He added: "It's a great place for people to connect with other players and they're very important to us, although we still have instanced private dungeons and end-game raid dungeons for groups of up to six players too.

"Each one of these public dungeons is soloable, however, and there are a lot of them, but they're also dangerous. Lots of creatures, very close together. Basically, if you solo it, you'll need to find a place to heal, and then you might find another player there who's exactly like you, and needs help, and then you can fall in together. You'll have met someone that, hopefully, you'll want to stick around with later on."

While Firor will draw from first-generation concepts like public dungeons, he aims to marry it with the questing and levelling template of second-generation MMOs such as World of Warcaft, though no details have been confirmed about how those systems will work."


even mentioned dungeons having traps in it... not even FFXI had hat heck i dont think I seen an online rpg with traps (both player made and in dungeons) since text based MUDs lol.



This game sounds fantastic.. I have thought about trying it.. I have allot of FFXI friends looking at this game, I also have a few FFXIV freinds looking at it. I have friends that have quit FFXI that want to play it... This game could hurt allot of mmo's if it comes off as good as it sounds. I never thought about never playing a FF mmorpg but this game may draw me away if FFXIV doesn't really change end game before this launches or make me feel like I have something invested in this game... I have always liked the elderscrolls games and thought it would make a great MMO.


Edited, Dec 13th 2013 11:19am by Nashred
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#88 Dec 13 2013 at 10:23 AM Rating: Good
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I know people that have been less than impressed with the beta, never-the-less I'll probably give it a shot. I'm waiting for beta entry to Wildstar too, and am seriously considering Star Citizen. It means I'll have to give up sleeping, but wth.
#89 Dec 13 2013 at 10:38 AM Rating: Excellent
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Does this game even cater to Hard Core players?

This is a great thread, thanks Duo for starting it, and thanks everyone for your insight.

I have plenty of time to play this game. However, I find myself with not much to do come Tuesday night.

On Monday and Tuesday I grind for my myth tomes and get through Coil. Between times craft. Come Wednesday I'm left wondering if things are going to change with 2.1.

I was never into pvp, but this may save the game for some players. If I can watch others, I may enjoy that. I'm hoping that the new content gives me something to do from Wed-Sun. Yes, we will have a daily roulette, so that will have me play once a day for an hour, unless my tomes are capped and it won't be worth it.

Will they raise the myth cap? Or is that how they are keeping people and armor in check?

I'm hopeful, yet sceptical.

Live Long and Level HIGH! MWAH!

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#90 Dec 13 2013 at 10:52 AM Rating: Good
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Grandmomma wrote:
Does this game even cater to Hard Core players?

This is a great thread, thanks Duo for starting it, and thanks everyone for your insight.

I have plenty of time to play this game. However, I find myself with not much to do come Tuesday night.

On Monday and Tuesday I grind for my myth tomes and get through Coil. Between times craft. Come Wednesday I'm left wondering if things are going to change with 2.1.

I was never into pvp, but this may save the game for some players. If I can watch others, I may enjoy that. I'm hoping that the new content gives me something to do from Wed-Sun. Yes, we will have a daily roulette, so that will have me play once a day for an hour, unless my tomes are capped and it won't be worth it.

Will they raise the myth cap? Or is that how they are keeping people and armor in check?

I'm hopeful, yet sceptical.

Live Long and Level HIGH! MWAH!



See this is how I feel too... I also am not big on pvp.. How do you feel about the hm primal fights and the extreme ones?

I am also surprised how civil this thread has been.. Maybe some have come to accept that this game is not 100 percent perfect and there are things that need improvement. I said some good things and bad things about FFXIV and FFXI and did not get my head bashed in for saying something bad..



Edited, Dec 13th 2013 11:59am by Nashred
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#91 Dec 13 2013 at 11:41 AM Rating: Good
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Nashred wrote:
DuoMaxwellxx wrote:
now THIS sounds like an MMO:

" Elder Scrolls Online director Matt Firor has explained why upcoming MMOG has public dungeons.

In an interview with Edge Firor expressed an enthusiasm for public dungeons that he's found disappointingly absent from the current MMO climate.

"Public dungeons were my favourite thing about EverQuest," said Firor, before lamenting, "I can't think of an MMOG since then that's had them."

"When you think back to the fun MMOG moments in the first generation, it's standing there, terrified, in an enclosed space, waiting for someone to come along and save you. We can't do that punitive gameplay that they did in those days, but we can put people together in places where they want to work with others."

One of The Elder Scrolls Online's central ambitions is to encourage players to socialise in the game world rather than just through the interfaces. Firor described these public dungeons as "basically a space that's designed for people who are not grouped together to go into to fight".

He added: "It's a great place for people to connect with other players and they're very important to us, although we still have instanced private dungeons and end-game raid dungeons for groups of up to six players too.

"Each one of these public dungeons is soloable, however, and there are a lot of them, but they're also dangerous. Lots of creatures, very close together. Basically, if you solo it, you'll need to find a place to heal, and then you might find another player there who's exactly like you, and needs help, and then you can fall in together. You'll have met someone that, hopefully, you'll want to stick around with later on."

While Firor will draw from first-generation concepts like public dungeons, he aims to marry it with the questing and levelling template of second-generation MMOs such as World of Warcaft, though no details have been confirmed about how those systems will work."


even mentioned dungeons having traps in it... not even FFXI had hat heck i dont think I seen an online rpg with traps (both player made and in dungeons) since text based MUDs lol.



This game sounds fantastic.. I have thought about trying it.. I have allot of FFXI friends looking at this game, I also have a few FFXIV freinds looking at it. I have friends that have quit FFXI that want to play it... This game could hurt allot of mmo's if it comes off as good as it sounds. I never thought about never playing a FF mmorpg but this game may draw me away if FFXIV doesn't really change end game before this launches or make me feel like I have something invested in this game... I have always liked the elderscrolls games and thought it would make a great MMO.


Edited, Dec 13th 2013 11:19am by Nashred



yup funny thing is I hate all ES games (and western rpgs in general) and always complained that ES games having a HUGE open world to explore but no one else in it is a waste (imagine how much cooler it would be if while youre exploring those huge foresst or a cave and you ran into another player)? ES is a series i think woudl be good with multiplayer but as a single player game its meh. So always said the only way Id finally touch another ES game is if it had multiplayer.... then ESO was announced. SO I plan to try it to find out if its like i hope it woudl be.. then I read about non instanced dungeons, traps and stuff... now its gone from "im gonna try this because i said i would if ES had multiplayer" to a "Im gonna try this and am almost certain Ill actually like it"

More stuff the list seem pretty good/big for a game hats gonna "just come out" (you know.. that excuse ppl use when a rand new game is lacking content/stuff to do.... well looking at this list it would seem ESO forgot to read that memo):

"Here will be a full list of instances in Elder Scrolls Online

Mass PvE battles require maximum attention and ability to play in a group. The more you use synergy the better your results will be. The game requires to interact with others to achieve maximum efficiency. Elder Scrolls Online is not about beating the area. It is about mastering your skills. When you enter the area (instance or dungeon) your enemies know about your presence and will try to kill you and your party. When you fight against monster in ordinary one on one PvE battle the monster uses all his skills against you. But a group of monsters in a dungeon will use synergy combining their skills. You will see their interaction. As soon as you walk into the room monsters begin their own strategies against your party. You will have to be quick and react properly.

When you enter the area monsters start to react. You will see it on the screen. For example someone will blow a horn and enemies will turn their heads to see you. Then they will start their mechanics to protect themselves and kill your party. Elder Scrolls Online is a game where monsters can also interact with each other. A rogue can place a trap and a mage can burn the area so when you enter it you will be caught and will receive damage. ESO requires you to be careful.

One more interesting thing: you will have to clean the whole room in a dungeon not one group of enemies. Most MMO games let you to kill 2-3 enemies in a room without attracting attention of others. ESO does not allow such trick. When you enter the room your enemies know that you are here. The whole room starts to attack your party. It is an endurance and strategic fight.

One of the big differences between ESO and other games is that there are no strict roles for players. There are no tanks, healers, damage dealers, buffers. Roles are not so strict. If you can not kill all monsters in a dungeon that means you can not interact with others properly. Use synergy. You will have fewer troubles and get more rewards. "

"Dungeons and End-Game

There is no Raiding, but players who enjoy raiding will get their fix with 50+ and 50++ content, open dungeons, dungeon extensions and adventure zones.
The development team has promises to give end-game players what they want.
Dungeons have Hard Modes, these are essential extended versions of previous dungeons. Players who beat a dungeon earlier in the game will have a chance to go back and visit new areas of that dungeon. These new areas are extensions of the previous dungeon’s story so the higher your level the more of the story and lore you’ll get access to.
Hard Modes also drop much better loot.
Players who reach the level cap and beat all of their Faction’s PvE quests will have the chance to pick a new Faction’s area to venture through, this is called 50+ and 50++ content. You only get to pick one new faction at a time. If you beat the Ebonheart Pact zone’s you then can choose Daggerfall Covenant or Aldmeri Dominion zones to quest in next. After you beat either of those you can move on to the third zone. These new zones will have much better loot than your original zone and the third zone you choose will have the best loot.
With 50+ and 50++ content you will not see enemy players while exploring enemy faction territories, only NPCs.
If you go into a public dungeon and you’re on a quest to kill a certain mob it will spawn instantly for you even if another group just killed it. This was put in to prevent mob camping.
Dungeons will have traps that you can use to your advantage if you’re cautious enough to spot them.
There are currently 16 dungeons in the game.
There will be no adventure zones at launch.

When I asked Sage about raiding, he said that ESO's adventure zones are designed for larger groups of PvE players. You can actually go into the adventure zones with a small group and accomplish some goals, but there are large areas in these maps dedicated to larger group experiences. There will be some warning when you're about to trigger one of these encounters (and they may even end up instanced), so a small group won't suddenly find itself face to face with a Daedric Prince!

Endgame PvE content will be periodically released in the form of “adventure zones”, which are dangerous and uncivilized regions of Tamriel within which many dangers lurk. These adventure zones will feature content ranging from solo play, to group encounters, and even additional raid content.

There are no separate itemization paths for PvE and PvP gear in ESO. Gear is useful in a universal context regardless of the means by which it is acquired. TES:O there will have various tiers of powerful gear, some of which will be acquired through PvE, while other pieces will require PvP participation to earn. In order to obtain the best possible equipment for your character, you will need to complete a mixture of all types of game content. Loot from PvE will be useable in PvP and vice versa."

still waiting to see what EQ next plans to do though

Edited, Dec 13th 2013 11:55am by DuoMaxwellxx
#92 Dec 13 2013 at 11:49 AM Rating: Good
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DuoMaxwellxx wrote:
now THIS sounds like an MMO:


You should go play it, Duo. :)

I played the beta and I'd hate to spoil it for you...but I must say their computer-generated voices for their NPCs were quite impressive.
#93 Dec 13 2013 at 11:55 AM Rating: Excellent
SolomonGrundy wrote:
I know people that have been less than impressed with the beta, never-the-less I'll probably give it a shot. I'm waiting for beta entry to Wildstar too, and am seriously considering Star Citizen. It means I'll have to give up sleeping, but wth.


I'm really disappointed with the graphics decisions for both. I know they haven't finished optimizing TESO yet but it's just so... it feels like 1.0 did running on my crappy machine, and it's just grimdark and sepia toned. It's being referred to as 'Skyrim Online' - and not with fondness.

I was really looking forward to Wildstar, but a friend in beta described some of the models as "designed by someone referencing How To Draw Manga Volume 1." I just can't stand to look at it, and that makes me sad because it supposedly has fantastic and innovative gameplay.

So TESO will appeal to the people who think XIV is too light and happy and not hardcore enough. Wildstar will appeal to people who think XIV is too difficult and hate the realistic art style.

Something for everyone, I guess.

Edited, Dec 13th 2013 2:53pm by Catwho
#94 Dec 13 2013 at 11:58 AM Rating: Decent
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HitomeOfBismarck wrote:
DuoMaxwellxx wrote:
now THIS sounds like an MMO:


You should go play it, Duo. :)

I played the beta and I'd hate to spoil it for you...but I must say their computer-generated voices for their NPCs were quite impressive.



I generally stay away from betas... due to eh lack of content, and all the bugs glitches (i stayed away from DCUO for years because of the beta and I thought the game was actually THAT bad.... but played it again and LOVED it (for 2 months) ... So yeah Ill wait til June (ps4 release date) before I touch ESO
#95 Dec 13 2013 at 11:59 AM Rating: Decent
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Catwho wrote:
SolomonGrundy wrote:
I know people that have been less than impressed with the beta, never-the-less I'll probably give it a shot. I'm waiting for beta entry to Wildstar too, and am seriously considering Star Citizen. It means I'll have to give up sleeping, but wth.


I'm really disappointed with the graphics decisions for both. I know they haven't finished optimizing TESO yet but it's just so... it feels like 1.0 did running on my crappy machine, and it's just grimdark and sepia toned. It's being referred to as 'Skyrim Online' - and not with fondness.

I was really looking forward to Wildstar, but a friend in beta describe some of the models as "designed by someone referencing How To Draw Manga Volume 1." I just can't stand to look at it, and that makes me sad because it supposedly has fantastic and innovative gameplay.

So TESO will appeal to the people who think XIV is too light and happy and not hardcore enough. Wildstar will appeal to people who think XIV is too difficult and hate the realistic art style.

Something for everyone, I guess.


ummm ppl think FFXIV is too difficult? they shouldnt be playing video games AT ALL lol
#96 Dec 13 2013 at 12:16 PM Rating: Good
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59 posts
Duo,

have you even stepped in Coil right now?

Go clear t4 & t5 and then come tell me the game is not difficult.
#97 Dec 13 2013 at 12:20 PM Rating: Excellent
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79 posts
Nashred wrote:
Velerophon wrote:
I agree that rehashing old content shouldn't be done for the sake of it, but for me, if the content brings added value to even a handful of people in game, then it is worth it. I'm quite excited about the hardmode dungeons, as myself, my brother, a friend and his brother all run dungeons 4 man for fun, so adding more/adding challenge to these dungeons is a bonus for us.

And dont forget, even the whole Abyssea chain of expansions was a rehash of old content with new mob placement, the zones were near identical to their Vana counterparts, but that didn't stop people flocking to it in droves.

It will only become an issue for me when they stick Extreme on the front of something, and it literally brings no value to anyone in game. If a dozen people like it and the rest don't, it was worth it for those people, so really, who are we to judge?


Actually Abyssea is when allot of long time players quit and those that stayed said it was the start of the downfall of the game. It seemed to draw back player that quit though because they could level and catch back up so fast. It made the game cheap being able to level so fast.. Then there was fell cleave parties and people started paying to level. Empyrean Weapon weapons were easy to get. Everyone was dressed the same and had the best gear. It started the downfall of LS... And it was just recycled content. Yea it introduce the proc that then go over used by adding it to old content like dynamis.

I dont care if they add hard mode dungeons really but to me it is a cheap fast way to add new content. But I prefer new content all together verses recycled content. It is not enough to hold my attention for long.. Hard mode primals though I have too do for relic but I hate them ...




Edited, Dec 13th 2013 9:56am by Nashred


Yes, pretty much my whole LS left after abyssea landed. Which is the reason why I hate fates in this game. Just a bunch of mindless killing with no strat at all. At least u have to be kinda close to the level to do it, unlike abyssea where a lvl 30 can join a party full of 75's and leech if he had keys. The problem also with this game is that it's way to easy to lvl anything. Want to get a craft to 50? Meh it can take a week. It shouldn't be that easy and quick. That goes for battle and field classes also. Maybe add exp lost to deaths or something. That in itself made me more cautious to just taking on a mob in 11. Now you would need harder mobs to give you that sense of danger(unless you're in coil) but i can't name a mob in this game that is hard or even close to making me not to want to fight it. If they take anything from 11, take it pre abyssea and not post



Edited, Dec 13th 2013 1:21pm by EvilMadMike1982
#98 Dec 13 2013 at 12:23 PM Rating: Good
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5,055 posts
QuickShadoww wrote:
Duo,

have you even stepped in Coil right now?

Go clear t4 & t5 and then come tell me the game is not difficult.



having a few hard spots =/= difficult game.... in otherwords yes t4 and 5 ARE hard but FFXIV isnt so hard in general that I could see someone quitting because its too hard to go play something thats "easier" if thats the cause then ANY game woudl be too hard for hat person lol
#99 Dec 13 2013 at 12:25 PM Rating: Excellent
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1,556 posts
I'm not a big fan of TES games namely because they are so buggy. I usually wait a year or so before purchasing any Bethesda game because the modding community is quite spectacular for just about all of them. I made the mistake of purchasing Skyrim off the bat and hated it.

I'd still give it a shot when it comes out but the beta was just so bad.

Here's the deal: 14 does a lot of things right but isn't perfect. Currently I do just what Grandmomma said: log on for Monday night, get it all done within about 2 hours, and have nothing to do the rest of the week.

There are a lot of things I'd like to see brought into 14...but after trying many others, I'd say 14 is doing the most 'right' at the moment. So much so that I'm willing to give them some time to see where they're going.

What keeps me motivated is reading what Yoshi P has written/spoken to us, the community. His background as a hardcore MMO player is really important to me and I like that he understands the basics right off the bat. So far, they've been pretty quick at addressing almost all of my concerns that have come up immediately where in other MMOs, I'd have to wait months or years to see a change or response from the development team.

It's also a big issue when the development team hides behind a wall without talking to the community. This was so prominent in 11 and you can even see it in WoW. Yes, they do respond to the community but rarely will they lay out a detailed plan about where they're going and why they're doing what they are to the game.

I don't really understand your original post after reading it again. You are concerned about rehashed content yet this isn't the focus of the next patch. They are adding new content, you know?

But what about the difficulty of this new content?

CT is supposed to be easier than coil and Turn 5 will still be the 'hardest' content in the game or so they say. So if their goal, as they've said, is to upgrade CT and coil with every other patch, that leaves us with nothing to do with our shiny weapons and toys till 2.2 right? This is why I'm OK with them 'rehashing' the primal battles. They provide more challenging stuff immediately instead of having to wait till 2.2.

This is also why you should just wait for this patch before forming a long-term opinion of 14. There is so much riding on this patch and it really has to please quite a few groups of people to retain us. If they fail to deliver, it may be sad for people like me but there are other MMOs in the sea like you and others have mentioned.

Edited, Dec 13th 2013 1:28pm by HitomeOfBismarck
#100 Dec 13 2013 at 12:41 PM Rating: Decent
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5,055 posts
ES games full off glitches? I thought that only applied to its console counterparts/.. i thought the PC ones were always fine and bug free.

"Here's the deal: 14 does a lot of things right but isn't perfect. Currently I do just what Grandmomma said: log on for Monday night, get it all done within about 2 hours, and have nothing to do the rest of the week. "

and THAT is the problem.. a good MMO would give you reasons to log in and play EVERY day.. not just one day a week then no more until next week.... is playing 4 days a month worth 15 bucks a month? i think not. if the game restricts itself to content youll only wanna do one day a week it should be F2P, the P2P ones should be of much higher quality (and sort of addicting... how else are they supposed to get you giving them money every month?)
#101 Dec 13 2013 at 12:50 PM Rating: Good
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59 posts
When 2.1 hits, try to do Coil, CT, PvP, cap your myths in one day.

You have to realize that FFXIV was made for the CASUAL players like myself (30 years old and working around 40-50 hours a week with other RL things to do besides playing video games). Also, they have been working on FFXIV: A REALM REBORN for what? 2 years? The game launched but we can all agree that it was not complete. They launched the game asap to save the Final Fantasy franchise.

That's exaclty what MMO are these days. Sure, someone could make an hardcore MMO and have 100k players but why have 100k players when you can have 1 million?
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