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Things I hope to see changed in FFXIVFollow

#1 Dec 19 2009 at 12:34 AM Rating: Decent
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I liked FFXI a lot, but there were soooo many things that drove me insane when playing.

Here are just a few that I hope get changed in FFXIV:


A way to make quest givers stand out.
A strategy guide was pretty much necessary if you never played the game before.. that or talking to every person in town, hoping you'd run into a quest your level.

Better controls.
I don't think anyone can argue that the PC controls on FFXI were probably the most awkward and unnecessarily difficult to use controls ever to be used in an MMO.

Hotbars/Action Bars.
Having to make a macro for every spell you wanted Hotkeyed was just pointless..

Faster modes of transportation.
In FFXI it took forever to get anywhere unless you had a White Mage handy, and even then they could really only send you to an area somewhat close to your destination.

Western servers.
I don't claim to know much of anything about how servers work, but if there is a way to keep all countries playing together AND have a few servers here I definitely wouldn't cry about it. 200-300 ping isn't terrible, but I'd really like to see better.

Better character customization.
I can't be the only one tired of seeing the same 3 or 4 preset faces walking around everywhere.


All that aside (and because I'm bored and wanna write more), here are also some things I'd like to see them keep:


Mog Houses.
Would be cool to see them improve on these.. I love'd to decorate mine and would like to be able to invite others in.

International integrated servers.
I enjoyed meeting people from other parts of the world, and made a lot of friends from different countries.

Chocobo Breeding.
Something else I'd like to see stay and be improved upon.. there is nothing more cute than a baby chocobo.


I may add more things as they come to mind, but thats about it for now.

Thanks for reading and feel free to post what you hope is changed or kept! :th_070_goodjob:

Edited, Dec 19th 2009 1:39am by chenDawg

Edited, Dec 19th 2009 1:41am by chenDawg
#2 Dec 19 2009 at 12:42 AM Rating: Good
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Better controls.
I don't think anyone can argue that the PC controls on FFXI were probably the most awkward and unnecessarily difficult to use controls ever to be used in an MMO.


I disagree w/ this. Besides not having hotkeys, I never had a problem w/ the controls really. Limited macro space (hotkey issue again) was really the only thing that annoyed me.

On customization.

The game was made 10+ years ago or at least planned which included the PS2. Of COURSE THEY'RE GOING TO INCREASE this. I don't understand why people are assuming SE is going to follow up w/ exactly what was on XI.
#3 Dec 19 2009 at 12:46 AM Rating: Decent
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A way to make quest givers stand out.
A strategy guide was pretty much necessary if you never played the game before.. that or talking to every person in town, hoping you'd run into a quest your level.


I dont think that is really necessary in this game if most of the questing will come from the guildleves things. Plus, big arrows or '!' over NPC's not only look extremely tacky, but make the game very easy. The whole point is to work together and get the information from fellow adventurers.

Quote:

Hotbars/Action Bars.
Having to make a macro for every spell you wanted Hotkeyed was just pointless..


I always hated how EVERY MMO out there has the same lame WoW hotbar setup. personally, the fact that FFXI doesnt have these hotbars is one of the better and more unique parts of the game. I'm curious, am I the only one against this?

Quote:

Better character customization.
I can't be the only one tired of seeing the same 3 or 4 preset faces walking around everywhere.


They have already said that this will be dramatically improved. Should be exciting to see.

Quote:

Mog Houses.
Would be cool to see them improve on these.. I love'd to decorate mine and would like to be able to invite others in.


Those "improvements" are already available in FFXI, but I get what you mean.


P.S. Also, I hate to be the one to point this out, but there is already an entire thread of this stuff. >.>
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#4 Dec 19 2009 at 12:54 AM Rating: Decent
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I can see your point on the question givers, but the hotbars? I'm all for being unique, but you're just being silly.
You can't really believe that having to make a macro for every spell you didnt want to have to cycle through menus to use was a good thing. ><

Sorry about the thread, tho... it would help if I didn't need to be a premium member to use the search. *cough*
#5 Dec 19 2009 at 1:10 AM Rating: Excellent
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I can see your point on the question givers, but the hotbars? I'm all for being unique, but you're just being silly.
You can't really believe that having to make a macro for every spell you didnt want to have to cycle through menus to use was a good thing. ><


Well, to be honest, not only is it unique in the MMO world (and better on the eyes... I'd rather see the beautiful world of Eorzea than a bunch of UI) but it is also more practical in this style game.

I guess I'd think of it this way: With a hotbar, you can place a picture of an ability (and pray you remember what picture goes with what abilty) but you cannot couple it with equip swaps, chat lines, /wait's /recast's etc., and multiple abilities on one button.

yea, I guess WoW and others have ways to create those macro's and stuff too, but isnt it easier to just create a macro bar and forget the whole giant hotbar stuff?

And finally, you have to remember that unlike most MMO's, this game will be on consoles. And unless SE decides to force PS3 users to use a keyboard (which they wont) then a Hotbar in that version wont work anyway.

either way, It's just my opinion and that's it. SE will do it how they want, and I'll play it and love it =)
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#6 Dec 19 2009 at 1:24 AM Rating: Default
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yea, I guess WoW and others have ways to create those macro's and stuff too, but isnt it easier to just create a macro bar and forget the whole giant hotbar stuff?


It would be, if you needed to do all of that for every spell, but more often than not you won't.


Quote:
And finally, you have to remember that unlike most MMO's, this game will be on consoles. And unless SE decides to force PS3 users to use a keyboard (which they wont) then a Hotbar in that version wont work anyway.


I don't expect them to make PS3 use a keyboard. I expect them to be smart enough to realize that consoles and PCs require 2 different UI setups.
#7 Dec 19 2009 at 1:30 AM Rating: Decent
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I don't even see his point on quest givers.

You'd rather have to window out of the game to look up quests non stop, instead of just seeing a glowing npc or an npc with a sign by his name indicating within the game that he had a quest?

I guess wasting time isn't as fun to me.
#8 Dec 19 2009 at 1:50 AM Rating: Decent
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I don't even see his point on quest givers.

You'd rather have to window out of the game to look up quests non stop, instead of just seeing a glowing npc or an npc with a sign by his name indicating within the game that he had a quest?

I guess wasting time isn't as fun to me.


You completely missed the point, but I'll explain it to you :P

Having another window open is almost exactly the same thing as asking another player for help finding a certain NPC or location. The info you look up online is delivered from the players. Its that kind of "teamwork", if you will, that makes an MMO a multi-player experience, among other things as well of course. So yes, I'd rather find the answer from my peers rather than play a solo MMO with bright yellow exclamation points littering my screen and holding my hand for me.

Besides, whats the fun in a game that is in auto-pilot the whole time? just watch a movie instead...

Edited, Dec 19th 2009 2:56am by Arestia
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#9 Dec 19 2009 at 1:58 AM Rating: Good
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Besides, whats the fun in a game that is in auto-pilot the whole time? just watch a movie instead...


For me, and I know I'm not the only one, the fun comes in actually doing the quest not having to ask everyone I see if they know where I need to go to start it.

Asking people for help and stuff about the quest itself is fine, but having to do that just to find the bloke who gives the quest? That's just asinine.
#10 Dec 19 2009 at 2:03 AM Rating: Good
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I get what you mean, but I really dont think that is as difficult of a task most of the time as you make it seem. I know the fun is actually doing the quest and fighting stuff, I was just being sarcastic. But I also know I'm not the only one who doesnt like to have their hand held through an entire game.

And come on... seriously... those things are soo ugly, lol.
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#11 Dec 19 2009 at 2:04 AM Rating: Excellent
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It doesn't have to be tacky exclamation points, but giving no indication whatsoever that an npc was a quest giver, or even that you had just been given a quest was an unnecessary waste of time put in for no other reason than SE was trying to get people to have to play the game as long as possible. Fill the game with content worth exploring, and you're going to have a loyal and solid playerbase. Wasting their time with needle in a haystack type gameplay just frustrates them and insults their intelligence.

Also, if they're going to make questing such a chore that it even requires you to ask for help from others or log out to check sites, then at least make the rewards worthwhile. I found the process of having to run to FFXIclopedia for any task I could possibly want to achieve in under a week to really rip me out of the experience.

Perhaps they could just make quest givers trigger cutscenes when you talk to them. Even that would be far better than what was in FFXI.
#12 Dec 19 2009 at 2:08 AM Rating: Good
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Arestia wrote:

Having another window open is almost exactly the same thing as asking another player for help finding a certain NPC or location. The info you look up online is delivered from the players. Its that kind of "teamwork", if you will, that makes an MMO a multi-player experience, among other things as well of course. So yes, I'd rather find the answer from my peers rather than play a solo MMO with bright yellow exclamation points littering my screen and holding my hand for me.


I don't want FFXIV to require Wiki every time you need to scratch your nose. You shouldn't need an online guild to take you step by step though the annoyance of stuff like CoP. I've helped so many people do CoP and never fails someone will forget a CS or do it in the wrong order. Because the game doesn't offer clear directions most of the time, it becomes a chore to do stuff.

Another example is doing AF quests. Nobody can tell me those are easy to understand without help or Wiki. The NPC's don't even tell you what zone has the coffer for X piece of AF. The only part I knew for sure was I had to kill Dark spark for my hands.

I prefer if the game told us where to go and then other players could help deduce what to do next. For example, one of the WoTG's mission you all have to spread out and look for a key item on a tree. The pops are all over the zone, but you use teamwork to accomplish your task in a swift manner. Teamwork is fine, forcing players to retain notes or look up Wiki all the time is a chore.

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Fill the game with content worth exploring, and you're going to have a loyal and solid playerbase. Wasting their time with needle in a haystack type gameplay just frustrates them and insults their intelligence.


Agreed totally with this. I'd really like if SE rewarded players for exploring. Like you find this cave that is cursed, maze shifts, or random NM's pop there and drop items that are worth killing. It should be like hunting, but no clue what you'll really find along the way. The shifting maze mechanic was in a single dungeon in FFXI. It would be awesome to find a beastmen's gil stash while exploring and you take their gil when you kill them.

Basically I want FFXIV to be like that underground cavern in the Lord of the Ring movie where Gandalf dies. Rickety bridges and failing stone pillars would be great as well. Make you feel like your life in in peril.

Edited, Dec 19th 2009 2:23am by ShadowedgeFFXI
#13 Dec 19 2009 at 2:20 AM Rating: Decent
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My point didnt get accross the way I intended, so I'll just retract my statements and let it stay at that =P

Quote:
It doesn't have to be tacky exclamation points, but giving no indication whatsoever that an npc was a quest giver, or even that you had just been given a quest was an unnecessary waste of time put in for no other reason than SE was trying to get people to have to play the game as long as possible.


I like the idea of quest givers marking your map after you've talked to them with important information relevant to the NPC's dialog, as well as a more detailed "quest journal".

Quote:
Quote:
Fill the game with content worth exploring, and you're going to have a loyal and solid playerbase. Wasting their time with needle in a haystack type gameplay just frustrates them and insults their intelligence.


Agreed totally with this. I'd really like if SE rewarded players for exploring. Like you find this cave that is cursed, maze shifts, or random NM's pop there and drop items that are worth killing. It should be like hunting, but no clue what you'll really find along the way. The shifting maze mechanic was in a single dungeon in FFXI. It would be awesome to find a beastmen's gil stash while exploring and you take their gil when you kill them.


I'm perfectly fine with this and completely agree. If this was directed at me, your not arguing with me about something I dont already agree with.

Edited, Dec 19th 2009 3:29am by Arestia
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#14 Dec 19 2009 at 2:41 AM Rating: Decent
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I would like to see some stronger Linkshell tools.

In-game tracking of who turned up to which events. In-game distribution of points based on performance if necessary. Perhaps even the ability to display your own Linkshell emblem.

Would also be great if Linkshells could level up based on which bosses they have defeated, or which events they have run and have a list of events for Linkshells to do like achievements.

In FFXIV it seems as though the focus is further away from pt's than ffxi so something like this would really bring players together methinks.
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#15 Dec 19 2009 at 2:43 AM Rating: Good
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I'd rather that every NPC offer you a quest, even if it's a really small one. I'm tired of MMOs that have static cities with NPCs that either stand there and look stupid 24/7 or cycle through a pattern every 5 minutes. I want a city bustling with NPCs going about tasks as if they are real people. People that have schedules and bed times and unexpected happenings, deaths and births. People that have stuff they want done and go to adventurers to get it done. Something a little like those Animal Crossing games.

I probably wont be entirely happy with any MMO anymore until this happens.
#16 Dec 19 2009 at 2:58 AM Rating: Good
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Man, there's so much I could write about what I'd like and not like to carry over from FFXI. Here's something I want to pose to you guys though, that's sort of related to the on-going discussion:

What should be the primary way to gain "EXP" in FFXIV? I know there won't be levels per se, so I mean whatever kind of "points" we'll need to advance our weapons/classes. Should it be more of the FFXI style where it's mostly a quest-less mob grind or the modern style of quest grinding? The official site, describing the armory system, mentions fighting wildlife outside of your main city which to me brings back memories of leveling off of worms and bunnies outside San d'Oria. We didn't need a "kill ten bunnies" quest for motivation back in those days! The MMO world has changed, however, but I for one am going to be somewhat disappointed if FFXIV turns out to be a game where I'm moving from quest hub to quest hub grinding out ten of this and fifteen of that.

I remember FFXI quests as rather unique, having a purpose, telling a great story, etc. In games like WoW I don't even bother with the quest text - who cares why I'm collecting ten boar shanks? I think I can figure that out on my own. I want FFXIV to be better than that, but at the same time I want it to succeed in today's MMO marketplace. Thoughts?

Edited, Dec 19th 2009 4:04am by Aleandra
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#17 Dec 19 2009 at 9:36 AM Rating: Excellent
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A past poster stated they would like to see rewards for exploring. I couldn't agree more with this. In FFXI exploring got you a chance to see parts of the world you normally wouldn't or found a way to get to another section of a dungeon. The world was so beautifully made that to me it didn't matter if I was rewarded.

I played Earth and Beyond when it first came out however many years ago that was. When exploring in that game you were reward with exp. Because of that you were more willing to venture to areas that you would normally stay away from. I can remember warping to a section of a sector and stopping that warp before reach the destination. Then cruising up to it slowly because of all these mobs that could kill me in 1 hit. Once i got close enough to get the exp I'd hit warp and be out of there like it was nobodies business.

Now I'm not saying we should get exp for exploring, that was just an example. But some kind of reward let it be small or large wouldn't be a bad idea. Maybe something like a poster stated about a stash of beastmen gil to steal. Or random chest like you find in FFXI dungeons, but why not have them everywhere this time around.

FFXI has a ton of content and that's what keeps people around. To have more content in FFXIV then FFXI could not and dare I say would not hurt at all.
#18 Dec 19 2009 at 9:45 AM Rating: Good
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What a brilliant idea. There were sooo many areas in FFXI that nobody ever visited - so much development power wasted on so much unappreciated beauty. Perhaps they should give bonus "EXP" in different areas randomly, and decrease the "EXP" gained in notoriously overpopulated areas so people have to move?
#19 Dec 19 2009 at 9:59 AM Rating: Decent
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That is a neat idea, and actually reminds me of an aspect of many RPG's, including some FF ones.

How many of us have played some game where you get a reward for covering the entire map? I think it'd be cool if you got a little xp just from going to new areas and walking around the map-- places that were more dangerous or hard to reach would give more. Then maybe once you had gone everywhere, you'd get an explorer's reward, or bonuses for clearing an area, zone, etc.

Of course you wouldn't want to make it so that people could just autorun in certain areas and keep getting xp, so it would probably have to be one-time only awards (or maybe resets every day/week would be fine).
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#20 Dec 19 2009 at 10:36 AM Rating: Good
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I dont like many of the ideas that the OP has.

A way to make quest givers stand out. Please no. I know that MMORPGs are not real life but if it was then if you wanted to do a quest or help someone out you would ask around town if anyone needed something done (talking to all npcs) or you would ask your mates if they knew anyone who wanted anyone done (using the internet to look at pages). You would not walk round looking for someone with a big sign saying i need help.

Better controls. I play on PC keyboard only and i am delighted with it. I dont like the WASD and mouse setup.

Hotbars/actionbars. I like the macro system. Sure its a pain to set up at first but when it is set up, your spells and abilities are easily accessed and not cluttering up your screen.

The rest of it yeah lets move around easier, look better and get a keg in our moghouse.
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#21 Dec 19 2009 at 11:04 AM Rating: Default
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Better character customization.


100% agree.

I am really hoping for a deep customization of Characters. in 6+ years of FFXI I got so tired of running into my twin 50 times a day.

I would love to see different skin and hair color. Adjustable hair length, Adjustable height and things like tattoo's.

And I really hope they add a feature in the game that allows you to go back and change things that maybe you liked at first but want to change as time goes on.

I don't think I'm the only one who created a character in FFXI that they didn't like the way it looked but didn't want to go back and start over.
#22 Dec 19 2009 at 11:09 AM Rating: Decent
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Earth and Beyond had 3 different areas to lvl in; Combat, Exploration, and I forget the 3rd. So obviously exploring granted players exp.

Now if I remember correctly Star Ocean: Till the End of Time rewarded you different items for fully exploring and area. I believe it was something like a trophy. Correct me if I'm wrong.

Now with FFXI you were rewarded with the vistas or entrances to dungeons giving you access to areas couldn't normally reach. I forget the name of the quest (the one that had you go to different stones and get a clay rubbing of it) was really the only thing in FFXI that gave you any real incentive to explore.

I myself did some venturing only because that's what I like to do in RPGs. The beauty of XI only made me want to do it more. The hidden beach in Dunes, sitting atop the hills in Highlands, and standing at the edge of the cracks in La Theine Plateau with the rain falling were just some of my favorite places.

To add an extra incentive to players to explore more would be a great idea. What it could be that would fit into the world of FF I'm not so sure.
#23 Dec 19 2009 at 11:13 AM Rating: Good
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I must be the only who thinks XI's macro system is basically a hotbar that disappears off the screen. It shows when you hold CTRL or ALT, and you can click on it or toggle to a button. There's not really much more you can do to differentiate it other than adding more possible slots using SHIFT combinations or even F-Keys. Either way, a large part of XI's macro issues revolved around gear swaps, so either there's a more intelligent system here and SE blocks them altogether.

Otherwise, I prefer the keyboard only style of play. Not really a fan of WASD and mouse, either, as it doesn't let me just kick my legs up with my keyboard on my lap and go.

More on monsters, I just hope that difficulty in killing them reflects their reward more. On top of that, I'd like to see some kind of eco-system where, on top of affinities like seen in XI, killing predators may increase another family's population or slow pop times, perhaps also unlocking various leves or drawing out NMs when conditions are met. Mix this with weather and timing and you'd get a far immersive world (though not to the stupid degree as things like KV and Kreutzet). Main idea would be to keep people moving and not camping the same spots for hours on end, but part of this also hinges on a lot of drops having more than a single source.

Some way to denote a quest giver is fine, and I dare say needed. It's not "holding your hand" as others put it, but a simple developmental substitute for NPC conversation that'd otherwise have to be scripted and conditionalized to randomly point you in whatever direction whenever you can do the quest. Only other real alternative is generic speech blurbs like frequent, incessant, "HEY YOU!"s or "Oh, what am I gonna do.....!" type crap that'd get annoying far faster than a glowing arrow since EVERYONE apparently hates English VAs. I'm all about making a realistic environment, but it should never come at the expense of reasonable player convenience. So, no, roaming around town aimlessly isn't productive, nor is trusting people off-site to give you good info. In contrast, some people love to keep things secret just so they can milk it.
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#24 Dec 19 2009 at 11:40 AM Rating: Excellent
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I think we can have our cake and eat it too.

It's possible Guildleves are in leiu of any traditional questing. At least, it seems the system covers all the bases.
According to the official website, Guildleves are distributed by Guilds. That means the NPC with quests will automatically stand out because the source is recognizable as a type of establishment, but the immersion isn't fiddled with by giant !'s.


As for the hotbars, we're already seen them in action for Gamescon.
Love it or hate it, It's a hotbar with icons at the bottom of your screen.

Although for the record, they're fairly tasteful. Abilities fade out when they can't be used, serving an aesthetic and functional dual-purpose. 4:19 you see a portion of footage where the bar has dissapeared, and re-appears as the player approaches the Aetherlyte, implying it dissapears after a period of inactivity.



Edited, Dec 19th 2009 12:54pm by Zemzelette
#25 Dec 19 2009 at 11:52 AM Rating: Decent
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Faster modes of transportation.
In FFXI it took forever to get anywhere unless you had a White Mage handy, and even then they could really only send you to an area somewhat close to your destination.


I really liked the transportation options in ffxi because i could get to any area in Vana'diel very fast. With outpost warp, transport npc in whitegate, teleport rings, runic portal, Chocobo and Campaighn warp you were golden.

Quote:
Mog Houses.
Would be cool to see them improve on these.. I love'd to decorate mine and would like to be able to invite others in.


I hated the Mog House because it was just a very small room and if i wanted to decorate it to my liking i had to sacrifice storage capacity. I want to see a housing system in ffxiv where you can upgrade the interior size of your living quarters or upgrade to a new house all together.
#26 Dec 19 2009 at 12:21 PM Rating: Good
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I must be the only who thinks XI's macro system is basically a hotbar that disappears off the screen. It shows when you hold CTRL or ALT, and you can click on it or toggle to a button. There's not really much more you can do to differentiate it other than adding more possible slots using SHIFT combinations or even F-Keys. Either way, a large part of XI's macro issues revolved around gear swaps, so either there's a more intelligent system here and SE blocks them altogether.


Your right, They are pretty close to hotbars, which is why I would prefer them to actual hotbars. They dont clutter your screen, and instead of just dragging a picture into a box, you set up an intricate set of instructions to do just about anything you want to do. And its rather easy (almost just as easy as a true hotbar) to access anywhere from 20-40 actions that YOU create almost instantly.
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#27 Dec 19 2009 at 12:47 PM Rating: Decent
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Here's one. Give a 10-14 day trail for those that are interested but not sure when it releases. Depending on it's out come I may or may not get it. But I would like to try it out first before deciding that.
#28 Dec 19 2009 at 2:19 PM Rating: Good
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chenDawg wrote:
Better controls.
I don't think anyone can argue that the PC controls on FFXI were probably the most awkward and unnecessarily difficult to use controls ever to be used in an MMO.


I also would have to argue this, I really enjoyed the controls on a keyboard in FFXI, simply because there was no need to use a mouse at all, everything could be done on the keyboard.

As for what I'm hoping FFXIV carries over from FFXI, simply put, the story. In many MMO's I've played, I couldn't have cared less about the story's told in them, or the characters involved. SE tells such amazing stories, and that more then anything draws me into their games.
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#29 Dec 19 2009 at 7:06 PM Rating: Decent
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Ya, I love the keyboard controls, when i played on the 360 i went out and bought a keyboard instead of using the controller because the keyboard was the easiest way to play.

I would love to see maps that uncovered as you walked through them though, always hated not having maps and having to do some crazy stuff just to get a map (Crawler's Nest anyone?) so i'd prefer to be able to uncover a map as i explore the area.
#30 Dec 19 2009 at 7:14 PM Rating: Default
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i liked my controller for the ps2, on my pc version i still used a controller an xbox one only 2buttons were reversed on it and different. i personally am a controller man and they really need to make all pc games controller friendly. i like pc for it's extra graphics and extra contents and downloads and mods but really, just give the controller players the use of the pc too. but then again i do love the mouse aim on a shooter but my left hand on the keyboard says nooo, stick with the controller lol.

and what i'd like to not see in this game, well a dkp system and linkshell banks. only 2things i'd love to see go away. hard work is hard work, being at runs is being at runs and shouldn't end at a linkshell breaking or leaders running off with the banks. hopefully they adding some kinda ingame system with the linkshells and guild leves but i truelly doubt it.

#31 Dec 19 2009 at 11:13 PM Rating: Good
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the keyboard set up in FFXI is good, as manam pointed out, I dont really need to touch the mouse when i played.


two little thing I hate...

1. The list of names of your party/alliance can not be a little bigger... some players who have long name will be cut in half...

2. when i open the map in an area, it covers my view, if they could make the map 50% transparent which i can see myself and the map at he same time, it will be great and easier to explore
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#32 Dec 20 2009 at 4:06 AM Rating: Decent
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I like the keyboard controls - it's not that you have to memorize a lot of keys - while an ever present hotbar will make it all look more busy.

I think this thread already contains quite some suggestions SE could consider. One of them is giving people a reason to explore more often. One of the few things of the "good old days" I did NOT like was seeing an area completely overcamped. What I do NOT like about how things are going now is the fact that from 55 to 75 I only see three areas and 2 main mobs (colibri and imps and three or four others only because the puller ran out of main prey).

So, what about making more areas comparable in terms of number of possible camps at certain levels that, under normal circumstances, should yield similar exp/hr?
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#33 Dec 20 2009 at 9:47 AM Rating: Decent
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I also want to disagree with quest givers standing out more.
Maybe on your mini-map/radar NPC markers could be colored differently if a quest were available, but I completely hate floating signs above NPCs or anything of that nature. Giant exclamation points are obnoxious and I even get annoyed by the small blue arrows floating above all the NPCs' heads in Aion. It just kind of ruins the atmosphere IMO...
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#34 Dec 20 2009 at 10:24 AM Rating: Good
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Things I disagree with:

chenDawg wrote:
Better controls
Hotbars/Action Bars
Western servers/International integrated servers


I like the FFXI controls best of all the MMOs I've ever played. I really dislike those mouse/keyboard games. You basically need three arms to play efficiently! I really liked the fact that FFXI can be played completely on the keyboard very effectively.

I also really hate hotbars. I do believe, from the gameplay videos I've seen of 14, that there is some kind of hotbar going on but I think it's just (I hope) an upgraded version of the old macro palette. Hotbars are another mouse thing and I don't like using my mouse to play MMOs.

Finally, I really hope they keep the same kind of server set up. I like it that we have many different people logging onto the game at all times of the day. I think that FF11 was unique with the whole open server and cross platform MMO thing. It's something we should be proud of, not de-cry. Besides, who wants to log onto a game at 10am on a weekday off to find the server completely empty? Booooooring.


Things I think unnecessary:

chenDawg wrote:
A way to make quest givers stand out
Better character customization
Chocobo breeding


I think that people should know that talking to NPCs can results in quests. I hate those stupid exclamation marks over the heads of other MMO NPCs. Ugly and stupid. Just talk to NPCs and discover something on your own instead of having your hand held all the time.

The whole better character customization will definitely be in FF14 simply because this game will be 5 years newer than FF11. We often forget how old 11 really is and compare it to new MMOs that let you define your own nose length and forehead width.

I don't think chocobo breeding is unnecessary, but I hope it doesn't become a massive failure like it is in FF11. Too much fiddling about and the racing system is a complete bust. I like breeding but make it fun and not a chore.


Things I agree with:

chenDawg wrote:
Mog Houses


I hope they make Mog houses much more customisable and not have furniture take up inventory space!




Edited, Dec 20th 2009 12:29pm by Meara
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#35 Dec 20 2009 at 12:40 PM Rating: Decent
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Honestly I like to look for NPC quest givers. Although it would be nice that once you found that NPC they would show up just on your map especially if they are a repeatable quest giver. Leave the pointers and what not out of it.
#36 Dec 20 2009 at 1:11 PM Rating: Decent
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Quote:

Quote:
A way to make quest givers stand out.
A strategy guide was pretty much necessary if you never played the game before.. that or talking to every person in town, hoping you'd run into a quest your level.



I dont think that is really necessary in this game if most of the questing will come from the guildleves things. Plus, big arrows or '!' over NPC's not only look extremely tacky, but make the game very easy. The whole point is to work together and get the information from fellow adventurers.


i don't want quests npc to stand out (that being said, decent "quest help text" is welcome instead of the "so chily" ff11 has)

and i think (and hope) that guildleves are just some kind of "assault" but don't replace normal quests.

i mean, without quests, most valuables npc are going to be shops, leaving only some overlooked "background story teller" and at worst "untalkable crowd" like in ff12, or even not many npc...

as for mh improvement i support that,

and i'd say i want western servers(no maintenances in EU primetime <.<), but you can't have that AND international servers(well, in theory you can, but who would play on a server that has maintnances during it's primetime ?), so i guess it's a no...

Edited, Dec 20th 2009 2:18pm by DarkBiBi
#37 Dec 20 2009 at 3:26 PM Rating: Default
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NO HOTBAR PLEASE FOR THE LOVE OF SQUEENIX....
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#38 Dec 20 2009 at 9:50 PM Rating: Decent
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For everyone screaming "No hotbar!" please keep in mind this:

The macro system worked for FFXI, due to how the combat functioned. For my warrior(and not just my warrior, in fact), it was auto-attack for 20 seconds, get 100 TP, then hit my WS macro. That was pretty much it. You had all the time in the world to hit your alt+whatever key. Didn't have to move around all that much, on top of that.

With FFXIV, there's no auto-attack. You'll be queueing up skills consistently, if not constantly, and with the way you're going to be fighting packs of monsters, I wouldn't be surprised if you have to move around quite a bit. It's really not gonna be easy doing all this while holding down your alt/ctrl key.

I'm impartial either way, so long as they make whatever they use work with the combat system. Just keep an open mind about it all. :)
#39 Dec 20 2009 at 10:11 PM Rating: Decent
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I think I disagree with every point the OP made (other than international servers being good)
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#40 Dec 21 2009 at 3:23 AM Rating: Decent
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I'm tentatively disagreeing with getting rewards for exploring.

Tentatively because I'm probably not understanding you guys correctly. If you're saying that you want to be rewarded for simply being in an area then you can be rewarded by the spectacular view (Lufaise was like my sanctuary).

If you're saying that you want bonuses for exploration then what more do you want other than the chance to find some NM that no one has found before? Or perhaps the random treasure chest you can open?

Meh, I might be jaded but if you put Assassin's Creed II into your 360 then you get 2 achievements before you've even moved the ******* character! Make the player worthy of the reward IMO.
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#41 Dec 21 2009 at 8:06 AM Rating: Good
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Things I would like to see changed in FFXIV.

1) Inventory space and management.

This is highly dependent on how the class system is gonna work. If changing a weapon changes your class, what about the rest of the gear? Will the gear be itemized with stats relevant only to each class? If I switch to a staff from a sword, will I have to swap all other gear pieces to a caster type set?

How will normal game play work? Will quest items be taking up space in inventory? How will food and meds work in game; will I have to carry a pharmacy with me 24/7?

Will there be events and event items similar to FFXI? Will rare/ex items from every holiday start to fill a limited inventory?

============================================================================

2) AH slots.

Only having 7 slots was annoying for years. You would put up items and have to send rest to a mule that does nothing but camp AH to list items. An increase to 10, 15, 20 etc would be a nice change.

In wow there is no limit on how many items posted to AH. This was awesome after spending a night farming. But it's not necessary. In wow's game style the AH could be filled with 100 of an item and sell out in a day and still have demand the next next day. AH in wow is an extremely busy system.

=========================================================================

3) Questing system revamp.

Even if there isn't a character level system in the game, quests still need to be there for extra content. Side stories from quests help fill in the lore of the world.

Quest NPCs should be marked somehow. Not necessarily a giant ! or O above their head. But someway to standout a bit if they have something for you.

This could be anything from a dot on your minimap to receiving a /tell from them when you walk by them.

I love questing. The side stories you get to learn inside game are fun. Granted, killing X number of beast 1000 times is boring, but the stories are the interesting part.

The descriptions/instructions of quests should be a bit more detailed too. In FFXI quests were for the most part pretty vague, especially if it included talking to various NPCs in specific order to trigger a quest. Or the one in White Gate where after talking to NPC's you had to stand on a specific, unmarked spot near the port to trigger CS. And by having to have friends tell you what to do, or reading what to do in wiki, its kinda like a spoiler. I would rather follow the quest directions and let it unfold in front of my eyes.

As for the rewards, make them worth spending time on. The story would have to be extremely well wrote and interesting to make me spend an hour killing 200 wolves at Granny's farm for her to reward me with a cookie. I like the extra story content yes, but let me feel like I'm a real mercenary, I'll take half Granny's bank roll for my efforts. haha

Or maybe make the rewards selectable from a list and the choice you make effect your character later on. If you choose a simple cookie, Granny thinks of you as a hero and maybe your fame in that area goes up a little. If you take Granny's last 3 goats for a reward you are perceived as a ruthless mercenary and other people in area aren't as welcoming to your approach.

=======================================================================

4) Mail system.

In FFXI the 8 slots is fine. But kinda sucks when the recipient doesn't check their mail and your slots are plugged until they do.

In Wow you get 15 slots for each mail and unlimited number of mails. You click send and its gone, no plugging you up waiting for recipient to check mail. Again, WoW is a bit extreme here like their Ah system. Who needs to send 1000 items in 2 minutes?

In Lotro, you get 1 slot. Mailing to mules 1 item at a time is so tedious, but at least you can send another mail. I think the limit is around 20 mails to any single person before you can't send anymore to that person, until they clear their received mail list. This is slightly annoying, but still better than FFXI's 8 until checked system.

=======================================================================

5) Chocobo breeding, riding and racing

Love the breeding system and raising for stats and traits. The only thing I'd like to see changed is the way calling your chocobo and racing is done.

After I spent a month feeding and raising my bird, I would like a better way to call it to ride. A limited rechargeable necklace that costs money to recharge is kinda annoying. I raised the bird, I spend time reading **** stories to the bird, I spent the money on feed for the bird, why do I need to pay to ride MY **** bird.

Racing was awesome in FFVIII. You actually rode your bird in the race. I don't like how in XI you had some stranger dirty the back of your precious. You had basically no control over the race other than what item to use and what style the jockey should race.

Keep racing, but let us actually ride our bird in the race.







Wow, 2 minutes after posting the rate downs start for posting wish lists thoughts and opinions on a game that isn't even out. Fanbois are thick today.

To the down raters, what is up with you? Do you want to FFXIV to be an identical clone of XI and any thoughts of (gasp) a change, is blasphemous to your love of XI?

Edited, Dec 21st 2009 9:30am by RobbyFaces
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#42 Dec 21 2009 at 9:02 AM Rating: Default
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Quote:
Wow, 2 minutes after posting the rate downs start for posting wish lists thoughts and opinions on a game that isn't even out. Fanbois are thick today.

To the down raters, what is up with you? Do you want to FFXIV to be an identical clone of XI and any thoughts of (gasp) a change, is blasphemous to your love of XI?


I rated you down because of this. Suck it up or stop posting.
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#43 Dec 21 2009 at 9:13 AM Rating: Default
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Quote:
Basically I want FFXIV to be like that underground cavern in the Lord of the Ring movie where Gandalf dies.


GDI...

I'll just knock these off the list of movies I still need to watch... What? FFXI caused me to push a few things back.... ;)
#44 Dec 21 2009 at 10:35 AM Rating: Good
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Well, even if npc's do stand out, it isn't like SE won't give you the option to turn off what you don't like, like the chat filter.
Some direction would be nice, I remember asking high level monks how to go about gettin AF. You would be lost if not for a well written guide somewhere.
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#45 Dec 21 2009 at 12:34 PM Rating: Decent
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Lets take a look at and break down some key components of XIV.

Quests:

I think we are really leaving out a huge portion of the equation here so far. Quests will be easily found via guildleves (no annoying !), but what about storyline missions. This is how I am looking at it: Guildleves will have variety of quests...these could be anything from help find my child to kill 10 dodo for dodo meat. Your chosen quest will be based on what you want to learn, the help find my child could lead up to a new tracking ability for archers while the dodo quest could help teach our cooks some new recipes. Since these leves are "helping the town's people" it will help alleviate useless NPCs. every NPC will have a clear purpose once you activate the proper leve or have the requirements to obtain the leve (say you talk to the missing boy's parents when you meet reqs, they will say we have put in a missing persons request at the guildleve).

I personally hope quests and story line are kept separate (although quests with multiple parts/mini stories should still be included in the leves). Mission Story lines need to have a separate and unique method of obtaining tasks. I personally hope they do something similar to XI where you felt like the leader of a region was telling you the importance of this event and your part in it.


UI:

I think there is a general consensus that the majority of the players don't want their screen cluttered with hotbars and action bars and flying text etc. One of the reasons for playing this game is the detail and beauty of just about everything. SE has done a nice job with their current UI. An unobtrusive hotbar can be seen in the demos. We select the move we wish to use and then skillfully attempt to complete SE's method of attack (which is widely unknown at this point it seems). I'm sure macro customization and simple addons will be around, but at the very least keep it simple and effective, not obtrusive and confusing (some people's WoW screens look like they have more A.D.D. than the players).


Exploring and it's rewards:

Every game needs rewards, but the rewards you get and the purpose for doing them should be different for each type of player. As mentioned knowing the lay of the land will be very important for ranged dps. Why not have exploring an area completely give archers a 2% bonus in damage. Now as a caster the lay of the land might not be important, but the soil type could make a huge difference. Having a guildleve that allows you to figure out the earth element of an area would give you a 2% bonus in that area. The same can be done with any class very creatively. This is just one example of the explore an area reward. It seems like with guildleves we will be exploring regions far and wide very quickly via Aetheryte for items, materials, and just about anything you can think of. The rewards are inherent of the type of leve you are doing. We should be exploring areas and killing things randomly for our own pleasure, not because we will get .1 skill to our weapon and 100 exp.



These are just some of my crazy ideas, but I sure hope SE comes and reads these to get an idea of what we really want.

Edited, Dec 21st 2009 1:41pm by burtonsnow
#46 Dec 21 2009 at 10:14 PM Rating: Good
How about better home nations?

FFXI now:
Bastok HN is ok but its out in the middle of dry rocky land with that very annoying impassible split in North Gustaberg that makes you go all the way around. Nice nation with quick access to an advanced zone (Korroloka Tunnel, Altep) even for leveling.
The outside is just annoying and very long to reach when coming home.

Windurst HN (my HN) is not bad but seems very long in tunnels like a rat maze built right over a nasty sewer.
The outside area is very nice and grassy, though the next few zones are nothing but very rocky and mountainous.
Has some nice dungeons that i wish had more use.

Sandy is the best ive seen. Huge castle looks incredible and make you very proud to arrive every time you see the entrance.
The nation is huge and intricate and feels great.
The outside is very grassy with many trees plus the next few zones are also very grassy.

If FF14 will have separate nations for races at least make em even because after playing ffxi for years i think many will switch without a hitch to a specific nation that looks better and is more convenient.
Need to balance players up this time round.
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#47 Dec 22 2009 at 10:44 AM Rating: Decent
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Illicious wrote:
How about better home nations?


I absolutely hated going to Windy...since it wasn't my home nation I was always getting lost and having to check my map...after about 2 years I finally got it down, but it still felt like running a marathon every time I was there due to narrow paths and divided areas.

Bastok and Sandy were ok, but from the looks of it the new cities are going to be even more majestic!
#48 Dec 22 2009 at 11:24 AM Rating: Decent
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I never had a problem with getting a quest. The problem I had was always with knowing what to do after a NPC gave me a quest because of the major lack of info from the quest giver. Where to go, who to speak with, what to get, etc... You never got any real info from the quest giver in FFXI.

I like the way the controls are in FFXI. I hate wow and any other MMO that puts countless user interfaces all over my screen. Like someone else said I'd rather see my character and whats going on in the game.

I don't want faster travel, part of the fun of the game is the danger derived from traveling from point A to point B. I like that FFXI had characters with special skills like white mage teleports and black mage warps. But other than airships and mounts I don't want map travel were you just pull up your map and click the town you want to go to.

Other:
Some things I want that I did not like in FFXI would be to have access to all areas of the game without the need to complete a main story line first.
No level cap quests. I could do without those two time sinks.

And make job class's in such a way that the way they can be used vary greatly so that elitist scum can't form efficient cookie cutter builds that reduce you to doint action A and action B while playing in a group for several hours...
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#49 Dec 22 2009 at 12:18 PM Rating: Decent
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aldistuck wrote:
Other:
Some things I want that I did not like in FFXI would be to have access to all areas of the game without the need to complete a main story line first.
No level cap quests. I could do without those two time sinks.

And make job class's in such a way that the way they can be used vary greatly so that elitist scum can't form efficient cookie cutter builds that reduce you to doint action A and action B while playing in a group for several hours...


unfortunately I believe it was stated that there will be areas that are only unlocked at certain point in your guildleve progress. Now if this means whole areas or just sections of a certain area i'm not sure, but you can count on unlockable areas.

I think with their new class and battle system attacks will be much more diverse and the way they are carried out will require much more player attention. The whole TP/Skill chain was nice, but auto attacking for 30 seconds before reaching 100TP was lame. It seems like special moves/techniques will play a much more prominent role in this game.
#50 Dec 22 2009 at 4:05 PM Rating: Good
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**** no on exclamation points above people's heads. the way FFXi handled missions and quests was perfect. Basically, if you knew how to communicate with your group, and your group listened attentively, everybody got through without a problem. If you had a bunch of noobs, you would spend forever figuring out quests. That's how it should be. Communication in game or with your LS mates should be rewarded / penalized based on how well/bad you are at it.

I loved the hidden parts of FFXI, like hidden effects, or the gardening system, crafting system, moon phases etc. Putting a number or label next to everything is just rediculous. Please leave spoon feeding to WoW.

In terms of controls, you are not going to get any better than WASD + mouse. That gives better control of your character than any other way. If they provide WASD+mouse and keypad+keyboard control, the keypad users will be at a huge disadvantage. I'm ok with WASD, as the fluid character movement is one of the main things WoW did better than FFXI. I believe FFXIV will be exactly like this.

I second the hotbars taking over the screen. I think it's annoying. Thankfully, there is keybinding, where you can simply hide your actionbars and bind keys to different macros. As long as there are macros and keybindings, please hide as much of the rest of the UI as possible.

One thing I hated about WoW is the UI got in your way and it took about 2 months before I realized I can hide everything. FFXI did it right by putting the chat box front and center.
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