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Mechanics from FFXI that you hope will be in FFXIVFollow

#1 Mar 17 2010 at 12:48 PM Rating: Decent
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I know there is a "things you'd like to see thread" but I decided to make one that's a bit more focused. There have been many discussions about the things that NEED to be fixed in this game, but what about the mechanics you enjoyed?

Exp. chains
I'm glad that they are making a new game without a leveling system, but exp. chains was one of the unique features of FFXI that I really enjoyed. It helped you gauge how well you were killing mobs and gave you something to work towards.

Now I never had a 75 in FFXI (I quit before then cause I didn't have huge chunks of time that I wanted to dedicate toward making gil), so I'm sure exp. chains get less "effective" or "exciting" when you get to endgame, but this was a mechanic that I really enjoyed and I'd like to see a way of bringing a similar thing to FFXIV (which obviously can't be done with exp.)

Skill chains
Also, I really liked the idea of skillchains in FFXI, but they didn't get used all that often while leveling up in parties for many different reasons. I hope they find a way to make a better skill chain system that will play a larger role in FFXIV.

Any other thoughts or comments? Try to keep this a positive thread =)
#2 Mar 17 2010 at 12:51 PM Rating: Default
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Skill chains were essentially a case of doing less for mediocre results in the end. I could live without that again.
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#3 Mar 17 2010 at 12:56 PM Rating: Good
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Yes, I realize that skillchains were not very effective, but the idea of group synergy and actually having to time your abilities is appealing to me.
#4 Mar 17 2010 at 1:18 PM Rating: Excellent
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Skill chains were a lot more fun then just spamming your WS.
#5 Mar 17 2010 at 1:37 PM Rating: Good
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I liked Skill Chain and Exp Chain system as well.
#6 Mar 17 2010 at 2:05 PM Rating: Decent
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Once you hit chain 100 in a merit party exp chains lose luster. And yes, most merit parties do that.

But it was still a bit cool. Skill chains I like, but only for a cool effect and something to do than mindless spamming. maybe if they made them good...
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#7 Mar 17 2010 at 4:00 PM Rating: Good
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Quote:
Skill chains were essentially a case of doing less for mediocre results in the end. I could live without that again.


But that was due to poor implementation, not the mechanic itself. They simply need to make it worthwhile to skillchain in FFXIV by increasing the damage done substantially, or maybe by giving certain bonuses for doing certain skillchains (X skillchain will cause the target to take 15% more damage from all attacks for the next 10 seconds, etc).
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#8 Mar 17 2010 at 4:45 PM Rating: Decent
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A very different skillchain or team attack mechanic would be welcome, but I'd like something with far more depth, and much more intuitive.

I wouldn't really miss much else. Moving? I like that you can move your character around in XI. I think they should bring that back.
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#9 Mar 19 2010 at 2:33 PM Rating: Decent
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Definitely skillchains, although they will need to be significantly more effective than in XI.

I also wouldn't mind having "magic chains" and "ability chains." Basically:

Spell + Spell = Additional Effect/Damage
Ability + Ability = Additional Effect
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#10 Mar 19 2010 at 3:49 PM Rating: Default
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The only thing I want to see in the new game is the FF "the look & feel of the fantasy universe" and the music. The rest can be tossed into the bin.

Shifting gears a little, how many of you has played FF XIII? From the few screenshots and movies that I've seen, did they make it look too futuristic? Everything looks shiny and highlighted with neon.
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#11 Mar 19 2010 at 3:56 PM Rating: Good
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Skillchains that were worth doing.

I'd like to see a much further developed magic burst system, perhaps its own version of skillchaining.


Fire 2 + Drain 2 = Magic Burst AOE Fire resistance+. etc etc.



Edited, Mar 19th 2010 2:56pm by Kirbster
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#12 Mar 19 2010 at 5:45 PM Rating: Decent
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I totally agree with you. The reason I loved FF XI so much years ago and still think about my time spent on it from time to time was the idea of belonging to a great storyline that was heavily fantasy based. The music brings back my nostalgia all the time. That's just something that I hope Square Enix can keep at the table with FF XIV.
#13 Mar 19 2010 at 6:43 PM Rating: Decent
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Quote:
I totally agree with you. The reason I loved FF XI so much years ago and still think about my time spent on it from time to time was the idea of belonging to a great storyline that was heavily fantasy based. The music brings back my nostalgia all the time. That's just something that I hope Square Enix can keep at the table with FF XIV.

Change that font color if you want anyone to read your posts.

Just to add, I too hope to see a WS chain system reappear in FF14. I also hope to see an emphasis on partying. Not as much as was in 11, but still enough to make it important. I hope partying nets the fastest xp.
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#14 Mar 19 2010 at 11:52 PM Rating: Decent
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Change that font color if you want anyone to read your posts.


Why do I need to change my font color?
#15 Mar 20 2010 at 12:22 AM Rating: Decent
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Why do I need to change my font color?

It's readable now, but a dark crimson on a dark blue background isn't exactly easy to read.
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#16 Mar 20 2010 at 2:32 PM Rating: Good
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#17 Mar 20 2010 at 3:19 PM Rating: Good
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Sight and sound detection, as for smell I hope they kinda fix that as in the more you kill mobs and get there blood scent on you or whatever or stay in areas for a prolonged amount of time a gauge will charge up that can make certain mobs be aware of you at longer distances.
#18 Mar 20 2010 at 4:37 PM Rating: Decent
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It is not a mechanic from FFXI, but rather one I saw recently in the game ZAM talked about a week or so ago regarding innovative battle systems. It is from Dofus 2.0 (Which I tried just to see what it was).

Dofus uses a grid based battle and so it is different from FFXI/FXIV, but both Dofus and FF seem to want more of a tactical/strategic battlesystem and something I really liked in Dofus, that I think would be cool to have incorprated in some way in FFXIV is something they, in Dofus, call "Challenge".

When you start a battle you get to see a "Challenge", which is basically an objective that you can try to complete if you want to. If you don't manage to do it, nothing in particular happens. If you do manage to complete the challenge however you get a bonus, depending on how difficult the challenge is the bonus for completing it changes accordingly. You can get a large exp bonus, or + % on drops etc.

The challenges varied a lot, it was all from complete the battle without losing any HP, to killing the enemies in different orders etc.

It was a lot of fun, and I think a battle system like FFXIV seems to have could in a good way incorporate a system similar to this "Challenge" system they have in Dofus.
#19 Apr 01 2010 at 2:00 PM Rating: Decent
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I liked skillchains, but I didn't like that the extra damage they did generated extra threat. In early xp groups, it was a great way to get dead, so no one really did it.

I would like to see a similar form of crafting remain, but take out any reliance on day of the week, time of the day, etc (I'm not even sure if this effect was ever even confirmed, but it was huge speculation back in the day). Also, there should be NOTHING that increases your chance to HQ. Having high level crafters flood the market with low level HQs was just ridiculous. That being said, I think the random chance for HQ should subsequently be increased.

Edited, Apr 1st 2010 3:01pm by Maarg
#20 Apr 01 2010 at 3:28 PM Rating: Good
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I want auto-run. Every console RPG I play now, I wish I had auto-run.

edhoo wrote:
Skill chains were a lot more fun then just spamming your WS.

Skill chains were fun when you were just messing around with friends. Spamming your TP announcement macro throughout a 3 hour exp party wasn't fun. Trying to set up a SC that pleases everyone in a pick-up party (which is asking the impossible) wasn't fun.

Cirvantes wrote:
Quote:
Skill chains were essentially a case of doing less for mediocre results in the end. I could live without that again.


But that was due to poor implementation, not the mechanic itself. They simply need to make it worthwhile to skillchain in FFXIV by increasing the damage done substantially, or maybe by giving certain bonuses for doing certain skillchains (X skillchain will cause the target to take 15% more damage from all attacks for the next 10 seconds, etc).

They also need to add TP bar displays for your party/alliance members. Mashing a TP macro every few seconds is hardly a test of communication skills.

Edited, Apr 1st 2010 5:31pm by svlyons
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#21 Apr 01 2010 at 5:05 PM Rating: Decent
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I can't think of something that I want to be brought across but I sure as **** hope they add a better looking for party system.
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#22 Apr 01 2010 at 5:05 PM Rating: Excellent
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I honestly hope to not see any game mechanics from XI find their way into XIV. I enjoyed XI, but I'm looking for a new game experience and I don't care to do the same things in an entirely new game.
#23 Apr 01 2010 at 6:25 PM Rating: Good
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svlyons wrote:
I want auto-run. Every console RPG I play now, I wish I had auto-run.


Along with auto run, I want auto follow back. PLEASE.................

"got you on auto follow. brb, gott take the dog out."

Came in SOooooo handy. Just fix it so that it still follows after zoning and we're good.

Edited, Apr 1st 2010 8:27pm by Faaeng
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#24 Apr 01 2010 at 8:35 PM Rating: Decent
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Pretty sure there was a auto run key....7 on the num pad I believe...long time since playing.

And they have said there will be seamless zones, much like WoW where you only deal with loading screens into instances and teleports
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#25 Apr 01 2010 at 9:07 PM Rating: Decent
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They could make "Skillchains" more of a necessity by making the damage from them high, and making the mobs survivability better. More like, the skillchains you provide and the magic bursts following are what does the real damage to the mob. But then that would eff up solo play.

Soooo, whatever. I don't really care either way.

I would like to see something like Fields of Valor, if not quests that award exp, right from the get-go. Which, rumor is that so far that is not looking good.
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#26 Apr 01 2010 at 11:08 PM Rating: Decent
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Something like conquest. Not so much the points but I liked how the world was always changing because of actions of players.

Speculation here, but it would be nice if the tribal villages of the dunesfolk in Ul'dah shrunk or grew in size with the influx of travelers, amount of mobs killed in area, amount of herd mobs in area, economy, etc. I'd really freak out if one week I go to one nomadic tribal village in the NW and the next week the village has moved South.
#27 Apr 02 2010 at 12:11 AM Rating: Decent
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Despite my general disdain for Final Fantasy XIII I think a marriage of Stagger + FFXI's skillchains, might be awesome. Or not.

Plus, if the Ninja class is considered a 'mechanic,' I'd want to see a Ninja class. The ninjutsu casting animation sealed the deal for me. Plus (also not really considered a mechanic) I'd like to see AF.

Lastly, I hope they've learned from the latter years of FFXI and include a lot of the foundation they started for easier solo play.
#28 Apr 02 2010 at 8:06 AM Rating: Decent
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Along with auto run, I want auto follow back. PLEASE.................

"got you on auto follow. brb, gott take the dog out."

Came in SOooooo handy. Just fix it so that it still follows after zoning and we're good.


That would be useful, but auto-run would have to stop when auto-follow was turned off or people would ( err I mean could) mpk you by sending you running off into another zone all on your own, what fun!

Oh come on don't you guys miss the old MPK days of FFxi? :P
Wouldn't it be funny if SE had forgotten all about MPK after all these years!?
#29 Apr 02 2010 at 8:15 AM Rating: Good
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I'd like skill chains and NMs...not so sure about exp chains though as that would imply the same sort mindless fighting in FFXI where you just grab a mob, kill, rinse and repeat until the end of time.
#30 Apr 06 2010 at 8:28 PM Rating: Good
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They could make "Skillchains" more of a necessity by making the damage from them high, and making the mobs survivability better. More like, the skillchains you provide and the magic bursts following are what does the real damage to the mob. But then that would eff up solo play.


They could give you some extra skill points for successfully using a skill chain in battle since, in theory, that is what we are supposed to be leveling in the game. =)
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#31 Apr 06 2010 at 8:44 PM Rating: Excellent
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How about they don't make it like FFXI? It's a new game. They will help the transition people who want to QQ about everything by making the races look similiar. That is all.

I hope it's a new game altogether because I sure as **** don't want to spend $50 for FFXI 2.0.
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#32 Apr 06 2010 at 9:23 PM Rating: Decent
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If FFXIV is going to be mostly "party vs party" den skillchaining might be alot more diffcult. Considering that SE want us to move around while fight mob to get better postion over the enemy, i could see it being very confusing when coordinating skillchain.

Exp chain will also be confusing... i can see the leader shout "Bring that big guy hp down to 25% den kill the small guys to bulid chain 1st". And with exp system gone im not sure how it can be included.
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#33 Apr 06 2010 at 11:07 PM Rating: Good
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If skill chains work with all skills, IE a gladiator can chain Red Lotus Blade with a Conjurer's Aero spell, then it may not be as difficult. And, what's to say that we can't have a skill chain give off an effect in an area? Maybe you can chain 2 skills together that will weaken the other mobs in the party in such a way that your other group mates could use to their advantages?

Maybe Fire Conjurer and Marauder can create an effect that lowers ice resistance so while that is in effect, fire conjurer can toss up a few heals while ice conjurer blasts the enemies and Archer dude uses a skill that bounces their resistance to be weak to fire again. Who knows what Square is planning with that, but if it is challenging to pull off these effects, then perhaps we can gain some extra skill points, AP, whatever for using them as we are supposed to be improving our skills, right?

Also, I'm surprised no one has mentioned: SE seems to think that parties will want to conserve MP to move around while hunting. No rest while someone is pulling. This would lead me to think SE wants us to find ways to do more damage while using less MP. Skillchains with damaging effects/bonuses to damage would be the way to go in that scenario, IMHO, of course.
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