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#1 Aug 05 2010 at 3:25 AM Rating: Excellent
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You would like(hope) to be different or new in FFXIV as opposed to other MMO's in general?

For me, I hope FFXIV is different in how it meshes it's player base with the world and each other. I usually find other MMO's to have steep divides amognst its player base, and a general disinterest in what happens to the game world.

For examples:

World of Warcraft has a clear PvP, and PvE community. And the hate spewed at each other from those vantage points borderlines on pure insanity. And lack of immersion is clear when most of the people who play now couldn't tell you where half the group content is. (End-game or otherwise.)

Age of Conan looks amazing, and I greatly enjoy the art style. But the whole Free-for-all PvP creates grudges that never let go. and serves to segregate the community. Also, besides your guild Fort, nothing else was worth taking note of PvP wise (at least when I played.) And Again, besides the minimal end-game, nothing rallied the people of the game to take a step forward onto unfamiliar terrain.

Aion I had High hopes for. Excellent character design and animations, faction based PvP(Which is pretty much dead considering what it was in it's beginnings), but the PvE was lacking. (Note: I did not make it to endgame) Besides the voice acting of the NPC's greetings and salutations, nothing made me feel like I was doing anything worth doing. This is not to mention the all but expected Korean grind-game that hid behind that beautiful graphics. You could literally run a dungeon for 2+hours and receive nothing... not even trash loot. And general lack of quests made it even harder to find a ingame identity.

So this is what I hope FFXIV does that other MMO's seem to lack: A game world that matters to its players. have our actions affect the outcome of some events, or even have somehting similar to the weekly conquest tallies in FFXI. But have even more signifigant outcomes. Something that the players will want to band together for to overcome, and create a stronger community because of it.


I'm interested in what others here would like to see in FFXIV that they found lackluster or completley absent from other MMO's.
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#2 Aug 05 2010 at 3:35 AM Rating: Excellent
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Don't have mmo experience other than FFXI and they seem to be fixing much of the things I disliked about it. Mainly having to rely on large groups 99% of the time. Not that I want to completely solo the game, but it's much more enjoyable to choose when to group up. Less job-like stress should result in less bickering & other such nonsense....one would hope anyway.

Oh & since I'm probably starting in Ul'dah and gonna check out the mining...they should make ores stackable!
#3 Aug 05 2010 at 3:53 AM Rating: Good
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Well, FFXIV has already solved my main problem from other MMO's; having a great, mature community. Obviously this is a generalisation and there are lots of great people who play, but I ran into so many immature players in WoW/Aion. My block list on Aion was as long as my arm.

The main thing I want to avoid is the mmo=job situation that I ended up with in WoW before I quit. I want to be able to expereience endgame, but I don't want nightly expectations-I play a game to have fun, not be forced into hours-long repetetive runs every night (or be branded as a lazy guild member). I'm looking forwards to experiencing endgame and have no problem repeating stuff, but doing it monotonously every night I will happily avoid.

Forced PvP is another thing I hate (hello Aion) but that's also not a concern :)
#4 Aug 05 2010 at 3:56 AM Rating: Good
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Quote:
Well, FFXIV has already solved my main problem from other MMO's; having a great, mature community


Have you ever seen whitegate chatter??

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#5 Aug 05 2010 at 3:59 AM Rating: Decent
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Myzldas wrote:
Quote:
Well, FFXIV has already solved my main problem from other MMO's; having a great, mature community


Have you ever seen whitegate chatter??



Nope-that bad?
#6 Aug 05 2010 at 4:03 AM Rating: Decent
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Yea... it would be so bad at times, it felt like Barrens Chat from WoW
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#7 Aug 05 2010 at 4:07 AM Rating: Good
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There are times when whitegate chat got really stupid because one moron would start spouting nonsense. But most of the people who complain about whitegate chat are the same people who tell people shouting "Hey how have you been? long time no see" to a friend in whitegate to stfu and use /tell because they refuse to watch two people having a friendly conversation that doesn't involve them.
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#8 Aug 05 2010 at 7:43 AM Rating: Excellent
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TwistedOwl wrote:
Don't have mmo experience other than FFXI and they seem to be fixing much of the things I disliked about it. Mainly having to rely on large groups 99% of the time. Not that I want to completely solo the game, but it's much more enjoyable to choose when to group up. Less job-like stress should result in less bickering & other such nonsense....one would hope anyway.

Oh & since I'm probably starting in Ul'dah and gonna check out the mining...they should make ores stackable!


Yeah I found it amusing that you could stack 12 pieces of lumber, but one not one little ore. Silly game.

Edited, Aug 5th 2010 9:44am by Alkerr
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#9 Aug 05 2010 at 8:15 AM Rating: Decent
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TwistedOwl wrote:
Don't have mmo experience other than FFXI and they seem to be fixing much of the things I disliked about it. Mainly having to rely on large groups 99% of the time. Not that I want to completely solo the game, but it's much more enjoyable to choose when to group up. Less job-like stress should result in less bickering & other such nonsense....one would hope anyway.

Oh & since I'm probably starting in Ul'dah and gonna check out the mining...they should make ores stackable!


I have to say that I'm in the same boat as twisted Owl. My only MMO experience comes from the years I played 11. And again agreeing w/ T.O. that I like that you don't have to party up and if you feel like going solo for a day go right ahead. I hope they add more minor detials. Like how they actually added a Bow as a visable weapon and not something you pull out of your pocket.
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#10 Aug 05 2010 at 10:05 AM Rating: Good
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I hope that there are more and more fun quests than XI - and less min/maxing from the community when it comes to parties. I want people to be a bit more flexible and adventurous. I want to be able to enjoyably do things solo while also having enough hard game content that parties are a must for more things than just endgame... basically I don't want it to be hard to find a party because it is easier to solo...
#11 Aug 05 2010 at 11:08 AM Rating: Excellent
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I would like exploration to go hand in hand with character advancement. Too often the best way to level, amass wealth, or collect better gear is too repeat the same and realatively small amount of content over and over.
#12 Aug 05 2010 at 11:13 AM Rating: Decent
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yeah I agree 100 per cent with that!
#13 Aug 05 2010 at 11:14 AM Rating: Decent
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PageCCCXI wrote:
I would like exploration to go hand in hand with character advancement. Too often the best way to level, amass wealth, or collect better gear is too repeat the same and realatively small amount of content over and over.


As big as this world seems to be already.... dont think exploration is gonna be a problem lol
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#14 Aug 05 2010 at 11:41 AM Rating: Good
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More in-game Company (guild) support, specifically for looking for and advertising for Companies. It would be nice to have somewhere to advertise your Company in-game in a list and be able to have others be able to view your Company and apply for admission all in-game.

When setting up your advertisement it would have several options that you may fill out to let more people know about the play habits of your company, like: A general description of your company, hours of operation, type of company (end-game, leveling, questing, social, etc), common language(s) spoken, classes the company is looking for, age range, etc. And people looking for a company to join can filter the list from those options and find a nice list of companies that fit their play style too. All you'd have to do is click the apply to company button and wait for a response. One other option for players looking for companies could be the last date the leader was logged in (or something similar) to avoid applying for companies that just aren't active anymore.

I would like this because of selfish reasons, but I could find some obvious practical reasons as well. I just hate seeing chat spammed by people looking for members or members looking for guilds. This wouldn't eliminate the spam altogether, but I have a feeling it would cut down on it drastically.
#15 Aug 05 2010 at 12:51 PM Rating: Excellent
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I hope it has the same emphasis on grouping that XI did; a touch more soloability, but not enough that one can solo to endgame without ever needing a group.

I hope that it's hard enough to make people who just want the game handed to them quit and go play something else, but still not the mind drain that XI was.

Basically, I'm hoping for FFXI v2, with a few changes here and there.
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#16 Aug 05 2010 at 1:58 PM Rating: Good
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It's all about the party system. If I can log-on, choose a quest, gather or join a party - all within 30 minutes, reliably - then straight to action, it will be my favorite MMO of all time.

I don't know if there will be an option to join quests that are already underway (as in Phantasy Star) or if there will be a level-synch type program from the beginning (such as Sidekicking in City of Heroes/Villians and Champions Online). Some way to allow players from varying levels to join up, even early on, will be very welcome. I'd also like to see douing, or two man parties, be a possibilty.

From what I've heard, there are plenty of options available for advancement no matter when you are playing (even post-primetime), or who is available for partying. If it's as simple as promised, then some of the FFXIV ideas may even become models for future MMO's.


#17 Aug 05 2010 at 2:54 PM Rating: Good
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As big as this world seems to be already.... dont think exploration is gonna be a problem lol

I'm not worried about there being enough content to explore, I'm very optimistic! What I'm hoping is the act of exploring will be condusive to character advancement. XP for discovering obscure locations, the capability to get xp from mobs you clear as you roam, locating rare crafting mats or ingredients, all that good stuff!

Edited, Aug 5th 2010 4:56pm by PageCCCXI
#18 Aug 05 2010 at 4:19 PM Rating: Good
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AtmosWatts wrote:
You would like(hope) to be different or new in FFXIV as opposed to other MMO's in general?



The biggest difference I'd like to see is with regard to the generic "bind on pickup/equip" and "replace gear often" paradigm that exists in a lot of so called WoW Clones. Back when Final Fantasy XI first came out, the norm in all MMOs was that the vast majority of gear didn't magically bind to your character and didn't fit into a tight level range for use. You might get your first "good" shield at level 10 and that shield might last you until level 30 or level 40, and then you might turn around and sell that shield to some one else who didn't have a good shield. Some thing about that just feels a lot more "real" to me and IMO it's a lot more fun because even though there isn't the same sense of immediately gratification, there's a better long term sense of caring about your gear and being smart about the way you spend your time and the choices you make.

The one thing that finally burned me out on WoW is the fact that after awhile, character advancement was entirely gear based, and the gear was so "easy come, easy go" that it just wasn't that compelling. It feels good to go into a raid and get 3-4 pieces of loot, until you realize that in a few months you'll just replace all that loot with similar loot that's just a little bit better, and that every one else on the server has exactly the same loot.

Back in Everquest days, I had a Mana Stone, a Cloak of Flames, and a Fungus Covered Scale Tunic, all of which were incredibly valuable loot which I spent a lot of effort to attain. There was a certain status and a certain value to those items, partially because of their rarity but also partially because at any point in time I knew I could turn around and sell them for tens of thousands of platinum (which at the time was a lot). When I decided to make a monk alt, and he was starting at level 1 with 15 HP/tick of extra regen and 36% haste because of this cool gear, it really made me feel like I had accomplished some thing within the virtual world. When I left the game and passed that gear down to guild mates, they really appreciated those items because they had a history behind them. Much more than if every one had just been handed a haste cloak when they reached a certain level.

I think one of the things that FFXI got *right* is that for the most part, good gear took a lot of effort, but the rewards for that effort really lasted a long time. If you accomplished some thing cool like a Black Belt or a Ridill, you had a lot of time to savor it, and there was a certain sense of security as well to know that you could sell some of those items some day if you decided to go in an entirely different direction with your character. That investment of time and energy was going to stay around for a long time, which made it feel like it was worth all of the effort in the first place.

Edit: Obviously BB and Ridill are bad examples of things you could sell some day, but I mean high value items in general.

Edited, Aug 5th 2010 6:34pm by KarlHungis
#19 Aug 05 2010 at 5:38 PM Rating: Excellent
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Keeping the game clean from the endless nerfing and FotM due to PvP.
#20 Aug 05 2010 at 6:34 PM Rating: Good
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KarlHungis wrote:
A bunch of stuff


Totally agree. I didn't mind a little bit of bound/EX gear that you can't trade, but for the most part, the idea of "hand me down" gear and the concept that your gear had a resale value was one that I liked infinitely better than having all of your gear lined with magical glue.
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#21 Aug 05 2010 at 6:52 PM Rating: Excellent
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I'm happy to know FFXIV is aimming to be;

1. All class in 1 charcter.
No 8 identity for 8 different class

2. Solo able
For Causal/Time Restricted gamers.

3. Group/Party Concept still the main focus
For Hardcore/alot of free time gamers. Guildleve are limited by cooldown duration, thus if you want to do more you might have to group/party.

4. PVE only, (at the start)
Reduce the balancing issues, (jus a weak reason to cover my dislike for pvp :P)

5. Crafting/Gathering as a Class
I don't really find a problem with FFXI crafting but i also realise it kinda of boring sitting on a number generator.

Hopefully it will contain;

1. Equipment Value Everlasting
I remember camping that Hairpin for 2 days b4 i got it, its use last forever since (even at lvl75 it has its use in some situation).

2. Quest/Mission (not guildleve) that involves cutscene or feel more storylike.
Cutscene helps make the quest feel more involved, like its a part of the game storyline rather den jus a text box with an objective.

3. Different way to same item. (Emperor.Hairpin & Empress.Hairpin)
Could use Hardwork or gils but if you are poor or Causal you could try with Luck.


Edited, Aug 6th 2010 12:54am by Sleepymagi
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#22 Aug 05 2010 at 6:52 PM Rating: Decent
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A hunter class.
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#23 Aug 05 2010 at 6:58 PM Rating: Excellent
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Insta-ban when players get 10,000,000 gil in their inbox from a player they've never interacted with before.

Edited, Aug 5th 2010 8:58pm by Nichigogo
#24 Aug 05 2010 at 7:01 PM Rating: Good
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+1 to the above poster
#25 Aug 05 2010 at 7:07 PM Rating: Good
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KarlHungis wrote:
AtmosWatts wrote:
You would like(hope) to be different or new in FFXIV as opposed to other MMO's in general?



The biggest difference I'd like to see is with regard to the generic "bind on pickup/equip" and "replace gear often" paradigm that exists in a lot of so called WoW Clones. Back when Final Fantasy XI first came out, the norm in all MMOs was that the vast majority of gear didn't magically bind to your character and didn't fit into a tight level range for use. You might get your first "good" shield at level 10 and that shield might last you until level 30 or level 40, and then you might turn around and sell that shield to some one else who didn't have a good shield. Some thing about that just feels a lot more "real" to me and IMO it's a lot more fun because even though there isn't the same sense of immediately gratification, there's a better long term sense of caring about your gear and being smart about the way you spend your time and the choices you make.

The one thing that finally burned me out on WoW is the fact that after awhile, character advancement was entirely gear based, and the gear was so "easy come, easy go" that it just wasn't that compelling. It feels good to go into a raid and get 3-4 pieces of loot, until you realize that in a few months you'll just replace all that loot with similar loot that's just a little bit better, and that every one else on the server has exactly the same loot.

Back in Everquest days, I had a Mana Stone, a Cloak of Flames, and a Fungus Covered Scale Tunic, all of which were incredibly valuable loot which I spent a lot of effort to attain. There was a certain status and a certain value to those items, partially because of their rarity but also partially because at any point in time I knew I could turn around and sell them for tens of thousands of platinum (which at the time was a lot). When I decided to make a monk alt, and he was starting at level 1 with 15 HP/tick of extra regen and 36% haste because of this cool gear, it really made me feel like I had accomplished some thing within the virtual world. When I left the game and passed that gear down to guild mates, they really appreciated those items because they had a history behind them. Much more than if every one had just been handed a haste cloak when they reached a certain level.

I think one of the things that FFXI got *right* is that for the most part, good gear took a lot of effort, but the rewards for that effort really lasted a long time. If you accomplished some thing cool like a Black Belt or a Ridill, you had a lot of time to savor it, and there was a certain sense of security as well to know that you could sell some of those items some day if you decided to go in an entirely different direction with your character. That investment of time and energy was going to stay around for a long time, which made it feel like it was worth all of the effort in the first place.

Edit: Obviously BB and Ridill are bad examples of things you could sell some day, but I mean high value items in general.

Edited, Aug 5th 2010 6:34pm by KarlHungis


I completely agree with all of this. I also played EQ from release, and have missed this aspect in a lot of other MMOs I've played since.
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#26 Aug 05 2010 at 9:22 PM Rating: Good
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I'd just like it to be so that in xiv you don't always camp at the same few places and fight the same few (types) of mobs all the time. I'd like people to be able to choose variations on where to level. Like in xi it was the dunes at the teen levels. Ok but why only the dunes? There were other places that were supposed to have monsters of the same level yet a party at that level would have a very difficult time parting there. (For instance the area on the way from bastok to jueno that had goobeus was around the same level requirment or into the 20s, but after the dunes everyone just went to the island inside jueno). Its gets really tiring being in the same exact places fighting the same exact things as you level different jobs. Or always fighting crabs. Really at level 60 we should be past parting fighting crabs.
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#27 Aug 07 2010 at 3:00 PM Rating: Decent
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Really at level 60 15 we should be past parting fighting crabs.
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#28 Aug 08 2010 at 8:13 AM Rating: Good
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Mikhalia wrote:
I hope it has the same emphasis on grouping that XI did; a touch more soloability, but not enough that one can solo to endgame without ever needing a group.

I hope that it's hard enough to make people who just want the game handed to them quit and go play something else, but still not the mind drain that XI was.

Basically, I'm hoping for FFXI v2, with a few changes here and there.


Haha Mikhalia, It seems it's always your stuff I want to respond to!! I promise I'm not stalking >_<

I'm afraid they've already showcased thier intent for one person to be able ot hit level cap solo... BUT I imagine it would be harder/slower and not as much fun since guild/class/faction leves make up the most fun party play and you'll be very limited on these without partying. (only so many you can do per day, not being able to get the good loot form them for the harder difficulties...)

For me, I am fortunate in that if an MMO is juuuust that little bit of hard to make complete solo play no fun I always play in a pair (my husband) so i also tend to favor more difficult MMOs, but that's because I have the advantage of a steady (small) party.
#29 Aug 08 2010 at 4:12 PM Rating: Excellent
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There were a lot of things FFXI did that just aren't there in other MMOs which I really miss. I think the most important or appealing aspects are the single character for all classes and the sense of community brought about by the single character and the need for parties. I have never found a community to match the one from FFXI. I also loved the ability to belong to more than one link at a time, and I hope they allow that in FFXIV.
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#30 Aug 08 2010 at 5:06 PM Rating: Decent
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I want there to be different tiers of gear. The soloability decent gear that gets you started, the "work hard and maybe down the road you will get it" gear, the "you better have some of the best people helping you otherwise you'll never get it" gear, and the "win the lottery" gear. I really liked the way ffxi did their gear.

What ruined it was the cheating. When the same LS pulls the same kings over and over and over it starts to get frustrating. I love instancing but I also like the stiff competition and the discipline it took to overcome the odds. I can say that I have camped the land HNMs around 150 times and our LS pulled one King. I didn't make this post to brag but there were 225 people in KBs area and somehow I managed to provoke, and to this day that is the single most satisfying thing I have ever done in any MMO, and I killed Illidan before any nerfs as a flame tank who never once got hit with an eye beam.

I just hope they keep the game competitive besides "ZOMG SERVERFIRST!!!!!"

Edit - and give GMs more power for crying out loud.

Edited, Aug 8th 2010 7:10pm by smohoho
#31 Aug 09 2010 at 1:17 AM Rating: Decent
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I would like Dual Wield Guns, John Woo-style, please.
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#32 Aug 09 2010 at 3:47 PM Rating: Decent
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uomaru wrote:
I would like Dual Wield Guns, John Woo-style, please.


There's an interesting idea. A Rifle as a 2 handed weapon and pistols duel wielded as single handed. Maybe they should make a cowboy class.
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#33 Aug 11 2010 at 3:03 PM Rating: Decent
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I generally agree with most of what is posted so far in the thread. I think a common theme among them is a hope on a focus on a good variety of *good* options for character advancement, and when that advancement happened, it wasn't completely overshadowed by next week. Be it through quests or grouping, and crafting etc.

I also hated it when I want to go and get ready for end-game activities and I -Must- go here first... And nothing else will do. I think Itemization was done pretty well in FFXI when I played way back when. Gear had specific uses and Macro's allowed changes on the fly to maximize that potential. However, I do hope more early/mid level gear will have variation. I don't want to see another literal sea of Lizard gear wearers in Qufim lol.

@HarlHungis: FFXI was my first MMO, and when I moved on to WoW, the whole Soulbound thing threw me off and I immediatley disliked it. But gear dropped so often in that game I guess it was needed. Now I have never played EQ (Shame on me, I know :P ) but I have heard arguments that the Souldbind mechanic will prevent the 'Over-saturation of the market' that I have heard complaints of in FFXI in it's older years. Did EQ have similar problems in regard to that?

---

The only thing that's standing out in my mind that I want SE to emulate from other MMO's are the controls. I'm hearing there is some clunkiness about using a mouse... I hope it's not as bad as FFXI on PC... I want to actually target stuff with my mouse and pan my camera, I've literally trained my hand and mind with that setup.

So that's my lead in on a topic switch. :p What did you want SE to bring over from more recent MMO's?
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#34 Aug 11 2010 at 3:33 PM Rating: Good
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Mikhalia wrote:
I hope it has the same emphasis on grouping that XI did; a touch more soloability, but not enough that one can solo to endgame without ever needing a group.

I hope that it's hard enough to make people who just want the game handed to them quit and go play something else, but still not the mind drain that XI was.

Basically, I'm hoping for FFXI v2, with a few changes here and there.


I agree with Mikhalia. It's also what I would like to see in FFXIV. The grouping in FFXI was fun, i.e dynamis, missions, or just AF runs. Parties were always fun cause you made new friends, and the only problem with them was the waiting for one.

I like to solo sometimes, and even the ability to solo to endgame is ok by me. I just don't want FFXIV to lose the community aspect. That is imo what made FFXI different than any other MMO out there really.

The company thing interests me, or forced linkshell type grouping. A game only goes so far, any good RPG has good story elements, but an MMO is more. Community and friends plays a big part and will keep the game alive longer.
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#35 Aug 11 2010 at 4:21 PM Rating: Good
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Mikhalia wrote:
I hope it has the same emphasis on grouping that XI did; a touch more soloability, but not enough that one can solo to endgame without ever needing a group.

I hope that it's hard enough to make people who just want the game handed to them quit and go play something else, but still not the mind drain that XI was.

Basically, I'm hoping for FFXI v2, with a few changes here and there.


Yep, I agree with this.

I hope that some of the milestones of FFXI are still present. Like the level break quests 50+ for example. Yes for many it was annoying and even a barrier for some. But I did love the fact I had to overcome a challenge to continue to level my job. It did kind of break up the "grind" and gathering a group of players to accomplish this was exciting and rewarding. (Maybe just make it not as bad as the terrible drop rates for the Ancient Papyrus).

Another thing I'm concerned about is leveling new jobs/class (whatever we call it now), as you can level your Physical level with any class. So if I get high level in, say, Pugilst with H2H weapons, then switch to an Axe, will I still be high level in my Physical stats, so therefore have to fight higher level mobs?

Or if I have to fight low level mobs with my new Axe but still have the much higher HP of my Physical level, it would be too easy. That would be no fun.

One thing I liked about starting a new job in FFXI is that I could go through all the lower level areas again to level up. It was nice to be able to experience them again with a new found knowledge and so perform well and re-live the old times.

If once you have one high level job, you cannot go back and experience those low level areas again without creating a new character, that will be kinda sad. I liked that about FFXI.

#36 Aug 11 2010 at 6:45 PM Rating: Good
Sage
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550 posts
FFXI was different that most other MMO's and I hope they retain a large part of that uniqueness with XIV.
____________________________
XI - Draiden 75DRG/75COR (Sylph, Retired 08)


#37 Aug 11 2010 at 7:04 PM Rating: Good
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1,218 posts
AtmosWatts wrote:

@HarlHungis: FFXI was my first MMO, and when I moved on to WoW, the whole Soulbound thing threw me off and I immediatley disliked it. But gear dropped so often in that game I guess it was needed. Now I have never played EQ (Shame on me, I know :P ) but I have heard arguments that the Souldbind mechanic will prevent the 'Over-saturation of the market' that I have heard complaints of in FFXI in it's older years. Did EQ have similar problems in regard to that?


Oh there were definitely some items in EQ that become incredibly common after awhile, but for the most part that just caused people to stop farming them. When the game first started, for example, Short Sword of the Ykeshas was considered the UBER one handed sword, and Flowing Black Silk Sash (a haste belt) was incredibly rare and expensive. Eventually those become items that you really wouldn't even bother putting on an alt, but that process took many years.

Now think about when people first hit 80 in WoW, all of those level 80 crafted epics, they were pretty expensive and desirable. Six months later, they were pretty cheap, and a year later, most people wouldn't be caught dead with their 5th alt wearing those items. Soulbound doesn't really keep items from becoming devalued. Rarity keeps things from being devalued.

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