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Letter from the Producer, III (02/17/2011)Follow

#52 Feb 17 2011 at 9:22 AM Rating: Decent
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AlexiaKidd wrote:
Also if they are doing this I hope they get rid of stamina. Just use cool down timers on abilities, it gets really annoying when you have to stun something quickly only to find out you don't have enough stamina to use it quick enough. Yes I know some people will say use your stamina more efficiently then but it still seems like an completely unnecessary mechanic in the game. If cool downs were adjusted properly then it would be fine. If all my abilities are all ready to be used at the same time and I feel like using them all to put together a huge assault then I should be able to.


That's exactly what i'm afraid they'll do after adding the auto-attack feature. This will make FFXIV just like all the others MMOs we've seen in years. Even if it has flaws we all have to admit the current battle system is something new and it has potential and that's the thing i like the most about this game.

[OT] I so miss your parties Alexia ; ; didn't touch my lancer since you reached rank 50 [/OT]
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#53 Feb 17 2011 at 9:24 AM Rating: Decent
Mistress Theonehio wrote:
Sir SamusKnight wrote:
I've noticed they added in two options I am heavily against...
2.) Equipment requirements based on class/rank.

And then there's the purpose of roleplay. Not everybody uses high ranked gear in battle, roleplayers use it to create casual "outfits" for their characters.



While this is a roleplaying game...let's face it, gameplay comes first. It already doesn't make sense we can wear pretty much anything at any rank and when it comes to battles we're only hurting ourselves in the end by this current system.

I'm personally against auto-attacking because depending on implementation it will mean Haste has to be finally implemented and I'm not at all looking forward to which mage class gets haste.


I can agree with gameplay comes first. But not so much on exactly how using gear you're not supposed to or gear over your rank truly affects anyone. It's pretty much the same feature with Level Sync in FFXI, you could wear gear that was appropriate for your level/class, but when dropping your level to below that requirement it scaled down the usefulness. What I would suggest is making penalties a tad harsher. Anything 10 ranks above your rank is cut to 50% of their overall usefulness. Anything 15 ranks above your rank drops it to 25%. As it currently stands, you can slap on gear 15-20 ranks above yours and it's still better than what you could be using for that appropriate rank. If penalties were made a bit harsher it would make sense to use stuff near your rank, or best suited for your class. But at the same time you're not forced to run naked because you don't have the appropriate gear to use for that rank or class on hand. RPers can still wear certain armor to make their outfits and keep actual gear on hand for leveling. Just because I might like a certain look doesn't mean I'm gonna forsake all my stats and defense for that purpose.

Carry a couple sets of gear that best suits my classes, maybe carry over some gear that's effective, but not most suited for my rank. Some gear may not be for that class either yet still is better than running around naked. But then at the same time I can use bits of those equipment I have on hand to go for a casual look when I'm engaging in RP around a city somewhere.

EDIT: Fixed a typo, meant above your rank, not below.
EDIT 2: Forgot to add to the top there, while I don't think it truly harms anyone I can see the problem with people running around with gear too far above their rank to be effective. Yet in cases like this you either tell the person to use gear appropriate for their rank (or with reason I hope) or boot them from the party. There can be a line between having effective gear and still looking a bit more unique than Hyur A and Hyur B over there.

Edited, Feb 17th 2011 7:29am by SamusKnight
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#54 Feb 17 2011 at 9:25 AM Rating: Decent
35 posts
Hydragyrum wrote:
[quote]–NEW– Addition of icons to make quest NPCs easily recognizable


I hate the idea of icon over NCP's heads! I like running up to random ncp's to see if they will give me anything,
now maybe if the made say a piece of jewellery flash depending on the type of quest the NCP was offering, as a subtle indication that would be kool! ( flashing like the Talisman from ff11 not like harvest points )

its a small thing but love the level/rank fanfair coming back!

however disappointment over no mention of arrow keys for my camera : (

Keep up the good work Yoshi-P!!
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#55 Feb 17 2011 at 9:26 AM Rating: Default
38 posts
suppose auto attack makes sense, at least while other abilites are on cooldown
as a conjurer i spend 3 clicks on my basic attack to one otehr it seems, so it makes sense

Still, i understand jumping nad yellow exclamation marks are expected in an MMO but they are unneeded...
yes ive wonderedd around looking for an npc, but i found him
sure ive tapped psace when moving, only to have nothing happen....
you get used ot it, its different

More importantly in my mind
this game was developed for ages, at huge cost, there are gigs of content sat on their servers, auirships, chocobos, husing, addional areas and events. Surely the core problem is lack of activities, and with all this prep work sat around surely it would make sense to trickle some of it out
or at least give us a glimpse of what hte original game was to b

I havent played since before christmas, not cos i dont like the game, i do, very much, with some small gripes. Its just at rank 30 i felt like id completed it!!!!
New content and continuous refinement would get players so much more excited.
I hate to mention WOW, but look at the shear amount of fixes that go in to it almost monthly, huge changes. With additonal content added all the time. ALl be it small amounts.
#56 Feb 17 2011 at 9:27 AM Rating: Decent
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130 posts
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


Well well well, I do remember doing blood port in FFXI sometimes. I do remember suiciding my characters to kill the sand weapon in FFVII. I do remember the trick of the 1M AP in 7 minutes having your characters dying over and over in FFX. I do remember killing 3 of my party members to gain more EXP on the dinos in FFVI. I guess I'm missing more of those strategies involving killing/suiciding characters in FF
So it's seems to me that killing/suiciding characters for a benefit is not so far from being FINAL FANTASY-esque XD

EDIT: Oh yeah, I forgot about the so loved Death Pull in Dynamis in FFXI too.

Anyways, in any case, a death penalty should be adressed indeed. We'll see what they come up with and we can react then to their solution.


Edited, Feb 17th 2011 10:57am by Carmillia
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yfaithfully wrote:
To add to those, if you can get this DeLorean up to 88 MPH, you'll be able to play this game in 2019 when they've finally implemented mounts.

#57 Feb 17 2011 at 9:27 AM Rating: Excellent
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473 posts
My qualm here in the poll is lack of blm nuking being asked as how I would like to play!!!


I WANNA BLOW STUFF UP DAMMIT!
#58 Feb 17 2011 at 9:30 AM Rating: Good
24 posts
MajidahSihaam wrote:
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


@#%^ you all, people. I made a thread in the feedback forum addressing this and suggesting return should be 0 anima and everyone gave me sh*t about it.

I don't recall reading anything about altering the anima cost of return.
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#59 Feb 17 2011 at 9:37 AM Rating: Decent
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602 posts
TheEliBear wrote:
MajidahSihaam wrote:
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


@#%^ you all, people. I made a thread in the feedback forum addressing this and suggesting return should be 0 anima and everyone gave me sh*t about it.

I don't recall reading anything about altering the anima cost of return.


The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me **** about that.
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#60 Feb 17 2011 at 9:41 AM Rating: Good
6 posts
I like a lot of what I see that's new! Things are starting to shape up.

What I really like is that they are finally putting some rank requirement on gear. I don't care much for class requirement, but having gear that you have sitting in your storage until you finally reach the level to earn the right to wear it was one of the things that I loved about FFXI. It's gives us the ability to design goals for ourselves which in any role-playing game is more of a hook than anything the developer or game master can come up with. It should hopefully also emulate that feeling of accomplishment that came with FFXI. Thank you developers!
#61 Feb 17 2011 at 9:47 AM Rating: Good
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800 posts
MajidahSihaam wrote:

The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


Actually, I took his comment to mean that he's considering implementing a more significant death penalty to prevent blood warping. He never says "blood warping to preserve anima", he just mentions blood warping. Free return with no cooldown seems to be too much of a stretch for me. We can already teleport to hundreds of locations around the world instantly. Making one of teleport options free really shrinks the world.
#62 Feb 17 2011 at 10:02 AM Rating: Default
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602 posts
Hydragyrum wrote:
MajidahSihaam wrote:

The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


Actually, I took his comment to mean that he's considering implementing a more significant death penalty to prevent blood warping. He never says "blood warping to preserve anima", he just mentions blood warping. Free return with no cooldown seems to be too much of a stretch for me. We can already teleport to hundreds of locations around the world instantly. Making one of teleport options free really shrinks the world.


I *wish* he was talking about a death penalty. But I really doubt if that'd be the case, this would be the way for him to approach it. A death penalty has a bigger impact on many other things such as immersion, I doubt he'd address it as "I don't like when players commit suicide".

If return was 0 anima though, the need to bloodwarp would be gone.
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FFXIV: Majidah Sihaam. (Besaid)
Marauder, Weaver & Alchemist.

#63 Feb 17 2011 at 10:03 AM Rating: Good
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What do you guys think of the option to scrap physical level and having different stat builds depending on class rank? im definitely for that option on the poll. This will give people who play multiple classes alot of uniqueness to each class rather then just a middle of the road build to make all you classes atleast mediocre.
#64 Feb 17 2011 at 10:03 AM Rating: Decent
38 posts
corpse run? :S and give us chocobo's to compensate :D
#65 Feb 17 2011 at 10:10 AM Rating: Good
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Hydragyrum wrote:
MajidahSihaam wrote:

The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


Actually, I took his comment to mean that he's considering implementing a more significant death penalty to prevent blood warping. He never says "blood warping to preserve anima", he just mentions blood warping. Free return with no cooldown seems to be too much of a stretch for me. We can already teleport to hundreds of locations around the world instantly. Making one of teleport options free really shrinks the world.


Exactly, there should be a penalty to deaths, it will only make people make an extra effort in playing to the best of their abilities.

OT: @ MajidahSihaam I think I saw you questioning on another thread why your posts were being "Karma Bombed".... with such polite and fluent use of the English language I can't see why but just letting you know I've done so as well on these two posts.
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#66 Feb 17 2011 at 10:11 AM Rating: Good
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Something interesting i see within all those notes....

Lowering party size to 8, yet still looking into SP gains for parties of 9+
perhaps this is behest related
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#67 Feb 17 2011 at 10:17 AM Rating: Good
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Metin wrote:
I'll contradict myself now, I dont like the Instanced PvE content. In every other MMO I've played I have quite disliked it. I want it to make sense in a fantasy world kinda way but it never seems to in my mind, I'm pretty sure most people will be for this change and I'm in the minority I know, it just doesnt work for me. I hope these guys can make it work well and make it make sense


I hope that this game's instances are intimate, story-driven affairs, and not just holes you go into to slap monsters and collect loot.

Hydragyrum wrote:
Quote:
–NEW– Addition of icons to make quest NPCs easily recognizable


Call me old fashioned, but this is NOT a feature I want to see. Hopefully they have more tact than plastering a giant green exclamation mark over NPCs.


I think a subtle glow/halo effect outlining questgivers and quest mobs would be their best bet.
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#68 Feb 17 2011 at 10:19 AM Rating: Good
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thegalk wrote:
What do you guys think of the option to scrap physical level and having different stat builds depending on class rank? im definitely for that option on the poll. This will give people who play multiple classes alot of uniqueness to each class rather then just a middle of the road build to make all you classes atleast mediocre.


Its awesome and the way it should have been from the start. i mean i play MRD and the thought of reassigning **** every 6 hours was at best stupid. why would i want to Play CON with 153 Str?

This new dev team is prolly the best ive seen in FF online history. Having a setup of each class having their own set of points to alot is the only real way to do it.
#69 Feb 17 2011 at 10:19 AM Rating: Excellent
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Wow I'm really excited about all the "NEW" things they've added to the list. It looks great, I can't wait to see where this game is going.

I agree with some of the previous posters that auto attack is needed for one reason: so I can socialize with my party without lowering my DPS. I get tired of spamming 1 over and over and not being able to type anything because it closes my chat bar when I press it. One of the best things about FFXI was getting to know your party members while you waited for that TP to build.

Also I'm surprised at all the people who are worried about the quest NPCs having an icon. The original NPCs not having any kind of icon to show that they are offering a quest was one of the many things that FFXI copied from Everquest and I have never been a fan of it. I still talk to NPCs just because I enjoy the lore of a world, but at least if they could show me that they have a quest, it will be easier to find when I don't have a lot of play time. Today's MMOs aren't for the 16 year old on summer break anymore, they are for the working adult that that 16 year old grew in to. We don't have as much time as we used to. We like a more streamlined, more efficient play experience.

Pretty much every single MMO since WoW (2004) has icons to show the quest NPCs. Because it's a good idea, it helps people who don't have a ton of play time find their quest and move on.

Honestly sometimes it feels like you guys just want this game to be FFXI.

PS: I can't wait for some of the future updates :) YoshiP's overly cheerful attitude is infectious.
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#70 Feb 17 2011 at 10:21 AM Rating: Default
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602 posts
Hugus wrote:
Hydragyrum wrote:
MajidahSihaam wrote:

The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


Actually, I took his comment to mean that he's considering implementing a more significant death penalty to prevent blood warping. He never says "blood warping to preserve anima", he just mentions blood warping. Free return with no cooldown seems to be too much of a stretch for me. We can already teleport to hundreds of locations around the world instantly. Making one of teleport options free really shrinks the world.


Exactly, there should be a penalty to deaths, it will only make people make an extra effort in playing to the best of their abilities.

OT: @ MajidahSihaam I think I saw you questioning on another thread why your posts were being "Karma Bombed".... with such polite and fluent use of the English language I can't see why but just letting you know I've done so as well on these two posts.


And personally I just skip over 99% of your posts after having a peek into your mind in that other thread (I see that you enjoy spending your time reading mine, however). I sometimes even skip posts replying to your babbling, honestly. lol :)
But do tell, how is it that using the word sh*t, knowing it'd be censored by zam's filter, offensive in any way to you? The mean asterisk hurts your pretty eyes?

If I was more interested in dealing with vermins who care more about form than content such as yourself, hugus, I'd create a second account, gather some easy karma by posting some conformist replies, and make use of it to keep you in line. But alas, you're lucky if you even get enough attention to ammount into a response from me.

We'll see how brave you are once the official forums open up and you have to work on your arguing and reading comprehension skills.

sh*t hugus, there you go. Made me derail off the thread. Thanks a @#%^ing ton. Prick.

Edited, Feb 17th 2011 11:22am by MajidahSihaam

Edited, Feb 17th 2011 11:23am by MajidahSihaam
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#71 Feb 17 2011 at 10:22 AM Rating: Decent
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80 posts
Vedis wrote:
Something interesting i see within all those notes....

Lowering party size to 8, yet still looking into SP gains for parties of 9+
perhaps this is behest related


yea, i caught that as well...not sure if the adjustment to sp gains in parties of 9+ is an immediate fix and the 8 max party size is in the future or what.

don't need auto mp-regen at all...if you haven't learned how to conserve mp by a certain point then you should even play a mage.

instanced pve will depend on how they implement it.

max party size of 8 is ok for now (nothing currently in the game really needs more than 5 or 6 people)...would hope it is increased in the future with content that needs it.

really excited about the examination of pc stats and attributes...they currently don't do much of anything so would be nice for them to actually matter.

happy they are getting rid of character collision.
#72 Feb 17 2011 at 10:22 AM Rating: Good
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246 posts
I really like what Yoshi-P had to say. I know some people say he is all talk and no walk, but he is doing exactly what he said he was going to do. He said that they are going to do small monthly changes, instead of no updates for a few months and then one massive update. It makes sense to me on how he decided the updates should be introduced. The table may not be artistic, but it is easy for me to understand, so it is fine with me. I also love that he is putting his personality in his letters. Telling us what is going on with him and how cold Tokyo is, is a really nice touch imho. That being said, I'm going to get to the more important part, the new changes.

I think that auto-attack and quest npc markers should have a toggle feature. I don't think that it would be a hard thing to do. Auto-attack could work well if implemented properly. As for quest npc markers, is it really that big of a deal? I get it for the sake of realism. But, like someone pointed out before, names above a person's head is unnatural as well. The fact is, there are people that play this game that simply don't want to talk to filler npc's. Even if they don't implement quest npc markers, these people will find a way around having to talk to filler npc's. All they have to do is get on the internet and then they will know all the npc's that give quests. Adding quest npc markers with a toggle feature, is fine by me.

I'm curious as to what Yoshi-P means when I saw what they were planning for synthesizing. Adjustments to the item synthesis process and the introduction to new synthesis concepts. I'm hope they make it where we can have a recipe book. Keep a permanent record of the recipes of everything we have made. Definitely should keep a list of recently used recipes, but I think they definitely need to implement a recipe book. I hate having to look up recipes for things that I made a long time ago.

–NEW– Addition of an "attacking enemies only" type to targeting system. I rather like this idea, I imagine that we could toggle this, just like aoe on/off. I really get tired of accidentally targeting that aldgoat that has to keep following my party, when we're fighting multiple monsters.

I like that they are planning on working on enemy distribution. I really don't get the point of having a road/path marked on the map, when you can't safely travel on it half of the time. I don't mind having to pay attention to my surroundings when I'm traveling, I actually like doing that. But, I don't get that there is a path on the map that you can't safely travel, doesn't make much sense. You have a path on your map, but a lot of the time, there is no discernible path in front of you. That really doesn't make sense to me. Unless the maps that I have are REALLY old lol.

I like that they are examining changes to the UI for the new party system. Also differences with displaying when in a small and full party.

Also, I'm curious what these new menu options are going to be.

Anyhoo, I rather like what he had to say in this letter. I pretty much like everything in the table. Though, I'm a bit on the fence on the auto-attack and quest npc marker, depending on how it is implemented.

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#73 Feb 17 2011 at 10:25 AM Rating: Good
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246 posts
MajidahSihaam wrote:
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


@#%^ you all, people. I made a thread in the feedback forum addressing this and suggesting return should be 0 anima and everyone gave me sh*t about it.


Why are you assuming Yoshi-P is going to do that to return? Rather pathetic that you have to resort to cursing, to get your point across. Also, you know that saying about assumptions?

Looks like I took to long to reply. A lot of people have replied to you since I started typing ^^;

Edited, Feb 17th 2011 11:30am by Ararmoire
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#74 Feb 17 2011 at 10:27 AM Rating: Decent
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AlexiaKidd wrote:
Also if they are doing this I hope they get rid of stamina. Just use cool down timers on abilities, it gets really annoying when you have to stun something quickly only to find out you don't have enough stamina to use it quick enough. Yes I know some people will say use your stamina more efficiently then but it still seems like an completely unnecessary mechanic in the game. If cool downs were adjusted properly then it would be fine. If all my abilities are all ready to be used at the same time and I feel like using them all to put together a huge assault then I should be able to.


I'd rather they keep the resource. It gives the player the choice whether to meter their ability usage so they can use a utility skill in an emergency (i.e. stuns, heals, etc.) or whether they want to just blow something up with their DPS abilities and let someone else worry about utility.
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Maglyn - 81 Gnome Protection Warrior - <Flaming Bunnies>


Don't play that game anymore. :P
#75 Feb 17 2011 at 10:27 AM Rating: Excellent
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160 posts
Speeral wrote:
My qualm here in the poll is lack of blm nuking being asked as how I would like to play!!!


I WANNA BLOW STUFF UP DAMMIT!




You know SE hates BLM. Was my only 75 job in XI and what I was hoping to be in XIV.



Does collision detection change mean no more slowing down when running through other players/mobs? I hate dying when running away because I've had to run through other people.

Gear requirements don't bother me. I'm only buying stuff that is my level....at most 2 levels above if I'm going to hit that level soon.

I'd love it if retainers could be called in the field. They could have their own anima and tele, then run from the crystal. Would make the world seem more lively. At least we'll be able to summon them if they are set up to sell. Seemed odd we couldn't before.

And I still don't understand why DOL can only attack with stones. I have a pickaxe or hatchet.....surely I could hit mobs with those.

All in all, I'm loving the updates. I'm finding I'm going AFK far less than I used to.
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#76 Feb 17 2011 at 10:28 AM Rating: Excellent
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MajidahSihaam wrote:
TheEliBear wrote:
MajidahSihaam wrote:
Quote:
We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?


@#%^ you all, people. I made a thread in the feedback forum addressing this and suggesting return should be 0 anima and everyone gave me sh*t about it.

I don't recall reading anything about altering the anima cost of return.


The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


I honestly wouldn't mind if the return cost was reduced to 0 anima. I don't mind walking a place, but I've always hated waking back. Who remembers those old JRPGs where you'd spend hours, maybe even days, clearing a dungeon, beat the last boss, only to have to walk out of the place (fighting random encounters while seriously beat up from the boss fight on the way out)?

But I wouldn't mind terribly if it was not reduced to 0 either, paying 1 anima isn't so bad and sometimes I do walk back to save that 1 point. I actually never thought of "death warping", but I do agree it needs to be fixed.

Also, you couldn't have said something like "Giving me a hard time", instead of using an offensive term and trying to get around the language filter just to use it? I mean really? You couldn't think of anything else to put there?
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#77 Feb 17 2011 at 10:34 AM Rating: Excellent
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204 posts
Carmillia wrote:
Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


This:
-Addition of icons to make quest NPCs easily recognisable.
That's also one of the things that differenciated FFXI from other MMORPGs and I loved: Talking to random NPCs to see a CS triggered and starting a quest. I really enjoyed talking to many NPCs and see whetever they had a quest or not. I don't like NPCs with an exclamation point over their head, it kind of breaks the immersion to me.

-Addition of quest NPC locations to maps.
Well, if this is after triggering a quest, I'm OK with it otherwise, more or less the same as above. I'd rather have to use my brain to remember where the NPC is (and his name) than associating a NPC with the color of its exclamation point.
I agree with this, not just because of immersion, but because the surprise of an NPC saying something, and perhaps the use of a real event/cutscene is more likely to get me to read it. When it's just "click on this NPC for a quest," I know I'm more inclined to check them when I want to complete a quest for gameplay reasons and less because I want to read what they have to say.

I don't think anyone else has said it, but I'm actually a little disappointed inRemoval of character collision myself. It doesn't matter a lot really, but bumping into people in FFXI felt like I was actually bumping into them made me more aware of other people around me. It helped with both immersion and interacting with other people. You could still pass through them if you pushed for a little bit, so you couldn't trap people or something, but the pause made you take notice of them being there instead of passing through everyone else like a ghost.
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#78 Feb 17 2011 at 10:46 AM Rating: Good
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TheMoreYouKnow wrote:
Carmillia wrote:
Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


This:
-Addition of icons to make quest NPCs easily recognisable.
That's also one of the things that differenciated FFXI from other MMORPGs and I loved: Talking to random NPCs to see a CS triggered and starting a quest. I really enjoyed talking to many NPCs and see whetever they had a quest or not. I don't like NPCs with an exclamation point over their head, it kind of breaks the immersion to me.

-Addition of quest NPC locations to maps.
Well, if this is after triggering a quest, I'm OK with it otherwise, more or less the same as above. I'd rather have to use my brain to remember where the NPC is (and his name) than associating a NPC with the color of its exclamation point.
I agree with this, not just because of immersion, but because the surprise of an NPC saying something, and perhaps the use of a real event/cutscene is more likely to get me to read it. When it's just "click on this NPC for a quest," I know I'm more inclined to check them when I want to complete a quest for gameplay reasons and less because I want to read what they have to say.

I don't think anyone else has said it, but I'm actually a little disappointed inRemoval of character collision myself. It doesn't matter a lot really, but bumping into people in FFXI felt like I was actually bumping into them made me more aware of other people around me. It helped with both immersion and interacting with other people. You could still pass through them if you pushed for a little bit, so you couldn't trap people or something, but the pause made you take notice of them being there instead of passing through everyone else like a ghost.


I liked character collision as well, completely forgot about them talking about this. I hope that they don't take this away, it was something I liked on FFXI. Seemed to make the game feel more real, you actually bumped into people. Same thing with the enemies in the game. If you're running for you life, you had to pay attention to your surroundings. If you didn't you would bump into another creature, which would slow you down, ending up in your death. Just seems like people don't want any excitement or challenge in their games anymore. Played WoW and didn't like the fact that I could run through people and all.
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#79 Feb 17 2011 at 10:47 AM Rating: Good
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"Addition of icons to make quest NPCs easily recognisable"
"Removal of character collision"
"Changes aimed at clearly defined territories [of enemies] and secure travel routes"
"Addition of an auto-MP regeneration feature"
"Instanced PvE Content (Dungeons/Raids)"

Finally - now I can play WoW when I play FFXIV!

I better roll my toon on over to the ! NPC (thankfully I can just plow through other characters, what with the removal of character-collision) and grab my 6 random quests! With Exp doubled, enemies adjusted to not get in my way, and MP constantly regenerating, I'll be able to feel like a hero in a matter of days! (Before, of course, fickle as I am, I go back to WoW because, let's face it, they are the only ones who should be making WoW clones.)
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#80 Feb 17 2011 at 10:48 AM Rating: Good
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I definitely haven't read the whole thing, and really haven't played a whole lot, but are there even... quests at all yet? Or just Leves and storyline missions?
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#81 Feb 17 2011 at 10:48 AM Rating: Excellent
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What if it went the other way and you lost anima every time you died...sure solves the Death Warping problem :)
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#82 Feb 17 2011 at 10:49 AM Rating: Decent
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MajidahSihaam wrote:
Hugus wrote:
Hydragyrum wrote:
MajidahSihaam wrote:

The thread basically followed this line of thought
- People death warp in order to avoid using anima to return to their homepoint.
- There is no penalty upon death.
- It feels pathetic to go around suiciding to save anima.
- The return command should be made to cost 0 anima as its basically the same as death warping.

I'm just assuming this is the same train of thought as yoshi's. And I still can't believe people gave me sh*t about that.


Actually, I took his comment to mean that he's considering implementing a more significant death penalty to prevent blood warping. He never says "blood warping to preserve anima", he just mentions blood warping. Free return with no cooldown seems to be too much of a stretch for me. We can already teleport to hundreds of locations around the world instantly. Making one of teleport options free really shrinks the world.


Exactly, there should be a penalty to deaths, it will only make people make an extra effort in playing to the best of their abilities.

OT: @ MajidahSihaam I think I saw you questioning on another thread why your posts were being "Karma Bombed".... with such polite and fluent use of the English language I can't see why but just letting you know I've done so as well on these two posts.


And personally I just skip over 99% of your posts after having a peek into your mind in that other thread (I see that you enjoy spending your time reading mine, however). I sometimes even skip posts replying to your babbling, honestly. lol :)
But do tell, how is it that using the word sh*t, knowing it'd be censored by zam's filter, offensive in any way to you? The mean asterisk hurts your pretty eyes?

If I was more interested in dealing with vermins who care more about form than content such as yourself, hugus, I'd create a second account, gather some easy karma by posting some conformist replies, and make use of it to keep you in line. But alas, you're lucky if you even get enough attention to ammount into a response from me.

We'll see how brave you are once the official forums open up and you have to work on your arguing and reading comprehension skills.

sh*t hugus, there you go. Made me derail off the thread. Thanks a @#%^ing ton. Prick.

Edited, Feb 17th 2011 11:22am by MajidahSihaam

Edited, Feb 17th 2011 11:23am by MajidahSihaam


You're the one who was crying and asking why you were being Karma Bombed like we were all after you, not once will you see a post of mine asking people why I got rated up or down and as wint saif that is probably why you do.

If you are one of those new generation people that just because they comunicate with pixels they think that everyone has the same degree of respect for others as themselves then go ahead and do that on SE official forums, they might actually care about having such content in their forum as they are a larger company than ZAM Network.
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#83 Feb 17 2011 at 10:49 AM Rating: Decent
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Hugus wrote:
Metin wrote:
Looks good.

I'm sure DoH wont be happy though ^^

Plus penaties for deaths? Uh-Oh...


Personally as a main DoH I might not be very happy but I'm sure it's strange getting over 1k SP on some synths
Penalty for death would be a plus in my point of view... characters should fear getting killed, as it is at the moment it's not even a mild incovenient.



They said to much experience points, not SP. So don't get your hopes down.
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#84 Feb 17 2011 at 10:52 AM Rating: Default
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While I used to talk to every offline FF NPC in every city, again and again after every major game event, I don't see how that can possibly work in an MMO. Do you go around speaking to every NPC every time you level up a job, just in case they have a new quest for you?

That doesn't sound immersive. I can't imagine anything breaking immersion more than having an NPC repeat the same line over and over.
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#85 Feb 17 2011 at 10:53 AM Rating: Good
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LyleVertigo wrote:
Hugus wrote:
Metin wrote:
Looks good.

I'm sure DoH wont be happy though ^^

Plus penaties for deaths? Uh-Oh...


Personally as a main DoH I might not be very happy but I'm sure it's strange getting over 1k SP on some synths
Penalty for death would be a plus in my point of view... characters should fear getting killed, as it is at the moment it's not even a mild incovenient.



They said to much experience points, not SP. So don't get your hopes down.


lol, didn't actually notice that untill a few thread above when they mentioned it but I havent payed much atention since I got to 40.... EXP is just a nice bonus, doesnt really affect much if you do a few different classes.
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#86 Feb 17 2011 at 10:54 AM Rating: Good
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TheMoreYouKnow wrote:
Carmillia wrote:
Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


This:
-Addition of icons to make quest NPCs easily recognisable.
That's also one of the things that differenciated FFXI from other MMORPGs and I loved: Talking to random NPCs to see a CS triggered and starting a quest. I really enjoyed talking to many NPCs and see whetever they had a quest or not. I don't like NPCs with an exclamation point over their head, it kind of breaks the immersion to me.

-Addition of quest NPC locations to maps.
Well, if this is after triggering a quest, I'm OK with it otherwise, more or less the same as above. I'd rather have to use my brain to remember where the NPC is (and his name) than associating a NPC with the color of its exclamation point.


I agree with this, not just because of immersion, but because the surprise of an NPC saying something, and perhaps the use of a real event/cutscene is more likely to get me to read it. When it's just "click on this NPC for a quest," I know I'm more inclined to check them when I want to complete a quest for gameplay reasons and less because I want to read what they have to say.


I also agree. I would much rather stumble across quests given from NPC's while just out talking with NPC's spread throughout the cities (and towns!). Someone mentioned that the MMO player now needs a more streamlined experience because of time constraints. I hate to say it, but the guildleve system is even more streamlined than marking quest NPC's with giant exclamation points on their heads.

That aside, I am very happy with this installment of a letter from the producer. Yoshi-P and the planned changes give me more and more faith in this game with every update we get. I do wonder about the behest situation though. I'm ok with them changing the party sizes, (there are other camps to queue from) but I would like to see some real teamwork required in the fights, which I hope that helps with.
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#87 Feb 17 2011 at 10:55 AM Rating: Excellent
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yfaithfully wrote:
While I used to talk to every offline FF NPC in every city, again and again after every major game event, I don't see how that can possibly work in an MMO. Do you go around speaking to every NPC every time you level up a job, just in case they have a new quest for you?

That doesn't sound immersive. I can't imagine anything breaking immersion more than having an NPC repeat the same line over and over.


There is an "easy" way to resolve this, just put all those boards in game to good use and have the NPCs post their needs there (aka FFXII hunts) so that we know who we should go talk to.

this way you usually only have to check one board per city maybe every 5 ranks or so.
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#88 Feb 17 2011 at 10:57 AM Rating: Excellent
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TheMoreYouKnow wrote:
I don't think anyone else has said it, but I'm actually a little disappointed inRemoval of character collision myself. It doesn't matter a lot really, but bumping into people in FFXI felt like I was actually bumping into them made me more aware of other people around me. It helped with both immersion and interacting with other people. You could still pass through them if you pushed for a little bit, so you couldn't trap people or something, but the pause made you take notice of them being there instead of passing through everyone else like a ghost.


Hmm I must have skipped over that. I like that the characters have collision too. It does kind of make the other people in the world feel like they are really there when I bump into them. I can't understand why anyone wouldn't want character collision. I mean it's not a huge deal, but it's one of those little things that adds a tiny bit of life to the game world.
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#89 Feb 17 2011 at 11:02 AM Rating: Excellent
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NayliaMR wrote:
What if it went the other way and you lost anima every time you died...sure solves the Death Warping problem :)


Just so this awesome suggestion doesn't get lost amidst the derailments, I'm reposting it.

Anima loss on death I feel is a great death penalty. It's not as severe as XP/SP loss, it completely obsoletes blood warping to save anima, and yet it gives a significant enough penalty that zombie style battle tactics will be avoided without really hindering the desire to explore or attempt new battle tactics.
#90 Feb 17 2011 at 11:05 AM Rating: Good
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Hugus wrote:
yfaithfully wrote:
While I used to talk to every offline FF NPC in every city, again and again after every major game event, I don't see how that can possibly work in an MMO. Do you go around speaking to every NPC every time you level up a job, just in case they have a new quest for you?

That doesn't sound immersive. I can't imagine anything breaking immersion more than having an NPC repeat the same line over and over.


There is an "easy" way to resolve this, just put all those boards in game to good use and have the NPCs post their needs there (aka FFXII hunts) so that we know who we should go talk to.

this way you usually only have to check one board per city maybe every 5 ranks or so.


That's actually a really great idea. Maybe the board could mark them on your map the way current quests are marked, so you know where to go. It allows the player to still be immersed in the world without having to click every NPC over and over to see if any of them have a quest yet. In Everquest I usually just looked up quests on Zam anyway.

One game I played, I think it was Lord of the Rings Online, had the important quest NPCs kind of wave or call out to you "Excuse me, can you help me a moment?" (with voice, not just chat, but just chat would work fine honestly) when they had a quest. They also had an icon too, but just them trying to get my attention was so realistic.

edit: Grammar :\



Edited, Feb 17th 2011 12:07pm by Rekia
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#91 Feb 17 2011 at 11:05 AM Rating: Good
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I'll gladly take some death penalty if they give me my choco and airships. There's been no mention of that...so I'm guessing this will be a surprise one of the updates.

Nice list though...and I do hope they take their time and do it right.
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#92 Feb 17 2011 at 11:08 AM Rating: Good
Squealllllll!

PS I'm thinking that the death penalty would just be charging us 1 anima to use return when not in a Behest or Quest.
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#93 Feb 17 2011 at 11:08 AM Rating: Decent
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yfaithfully wrote:
While I used to talk to every offline FF NPC in every city, again and again after every major game event, I don't see how that can possibly work in an MMO. Do you go around speaking to every NPC every time you level up a job, just in case they have a new quest for you?

That doesn't sound immersive. I can't imagine anything breaking immersion more than having an NPC repeat the same line over and over.


It works in an MMO.

Btw: Specific class quests can come from respective guilds or respective key people of said profession as well as the suggestion of a "hunt" board. Problem solved.
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#94 Feb 17 2011 at 11:12 AM Rating: Excellent
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Rekia wrote:
One game I played, I think it was Lord of the Rings Online, had the important quest NPCs kind of wave or call out to you "Excuse me, can you help me a moment?" (with voice, not just chat, but just chat would work fine honestly) when they had a quest. They also had an icon too, but just them trying to get my attention was so realistic.


Unless it was early release, it wasn't LoTRO. LoTRO went the way of WoW and put giant gold "One Rings" over quest NPCs heads. I agree that actual spoken voice, chat log text, or animations would be a really cool way for NPCs to get your attention without gaudy UI elements.
#95 Feb 17 2011 at 11:36 AM Rating: Decent
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Auto Attack
Party Size
Instances
MP regen ...

(and of course, all the content additions with quests and stuff).

Good man Yoshi.
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#96 Feb 17 2011 at 11:37 AM Rating: Good
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Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


Lots I like here... but I'd like to answer this question - I am against marking quest NPCs. I think it destroys immersion for people to have a big exclamation point over their head. If they just added quests without these markers part of the fun would be talking to all the random npcs one could find to try to unlock quests
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When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#97 Feb 17 2011 at 11:40 AM Rating: Decent
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Rekia wrote:

One game I played, I think it was Lord of the Rings Online, had the important quest NPCs kind of wave or call out to you "Excuse me, can you help me a moment?" (with voice, not just chat, but just chat would work fine honestly) when they had a quest. They also had an icon too, but just them trying to get my attention was so realistic.

edit: Grammar :\



Edited, Feb 17th 2011 12:07pm by Rekia


Some NPCs in XI does this (not always quest related but if they have important information to tell you.) So I wouldn't be surprised to see something like this.
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#98 Feb 17 2011 at 11:50 AM Rating: Excellent
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Rekia wrote:

Also I'm surprised at all the people who are worried about the quest NPCs having an icon. The original NPCs not having any kind of icon to show that they are offering a quest was one of the many things that FFXI copied from Everquest and I have never been a fan of it. I still talk to NPCs just because I enjoy the lore of a world, but at least if they could show me that they have a quest, it will be easier to find when I don't have a lot of play time. Today's MMOs aren't for the 16 year old on summer break anymore, they are for the working adult that that 16 year old grew in to. We don't have as much time as we used to. We like a more streamlined, more efficient play experience.

Pretty much every single MMO since WoW (2004) has icons to show the quest NPCs. Because it's a good idea, it helps people who don't have a ton of play time find their quest and move on.


Well, I also do not have that much time to play everyday (from 1 to 3hours) and still I don't like the marker. Most of the MMOs do that because it is a way to level up (which at least was not the case in FFXI), and they do not are as immersive quests as FFXI has (at least, the other MMOs I played). Also, if you don't have that much time, no one tells you to do the quest straight away when you get it. It's actually a prett nice feature to get a quest 'by chance' and then you can just do it if it happens that you only have 1hour or so to play at some point and focus on other things when you have more time.

TheMoreYouKnow wrote:
Carmillia wrote:
Sir SamusKnight wrote:
Anyone else see a feature that they're strongly against?


This:
-Addition of icons to make quest NPCs easily recognisable.
That's also one of the things that differenciated FFXI from other MMORPGs and I loved: Talking to random NPCs to see a CS triggered and starting a quest. I really enjoyed talking to many NPCs and see whetever they had a quest or not. I don't like NPCs with an exclamation point over their head, it kind of breaks the immersion to me.

-Addition of quest NPC locations to maps.
Well, if this is after triggering a quest, I'm OK with it otherwise, more or less the same as above. I'd rather have to use my brain to remember where the NPC is (and his name) than associating a NPC with the color of its exclamation point.
I agree with this, not just because of immersion, but because the surprise of an NPC saying something, and perhaps the use of a real event/cutscene is more likely to get me to read it. When it's just "click on this NPC for a quest," I know I'm more inclined to check them when I want to complete a quest for gameplay reasons and less because I want to read what they have to say.

I don't think anyone else has said it, but I'm actually a little disappointed inRemoval of character collision myself. It doesn't matter a lot really, but bumping into people in FFXI felt like I was actually bumping into them made me more aware of other people around me. It helped with both immersion and interacting with other people. You could still pass through them if you pushed for a little bit, so you couldn't trap people or something, but the pause made you take notice of them being there instead of passing through everyone else like a ghost.


Totally agree with you.

yfaithfully wrote:
While I used to talk to every offline FF NPC in every city, again and again after every major game event, I don't see how that can possibly work in an MMO. Do you go around speaking to every NPC every time you level up a job, just in case they have a new quest for you?

That doesn't sound immersive. I can't imagine anything breaking immersion more than having an NPC repeat the same line over and over.


Who said you had to run to each NPC after a rank to see what new quest you could have? @.@;
I personnaly, would talk to some of the NPCs when I pick up leves and wait for my LS buddies to get ready, when I have to NPCs some of my stuff or whatever reason I'm in town. Moreover, who said you HAD to do every single quests just right after you leveled O.Oa.
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#99 Feb 17 2011 at 11:52 AM Rating: Excellent
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KaneKitty wrote:
"Addition of icons to make quest NPCs easily recognisable"
"Removal of character collision"
"Changes aimed at clearly defined territories [of enemies] and secure travel routes"
"Addition of an auto-MP regeneration feature"
"Instanced PvE Content (Dungeons/Raids)"

Finally - now I can play WoW when I play FFXIV!

I better roll my toon on over to the ! NPC (thankfully I can just plow through other characters, what with the removal of character-collision) and grab my 6 random quests! With Exp doubled, enemies adjusted to not get in my way, and MP constantly regenerating, I'll be able to feel like a hero in a matter of days! (Before, of course, fickle as I am, I go back to WoW because, let's face it, they are the only ones who should be making WoW clones.)

Honestly, after playing the RIFT beta, that kind of thing doesn't feel enough like a WoW clone to me. Once you've played a game that copies every common key binding, systems like reputation and talents almost piece by piece, and basically everything else right down to specific combat mechanics like a global cooldown, minor things like the quest markers barely begin to feel like a true "clone." RIFT makes every other so-called WoW clone look like the most original MMO since EverQuest.
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#100 Feb 17 2011 at 11:53 AM Rating: Excellent
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Quote:
I also agree. I would much rather stumble across quests given from NPC's while just out talking with NPC's spread throughout the cities (and towns!). Someone mentioned that the MMO player now needs a more streamlined experience because of time constraints. I hate to say it, but the guildleve system is even more streamlined than marking quest NPC's with giant exclamation points on their heads.


I'm going to call out all the folks who played FFXI on this one (and I'm guilty of it too).

How many NPCs exactly did you actually "stumble upon" who gave you a quest that you then completed using only their "clues"? How many did you go to an external website, such as this one or the wiki to find the NPC who gave the quest or mission? How many of you followed the instructions on the wiki step by step that were written by someone who discovered it over a period of months by trial and error?

Folks talk smack about things that they never really did. The cutscenes, well thought out quests and missions, and progression to areas tied to quests rather than leveling is what set FFXI apart from WoW, not the lack of and indicator above the gate guards' heads.

It's time for everyone to let go - this isn't going to immediately become a WoW clone just because they borrow the "good" ideas from it.

Good idea: Creating fun quests and missions which teach us about the conflict in the world and our role in it, that we can easily find and do without necessarily consulting a wiki article, which will reward us with things like access to new and interesting areas and leveling spots.

Bad idea: Adding hundreds of NPCs with the same variation on kill x of y and then move onto the next area to rinse and repeat.

My faith in SE has been shaken of late, but even I don't believe they are going to just WoW it up with leveling progression tied to NPCs. That's what you guys are afraid of, not a visual indicator signifying that there's something interesting for you if you talk to this character......



#101 Feb 17 2011 at 12:00 PM Rating: Good
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seiferdincht wrote:

I'll wrap it up by repeating: No "!!!" signs above quest-NPCs heads please or I'll feel like I'm playing a game that's made for "special"-people!



add your voice to the thread in the feedback forum guys. WE CAN STOP THIS. IT IS NOT TOO LATE.
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