I'll be the first to admit that I was very proud of the gear that I had, because it showed that I was committed to my character and also my LS, and put in my time. The sense of accomplishment I felt when I got those uber pieces of gear was unrivaled to anything I'd ever experienced in gaming prior to this. I don't feel I would be nearly as excited now, since a lot of the gear is not only easier to obtain (heck, people get relics in a matter of months now), but also because it can be fully customized with augments and the like.
I wanted gear more for the sake of performance. It wasn't really for any sense of accomplishment. I got that from downing foes on the battlefield. A Fafhogg that dropped me a ridill or E body was just as exciting to fight as one who didn't have any gear for me. Not to attack your point or anything, but I think it's the 'sense of accomplishment' that hurt XI and the community. Everything had to be incredibly tedious or take ages to complete even if for only a mediocre performance increase to be respected.
Ugh, this is going to sound really condescending and I apologize in advance but, really? Fafhogg was an exciting fight... ever? The only time Fafhogg was an exciting fight for me was when we were low-manning it because it popped at like 3am and we only had 6 people there (in fact, the 6 man Nid was the one that dropped double E. body where I got mine). It took like 59 mins and was incredibly fun and challenging.
Other than that, I never really considered a lot of the fights in that game all that difficult or exciting. Course, it helped that we had some tremendous tanks and support classes there.
To me, the possibility of reward was what made it fun. Granted, I'm not advocating those types of pop HNMs with ridiculous timers, because that was just a ridiculous waste of time. I'm just saying that the end result for me at least was a much stronger sense of fulfillment when I finally DID get those big ticket items.
Relics don't exactly fall from the sky these days either. It probably takes a bit less time to get a relic, but the effort is probably put to better use getting empyrean weapons. These weapons come along faster, most are better than their relic counterpart and they use current content. The fact that people are completing more of these than relics puts the 'sense of accomplishment' argument down another rung too. I wouldn't pull anymore respect from people if they knew I have two relics decorating mannequins in my moghouse.
Well, from what I understand they are going to be rebuffing relics. But regardless, you kind of proved my point. Nowadays a relic doesn't mean that much. My point was that relics USED to be this almost impossible, godly item. Back before WoTG went into full swing, relics blew away other weapons by a substantial margin. Not all of them mind you, but stuff like mandau, gjallerhorn, aegis, excalibur, apocalypse... at the time they just couldn't be matched by a longshot, and made a massive difference to your performance.
Back to the topic again, I wasn't talking about SE going against the grain with FFXI. XI was around too early for the status quo to be developed. XIV on the other hand is reviving the materia system from games past and completely changing it. Something they have tried and failed to do with even the most basic systems in XIV like the battle system, chat and linkshell features and even the user interface and controls.
I'm a bit confused here. How are they completely changing it? So far from what I've heard it sounds a lot like many other systems of adding slots to gear. I know WoW wasn't the first to do it, but it's probably the most well-known and what we've heard of materia seems to mirror that in at least some ways. Do you mean changing it from what it was in FFVII? If so, I think that was kind of a given seeing as how insanely overpowered that system would be translated into an MMO.
Perhaps it will be much different, and in this case I actually hope that it is. The problem with FFXIV wasn't that they tried to be different, it was that they tried it and then when people gave them feedback about how to improve it and fix it, they ignored it through alpha and beta and kept the exact same broken system through launch.
Had they actually taken the time to listen to player feedback at early stages, this game would be completely different and much improved. Unfortunately, SE still had that mindset of "we'll do whatever we want and you'll like it because we're SE". Hopefully they've learned their lesson, and at least at present it seems like Yoshi-P understands that and is doing what he can to remedy it. Edited, Jun 7th 2011 9:19am by BartelX