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Letter From the Producer Live VI RecapFollow

#52 Apr 19 2013 at 9:58 PM Rating: Excellent
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KaneKitty wrote:
Wint wrote:
I expect they will do better than most developers since there is a lot riding on it but we'll see.

So all of those other, long development time, multi-million dollar MMORPGs just didn't have enough "riding on it" to justify making content?

Well, these arguments don't matter, really. There's always a surge of blind XIV-defence following lengthy announcements. I attribute it to people trying hard to maintain their level of excitement for the game and therefore stomping out opposition with particular force. But it always happens that, months later, that glow wears off, and those same people alter their expectations along with their tone - that is, until the next announcement. Then some time later they slip away from the game quietly and forget all about what they said on the forums.

(Oh, and this isn't necessarily direction at you specifically, Wint, even though I decided to quote your comment at the top.)

Edited, Apr 19th 2013 10:55pm by KaneKitty


Arguably yes (to your first question), how many other MMO's rebuilt from the ground up? Not that those other devs didn't want the game to succeed, but I think you would agree there is a lot more riding on this.

I don't have to try to maintain excitement, I keep counting the days until this game launches, not sure what you're talking about there Smiley: smile
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#53 Apr 19 2013 at 10:02 PM Rating: Good
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Wint wrote:

Arguably yes (to your first question), how many other MMO's rebuilt from the ground up? Not that those other devs didn't want the game to succeed, but I think you would agree there is a lot more riding on this.

I don't have to try to maintain excitement, I keep counting the days until this game launches, not sure what you're talking about there Smiley: smile


Has a release date even been set yet, or do you keep telling yourself... maybe tomorrow it will come....

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...
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#54 Apr 19 2013 at 10:38 PM Rating: Good
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I think that's exactly what it is Kane. SE can't afford for this game to fail. Literally. It's not blind defense. There is a lot riding on it. They can't even afford mediocre.

A bit off topic: There was a recent fighting game tournament called, Texas Showdown. At the grand finals, the last two players decided to split the pot. Usually first place takes 70%, while the second takes 20%. There was a huge uproar from the spectators, claiming that the players didn't play to their fullest. At the start of the match, they both hit "random." The match that followed was pathetic. Those two players had a wonderful showing all throughout the entire tournament. After the random match, they picked their usual characters and played the best of 5 matches. By then, many people had already logged off the stream, left the audience etc.

Many people aren't opposed to the players splitting the pot at the end, only if they players give a good show. What's the point of going all the way to the grand finals to see scrub-like gameplay. The sad thing is, both of those players are known "best in the worlds." They've both made clutch comebacks with their character 1 hit away from defeat but managed to pull it off.

Back on topic-ish: My view on the issue is, with both players going into the matches with the mindset that the outcome of the match is "whatever" because we're splitting the money, the fans will never see that high level of play a person who really wants to win it all. If you know you're going 50/50, what's driving you to win? You have nothing propelling those amazing down to the wire fights, because they're comfortable. It's no different than a casual exhibition match with nothing on the line.

****, the title Final Fantasy came about because that was going to be their last game. We can't change the failure that was 1.0. They have made massive changes to turn that around. I think that's where most of the faith comes from. SE has been high on their own supply for far too long. It's because they have so much to lose, that they're expected to deliver. It really depends on how badly they want ARR to succeed. I strongly believe that the situation they're in right now, can help ARR be something "special."

Edited, Apr 20th 2013 1:04am by GDLYL
#55 Apr 19 2013 at 11:24 PM Rating: Decent
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Unfortunately it really doesn't matter how much they need it. Good design is a matter of skill, not just effort and good intention.
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#56 Apr 19 2013 at 11:25 PM Rating: Good
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Very true. You just can't dismiss that aspect. Skill with no drive to use it is just as useless.

Edited, Apr 20th 2013 1:26am by GDLYL
#57 Apr 20 2013 at 1:00 AM Rating: Default
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I have to agree with KaneKitty (whether he/she wants me to or not). Yoshi-P's vision is becoming more and more cookie cutter and "safe" as more information gets revealed.

The most troubling thing for me definitely is the tiered/straightforward progression on equipment upgrades, though I should have expected it.

I don't like the defense that this won't fail because Square Enix won't let it fail. The fact that they're putting a lot of time and money into it doesn't change the results that are currently being unveiled. It's the same game we've seen done hundreds of times over the past decade. Sorry, but that's just how I feel on the matter.


LebargeX wrote:
Playing it safe now and getting people on board is exactly what they need to do right now. Build a wide base, and then expand upon it later.


I would have to strongly disagree. If the game is a standard, ultra-safe cookie cutter game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a third chance if it turns out to be super-generic and boring.

Even if you do like the kinds of systems that Yoshi-P is implementing, there's still the simple fact that it's been done hundreds of times already.

In my opinion, the only thing that can really save ARR from a train wreck is if Yoshi-P has something crazy hidden in his hat that sets the game apart from the other hundreds of similar titles. Smiley: dubious

(Sorry to go full 'doom and gloom', but that video really set in stone a lot of the stuff I was worried about)

Edited, Apr 20th 2013 3:03am by Killua125
#58 Apr 20 2013 at 2:05 AM Rating: Good
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I've never said that it won't fail. So put a pause on that "it won't fail defense" misinformation. If you find my post that says so, do tell. I've stated that it's the only thing that makes me give a sh*t. People with nothing on the line, aren't as motivated as those that do. It is what it is. It doesn't matter if you think otherwise, it doesn't change that.

SE's been a huge let down globally the past several years. Is it that hard so fathom, that they might actually want to get their sh*t together before things get worse? I personally think they're at rock bottom, in terms of RPGs. Or do you just think they're too stupid to know any better? I know we like to think highly of ourselves and assume we have the answers to the problems at times. I don't don't feel that way. I'm operating under one assumption. That if they don't want their company to go under, they have to do something about it. Whatever that is, has nothing to do with what kind of game you personally want. I don't agree with everything Yoshi does, and I still think classes are a waste. Combat videos also don't interest me as much as 1.23.

If it fails, I'll just think that they didn't want it badly enough. If you're going to spend close to 100 million, get it done right. The reason why I'm so interested in motivations/effort, is 1.0 release. They clearly did not give a @#%^ about us. No sane person would release that PoS and think it was OK. They counted on the fan base though, and they were wrong. We get so caught up with what we want, we never stop to wonder about what it's like for them. This is Yoshi's make or break it moment. Can you imagine the pressure? Unless you believe he's thinking, " Ah well, if it fails, it fails."

Being objective doesn't mean I have to be detached. I know what I want in the game. I see what other's want. I understand what needs to be in the game for it to succeed, even if I don't like it. As much as I want to play this game, they need it to succeed more than I do. If it fails, "oh well indeed," our lives go on unhindered. That's the reality. That's why I decided to have a bit of faith. I have no qualms with some of your 'legitimate' doubts.

Oh quick question killua, what 100s of MMOs are being emulated by ARR? Just curious if that was true, or if you're being hyperbolic. I get the "global standard" but I was hoping for more specificity.

Edited, Apr 20th 2013 4:08am by GDLYL
#59 Apr 20 2013 at 2:17 AM Rating: Good
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I wasn't specifically replying to you with the defense thing, I was really just replying to the whole thread.

As for the hundreds of similar MMORPGs (linear fetch quest/running from marker to marker+instanced dungeons/linear equipment progression, etc) you can just Google "free MMORPGs", because they're almost all like that - copying off World of Warcraft - with a small amount of exceptions. No, I wasn't exaggerating.

There has also been quite a few high budget P2P MMORPGs which tried to use that model and they failed because (in my opinion) gamers are sick of it. It's been done to death at this point.

Edited, Apr 20th 2013 4:19am by Killua125
#60 Apr 20 2013 at 2:45 AM Rating: Good
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Ahhh, I see. You meant the MMO on rails thing.
#61 Apr 20 2013 at 2:50 AM Rating: Decent
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Yeah, but also the way the rest of the game works as well. It's all very similar to so many other games.
#62 Apr 20 2013 at 7:54 AM Rating: Good
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Killua125 wrote:
I have to agree with KaneKitty (whether he/she wants me to or not). Yoshi-P's vision is becoming more and more cookie cutter and "safe" as more information gets revealed.

The most troubling thing for me definitely is the tiered/straightforward progression on equipment upgrades, though I should have expected it.

I don't like the defense that this won't fail because Square Enix won't let it fail. The fact that they're putting a lot of time and money into it doesn't change the results that are currently being unveiled. It's the same game we've seen done hundreds of times over the past decade. Sorry, but that's just how I feel on the matter.

These forums have seen your side and you have read the opposing sides opinions. It is evident your opinion is not being swayed nor is the others side. I would like to point out that Final Fantasy I-IX didn't drastically change the formula but they still found an audience and in those times the audience wasn't as black and white between which FF was the best. It was from FFX on that people started finding less grays and more extreme opposite opinions. Which ironically is when the series started to change more drastically from one FF to the next. Which leads us to FFXIII-3, a FF that you control one character during battles. How different is that from the previous FF before? Any game can fail regardless of the company or budget. In the case off FF, much of the scrutiny is coming from losing their roots versus changing the core. No matter how unique or beautiful a tree is. If the roots are brittle and weak, The tree will fall during the first storm.

Killua125 wrote:
I would have to strongly disagree. If the game is a standard, ultra-safe cookie cutter game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a third chance if it turns out to be super-generic and boring.

Even if you do like the kinds of systems that Yoshi-P is implementing, there's still the simple fact that it's been done hundreds of times already.

In my opinion, the only thing that can really save ARR from a train wreck is if Yoshi-P has something crazy hidden in his hat that sets the game apart from the other hundreds of similar titles.

I would have to mostly disagree. If the game is a unique, bug ridden/untested game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a second chance if it turns out to be a jumbled mess with the possibility to be fun and no FF identity.


Is Yoshi's vision pushing the envelope on what it means to be an mmo? No it is not.

I'll tell you what his vision is doing though. The vision is examing the full breadth of previous FF and searching for the roots of what makes a Final Fantasy a Final Fantasy. As I said before, no matter if every game resembled all the other mmos. The universe is what makes them different, the story, the spin on progression systems, the sounds, the artwork, the history, the jobs, the combat systems, etc.

This game must be a Final Fantasy before an mmo, before being a unique but un FInal Fantasy game, before pushing the envelope.
Because even if it succeeds on the two latter. The former(the brand) has no weight. It may as well not even be called Final Fantasy if that is the case. You may argue that the two latter are more important than the former. But for me personally it's the former. I didn't come to this mmo seeking to experience a brand new, unrecognizable but fun game.

Once the roots are sturdy, I totally agree with you. But instead of pushing the envelope on all fronts. I want them to push the envelope on what it means to be a Final Fantasy. How can we interact with magitek, chocobos, jobs in a way that hasn't been explored before? They can be successful being niche or safe. But they can't surpass all expectations without pushing the envelope.
The key is to small chunk it into processes with feedback. Not come storming out of the gates.

The normal/safe people work hard, they fail less, but the reward is neither great nor terrible.
The great work smart, reach for the sky, fail hard, fail hard, fail hard, fail hard 100 times, but they get back up and the end reward is superb.
#63 Apr 20 2013 at 10:16 AM Rating: Good
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The thing is you're going to have your basic gameplay which will keep interest for a certain period of time. Then they introduce player housing and Gold-Saucer-esque (think Darkmoon Faire for the WoW crowd). The thing that WoW has going for it, is they add material for HC and Casual. Hardcore players will burn through everything very quickly, but they still constitute a minority of the player population. So SE is going to add lots of little tasks while keeping the combat of the game not too hard, but fast-paced. There will be some hardcore mechanics, but a large portion of the game will be accessible to people that don't have to schedule out their life in 4 hour segments 3-6 times a week. The idea is to create more content that everyone can enjoy, rather than focusing on a small percentage of the population.

You might login and be like, okay, I can farm shards to sell on my retainer so I can upgrade the roof on my house... Or I can work on the garden to generate X material. Or I could raise my Chocobo. Or I can work on winning some GP from the Gold Saucer to unlock some missiles for my magitek mount. Or I could run a 4-man dungeon to get some gear so I can raid this weekend... Or etc.

Basically in order to really make this a great game, they need to create an incentive to login, and a world needs to be populated by players. Both people that pay and people that play.
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#64 Apr 20 2013 at 1:48 PM Rating: Decent
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There are definitely some very legitimate concerns. Some of Yoshi-Ps statements make it seem that all of the content is laid out openly, and that the only thing for players to do is choose from the menu. This would be especially unappealing to anyone who really liked FFXIs style.

What I mean is that secrets and mysteries to find are a big part of what fills the world and what makes it interesting. If Yoshi is saying that there will be none of that at all, than the games world may seem empty and boring, even if there's lots of content. Part of what made exploring in FFXI fun was the possibility of finding interesting or useful things, like a nice spot to farm certain items or exp at certain levels, or some obscure NM way out in the middle of bumble#### nowhere or in some side area deep in some dungeon. If there isn't even the possibility of finding anything like this, and going anywhere that a quest doesn't tell you to is a waste of time, than the world may as well be empty. I personally don't think it will be exactly like that, but I definitely understand why some people are concerned

The FATE system is a great idea if it isn't to the exclusion of any kind of mystery. I'm glad that they're weeding out camping and competition from the design of NMs [I know some aren't]. it makes sense to me to do this, but if FATEs are always announced zone wide than that would be somewhat disappointing to me. I hope at least that they also implement some smaller scale FATEs that are secrets, and are only announced to those who stumble upon their immediate location. I think that these kinds of situations would benefit from Fate mechanics that remove camping for the claim.


Wint wrote:
I remember my first experience with the Sea Horror. I love sh*t like that.


BartelX wrote:
Heh, I actually do too. I still remember going back on my thf and soloing him and dancing on his corpse as it disappeared... not that I'm still mad or anything. >.>

Edited, Apr 18th 2013 10:14pm by BartelX



I think this is telling. This aspect is often overlooked, but I think is a big part of what made FFXI great, and not just good. The fact that things happened to you in FFXI, years and years ago that you still remember vividly is telling. I'm not talking about Sea Horrors, but the idea that truly unexpected and interesting things can happen to you. imo, someone who would discard this because it might sometimes be inconvenient lacks an understanding of what true quality is [or doesn't care]. Let me clarify that by inconvenience, I'm referring to the possibility of being killed. that's not inconvenient, it's playing a video game. sometimes you die, even when you didn't want to.

The inconvenience of waiting on airship arrival/departure/flight times is a legitimate complaint though. From a design perspective, I'd think that it'd be possible to have it both ways. It may be tricky but it should be possible, maybe by having a first class option available after riding a given ship enough times that lets you bypass the wait times, while still having the full ride available for those who have time and/or want to utilize features such fishing, [on ship]FATEs, or just nice scenery and music for the ride.

FFXI could certainly have benefited from some more direction in some areas, or streamlining of certain features.

I think that it's definitely possible to have the best of both worlds though. There can be a path completely laid out and prepared for players to follow within a world that's also completely filled with secrets, mysteries and easter eggs. It will require that much more content though, so I can see why some people are skeptical. The game could follow a vertical growth path, while still having some horizontal growth options available at every step so that there's a verietly of viable gear at any given point.

I completely understand why some people are concerned though. Some of Yoshi's statements can be interpreted to suggest that these laid out paths will be to the exclusion of any hidden content. If I'm out ******* around in the game world and I'm told [indirectly through design] that if I don't have a quest logged for that area or have not been told to go there by an NPC, that I'm wasting my time by being there, that kind of kills it. It's interesting that some people don't understand this, but if your exploring, and you know you're not going to find anything [besides the sites] it's not really as much fun.

At this point, I'm sure the game will be lots of fun, and that I'll enjoy my time with it for at least a good while [like many other good games that have come out in recent years]. What remains to be seen is if it will be as memorable and long lasting as FFXI. It would be a lot to expect for it all to be there at launch but I hope it's at least going in that direction.
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#65 Apr 20 2013 at 5:30 PM Rating: Excellent
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FFXI player, retired before 70 and much of everything anyone goes on about on these forums, then a FFXIV player; I wanted to love FFXIV and I feel that way about ARR. I desperately want it to be good. I want to get back into the world, but I want to know the world isn't just a levequest run and logout. I want it to be engaging enough that people will play and with the large groups of people I can get parties and be social, as well as tackle most (if not all content) without having to retire from real life: XI had that element that you had to play hundreds of hours and camp NMs forever so you could eventually get a party: SAM without the best ACC gear? (No thanks, I'm not interested)

I am not interested in another bourgeois game. XIV looked like it was going to get there but it seemed like no one knew what was going on with it, it was far too aimless (not open-ended). I relied on retread content heavily (leves, how many times do you have to find the sheep that's really an imp?), it did little to promote its story and in the end SQUARE (edit: typing too fast!) realized they couldn't just patch it--they had to rebuild it to make it any good. I am happy that they are doing that. I like the visual style, a lot of the game play elements and I'd love to see what the story is now.

But after all of this I'm supremely apprehensive, so they're not getting an automatic purchase out of me--which is what I fear will be the majority's take on it. Hopefully they've done right by themselves and in doing so relieve the pressure and assuage gamers to return.

Edited, Apr 20th 2013 7:46pm by Krycis
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#66 Apr 20 2013 at 6:15 PM Rating: Good
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Hehehehe Sony. Smiley: dubious

Edit: He fixed his typo Smiley: lol Plus I got voted down. Smiley: rolleyes

Edited, Apr 21st 2013 12:14am by GDLYL
#67 Apr 20 2013 at 6:45 PM Rating: Decent
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#68 Apr 20 2013 at 10:21 PM Rating: Good
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I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.
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#69 Apr 20 2013 at 10:27 PM Rating: Good
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apapertiger wrote:
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.


You can make up your own mind once they goto open beta (no clue when that is, still trying to get in myself) and then judge it from there. Will you like it.. time will tell.
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#70 Apr 21 2013 at 7:27 AM Rating: Good
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apapertiger wrote:
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.


You might want to do some looking around then. I was in the same position as you and not all that interested until I actually started looking into the gameplay footage and reading up on what's coming. Since then, I'm much more excited as I think this game will be considerably better than 1.0. The biggest problems I had with 1.0 were the complete lack of things to do other than leveling, awful UI, awful lag/latency, and the fact that most of their systems were broken or crazy outdated (wards, leves,etc). From what I've seen and read, all of those things have been addressed and the game seems to be much improved.
#71 Apr 21 2013 at 12:04 PM Rating: Decent
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JonnyWolf wrote:
There are definitely some very legitimate concerns. Some of Yoshi-Ps statements make it seem that all of the content is laid out openly, and that the only thing for players to do is choose from the menu. This would be especially unappealing to anyone who really liked FFXIs style.

What I mean is that secrets and mysteries to find are a big part of what fills the world and what makes it interesting. If Yoshi is saying that there will be none of that at all, than the games world may seem empty and boring, even if there's lots of content. Part of what made exploring in FFXI fun was the possibility of finding interesting or useful things, like a nice spot to farm certain items or exp at certain levels, or some obscure NM way out in the middle of bumble#### nowhere or in some side area deep in some dungeon. If there isn't even the possibility of finding anything like this, and going anywhere that a quest doesn't tell you to is a waste of time, than the world may as well be empty. I personally don't think it will be exactly like that, but I definitely understand why some people are concerned

The FATE system is a great idea if it isn't to the exclusion of any kind of mystery. I'm glad that they're weeding out camping and competition from the design of NMs [I know some aren't]. it makes sense to me to do this, but if FATEs are always announced zone wide than that would be somewhat disappointing to me. I hope at least that they also implement some smaller scale FATEs that are secrets, and are only announced to those who stumble upon their immediate location. I think that these kinds of situations would benefit from Fate mechanics that remove camping for the claim.


Wint wrote:
I remember my first experience with the Sea Horror. I love sh*t like that.


BartelX wrote:
Heh, I actually do too. I still remember going back on my thf and soloing him and dancing on his corpse as it disappeared... not that I'm still mad or anything. >.>

Edited, Apr 18th 2013 10:14pm by BartelX



I think this is telling. This aspect is often overlooked, but I think is a big part of what made FFXI great, and not just good. The fact that things happened to you in FFXI, years and years ago that you still remember vividly is telling. I'm not talking about Sea Horrors, but the idea that truly unexpected and interesting things can happen to you. imo, someone who would discard this because it might sometimes be inconvenient lacks an understanding of what true quality is [or doesn't care]. Let me clarify that by inconvenience, I'm referring to the possibility of being killed. that's not inconvenient, it's playing a video game. sometimes you die, even when you didn't want to.

The inconvenience of waiting on airship arrival/departure/flight times is a legitimate complaint though. From a design perspective, I'd think that it'd be possible to have it both ways. It may be tricky but it should be possible, maybe by having a first class option available after riding a given ship enough times that lets you bypass the wait times, while still having the full ride available for those who have time and/or want to utilize features such fishing, [on ship]FATEs, or just nice scenery and music for the ride.

FFXI could certainly have benefited from some more direction in some areas, or streamlining of certain features.

I think that it's definitely possible to have the best of both worlds though. There can be a path completely laid out and prepared for players to follow within a world that's also completely filled with secrets, mysteries and easter eggs. It will require that much more content though, so I can see why some people are skeptical. The game could follow a vertical growth path, while still having some horizontal growth options available at every step so that there's a verietly of viable gear at any given point.

I completely understand why some people are concerned though. Some of Yoshi's statements can be interpreted to suggest that these laid out paths will be to the exclusion of any hidden content. If I'm out ******* around in the game world and I'm told [indirectly through design] that if I don't have a quest logged for that area or have not been told to go there by an NPC, that I'm wasting my time by being there, that kind of kills it. It's interesting that some people don't understand this, but if your exploring, and you know you're not going to find anything [besides the sites] it's not really as much fun.

At this point, I'm sure the game will be lots of fun, and that I'll enjoy my time with it for at least a good while [like many other good games that have come out in recent years]. What remains to be seen is if it will be as memorable and long lasting as FFXI. It would be a lot to expect for it all to be there at launch but I hope it's at least going in that direction.


i still remember vividly doing BCNM 40 when the PCC got moved to it, and i got it 3 times within a month, the most exciting time in FFXI, and not to mention selling it for 18mil each which was amazing. that was in like 2007 too.
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#72 Apr 21 2013 at 1:19 PM Rating: Excellent
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I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight. Smiley: lol
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#73 Apr 21 2013 at 5:50 PM Rating: Good
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Vorkosigan wrote:
I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight. Smiley: lol

all i have to do is listen to airship or distant worlds from FFXI and i'm sold.
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#74 Apr 21 2013 at 6:28 PM Rating: Excellent
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I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight.



Well said!

I, too, am very excited for this game to arrive, and I'm not excited about anything else coming out this year. The only other game that's on my radar is TESO, and honestly, I have no intention of making that my full-time game, because really, I just don't care about the Elder Scrolls like I care about Final Fantasy.

I like everything that's been released about the game so far, including the images, concept art, videos, interviews, etc. The game appears to be moving in a direction that I'm going to enjoy very much. Yeah, it seems that it will be more casual than FFXI, but at this stage of my life, that is a fantastic thing. No more having to kill an NM 50 times to get an ingredient for the first tear of an item that you want to eventually end up with (and this is what FFXI is still like now, not the game five years ago).

Launch cannot come soon enough! Although, I'm willing to be patient, so SE can do whatever needs to be done to make the game really shine.

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#75 Apr 21 2013 at 10:13 PM Rating: Excellent
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Thayos wrote:
Yeah, it seems that it will be more casual than FFXI, but at this stage of my life, that is a fantastic thing.


I suppose my issue is that I can't alter my routes to satisfaction simply because I have less time than I did five years ago. Frankly, I don't see how anyone can, but I'll get to that later. When I was an undergraduate, my wife and I had tons of time to spend on FFXI, loads of chances to die, downlevel, and recoup what we had lost. We could aim for some 3-year-away lofty goal and just work towards it, contented day after day, with pleasure.

Now that I have less time, though, I don't feel accomplished with games tailored down to a more casual schedule. I still want kick-you-in-the-pants, unforgiving, highly needy game worlds. To put it one way, the painter who sprains his hand isn't suddenly satisfied with colouring books.

To put it more elaborately, I see it as a chess-master. if I, at some point in my life, were able and dedicated to playing the hardest, most grueling long-term chess matches, if five years ago I would play against a computer on a difficulty level of 10, how could I even stand to later turn that difficulty down to level 4 just to suit a more casual schedule? It would just seem tedious to me, these 30-minute sessions. Numb and unfulfilling, like playing against children. How could I, knowing what I know and possessed of the same sets of skills, derive pleasure from some adapted, vacuous game?
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#76 Apr 22 2013 at 1:36 AM Rating: Good
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I actually do think that games all need plenty of content where you can just jump in and jump out but still make some progression and have fun. "Casual" gameplay. That doesn't mean it has to be mindless and easy.

Just because you have less time to play games, doesn't mean you're some kind of moron when you do log in, needing to have your hand held every second - but that's the exact type of gameplay being implemented.

Edited, Apr 22nd 2013 3:38am by Killua125
#77 Apr 22 2013 at 3:19 AM Rating: Good
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KaneKitty... thank you. That is exactly how I feel. I thought I was the only one.
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#78 Apr 22 2013 at 3:29 AM Rating: Good
Honestly, most of the stuff from XIV 1.0 was pretty quick to do but challenging at the same time. Ifrit, the story fights, Garuda, etc. If they keep stuff like that up, they'll be fine. It required teamwork, and some coordination, but OVERALL, you only needed 30mins-1 hour to get a few fights done. It was a good balance for non-solo content.

FFXI even had Nyzul which to me was good if you coordinated well with a few people. Log on at X time, hammer out 3-4 floors and that was it, see you again in 4 days! I have no doubt SE can once again manage to have a bit for both groups. I'm in the same boat as Thayos, have far less and appreciate casual content, but also understand the long, time wasting stuff needs to stay for that 16 year old in me who has that drive to play for 8 hours straight every day for the week.

I completed most of what XIV 1.0 had to offer, and felt like it was a challenge for some, but never felt like I wasted 3 hours + doing nothing (Old dynamis, I'm looking your way!). Stuff like the United We Stand fight was beyond fun and could easily be done within an hour once you had your part together. If they want to add Dynamis type events of old, I'm 100% for it. I won't have the time to do it, but, someone else will and possibly get enjoyment out of it. It was kind of neat thing in XI, seeing someone with a relic completed. You'd think to yourself, "Man they have a lot of time on their hands!" and just wish you could have it. I wasn't ****** or anything, actually found it kind of cool.

When you end up in a MMO where all the content is too easy, short and EVERYONE is running around in the same thing, it kind of makes it less exciting. FFXI had that appeal for awhile, where a certain piece of gear meant "Wow, he wasted tons of time to get that!". Sure, some got angry about it, mostly out of jealousy I think and it really created personalities to hate, like, etc, made the world feel alive. Everyone has stories from their server about X guy being a douche, or a great ls leader, etc and you lose some of that when a game goes 100% casual and everyone owns the same stuff. Everyone says FFXI has gone the easy route and there's no challenge left, yet to me there's still items in that game I have 0 chance at getting simply cause I don't have time. These people claim it would be easy to get, yet they don't own the items themselves. The challenge is still there, but just don't look for it.

Anyways, that's my rant for 5:30am.
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#79 Apr 22 2013 at 6:03 AM Rating: Good
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Well that's just it, right? Some people feel that just because the item exists everyone should be able to get it. While a few people can look at another's success, and be completely secure in the fact that they probably won't ever get that, or maybe take more time, there is a segment that dreams for some egalitarian MMO. I'm all for casual in terms of being able to get the ball rolling quickly. Those 3 hour wait times searching for a party can vanish. If they made an Absolute Virtue type fight, but you could fight it instanced anytime you want, that might be something I can get into. No need to put in a time wasting prerequisite, quest to unlock the fight should suffice. Make the content a challenge and accessible. Hardcore would get it faster due to more time devoted. Casuals will get it in time. The less skilled, or less interested would be SoL, unless they did something about it. I personally believe that a majority of people just want to feel progress.
#80 Apr 22 2013 at 7:50 AM Rating: Decent
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I wouldn't say I'm looking for the game to be casual, but I don't mind some casual elements such as: quicker travel, access to story content without a progression guild, stuff like that--not "free loot" or whatnot. I think most people of a certain age understand there's always going to be a discrepancy between the people that have 100 hours of playtime a week and those with 10, but a game requires a level of accessibility for players that have that 10 hours to devote.
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#81 Apr 22 2013 at 8:39 AM Rating: Good
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Kanekitty wrote:
I still want kick-you-in-the-pants, unforgiving, highly needy game worlds. To put it one way, the painter who sprains his hand isn't suddenly satisfied with colouring books.

I think, unfortunately for you, the atmosphere of MMO's has gone to a more casual model because there are more casual fans than hardcore fans. If you want an incredibly challenging game that is very unforgiving, go play EVE or Lineage 2 or something. Even if you don't have a ton of time, you can still challenge yourself greatly in those games in the limited amount you do have. That can fill your need for this super challenging, tactical style gameplay you are looking for.

Kanekitty wrote:
Numb and unfulfilling, like playing against children. How could I, knowing what I know and possessed of the same sets of skills, derive pleasure from some adapted, vacuous game?

I might not be crazy hardcore, but I've completed my share of endgame in many mmo's and I tend to believe that ARR will have enough challenge, for me at least. From the limited details released, Crystal Tower and Great Labyrinth of Bahamut certainly don't seem like a walk in the park. If they're big enough that you have to actually save your progress, I think it's safe to assume they will have some level of difficulty. And if that just doesn't cut it for you, there are certainly other games out there that might cater more to your mentality.
#82 Apr 22 2013 at 10:18 AM Rating: Good
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BartelX wrote:
If they're big enough that you have to actually save your progress, I think it's safe to assume they will have some level of difficulty.


That's true, and I'm vaguely hopeful that it will be a Nyzul Isle-like event (from FFXI) with incremental progress and spurts of dedication over time. On the other hand, I sometimes worry that a designer like Yoshida is so afraid of upsetting even the most impatient player that such events would really amount to just queuing up for the "duty finder" and going through the motions.

Even though FFXIV is almost certainly not the game for me, it's purgatorial state is great for discussing game design and other philosophical issues. It's a joy to communicate with others in a challenging but respectful manner like this. In a strange way, FFXIV has already given me more entertainment than I could have expected... and that's rather a strange thought.
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#83 Apr 22 2013 at 11:29 AM Rating: Good
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Look out! You could end up like me.

I generally enjoy discussing game design more than actually playing games. I'm sure there are games that I would enjoy, but it's so hard to find them. It requires such a suspension of analysis as I'm unable to maintain.
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#84 Apr 22 2013 at 1:25 PM Rating: Good
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Kachi wrote:
Look out! You could end up like me.

I generally enjoy discussing game design more than actually playing games. I'm sure there are games that I would enjoy, but it's so hard to find them. It requires such a suspension of analysis as I'm unable to maintain.


That's really sad
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#85 Apr 22 2013 at 1:34 PM Rating: Good
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LebargeX wrote:
Kachi wrote:
Look out! You could end up like me.

I generally enjoy discussing game design more than actually playing games. I'm sure there are games that I would enjoy, but it's so hard to find them. It requires such a suspension of analysis as I'm unable to maintain.


That's really sad


I wouldn't say sad so much as unfortunate. I do understand the mentality though, games seem to hold my interest far less than they used to, mainly because I've done it all before. Regardless, I haven't quite gotten to the point of being so jaded as to automatically start poking as many holes as I can into every potential game I plan on trying out. Personally, I'm of the mindset that I'd rather play it myself and make an object analysis with actual in-game evidence to back me up...but that's just me.
#86 Apr 22 2013 at 3:46 PM Rating: Decent
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KaneKitty wrote:
Yoshida 14:21 wrote:
...we have a created a clear path for progression through content and gear.

Some of the worst news I could think of, really. Everything seems very guided and signposted. :\

Yoshida 1:14:02 wrote:
The level design [of dungeons] actually plays a big part in being able to play casually... we would like players to use the duty finder as much as possible...

That most dungeons are specifically designed for auto-grouped "casual" play worries me a lot. On top of the highly structured and tiered nature of content mentioned earlier, it looks like a pretty uninspired, and highly standardized, system.

Yoshida 22:00 wrote:
Weather will have the biggest impact on fishing... Other than that there won't really be any other effects from weather.

Well that's... rather lacklustre, isn't it? But I guess weather effects might risk "inconveniencing" a handful of players, right? Smiley: rolleyes

Yoshida 1:25:11 wrote:
transportation will be as it was in 1.0, so players won't have to wait [on timetables].... If players have to wait just for the chance to participate [in an event on an airship], it might be a big letdown.

Are you serious? What sort of casual audience are you targeting that can't stand even a six minute wait for a boat to dock?

Yoshida 1:35:09 wrote:
...all open-world content will be implemented through the FATE system...

Well, having events is nice, but I think you're certainly missing something about world design to not have things like notorious monsters and rare spawning materials in strange, tucked-away places on the map. You can only "save the village from bandit raids" so many times before it all starts to feel contrived. Allowing players to actually explore, to discover things for themselves, and to just experience something without being guided and blatantly rewarded for taking part in a prefabricated event is essential not only for lasting appeal, but for forging genuine memories.

The game is seeming so structured, so cautious. It's like they're deathly afraid of doing anything that breaks from the predominant conception of a current-generation fantasy-themed MMORPG, so much so that they're going to create the exact kind of humdrum, tried-and-true, play-it-safe title that guarantees a failure in a post-WoW market...


All of this sounds great. If you don't like teleporting, just take the boats and airships (they do exist) for your own personal pleasure. I know I will from time to time, but I don't see why it should be forced on anyone, what difference does it really make if Joe wants to teleport everywhere and I prefer to ride my chocobo? The FATE system will give everyone things to do in the open world. If people continue to ask for NMs, they can add them in no problem and we can have both. Weather effects? I'm happy to have weather, and at least it does effect something, unlike most other games.

All of this stuff sounds like I can log on and have fun whenever I want. There will most likely be less inclusive content in the future and at endgame. As easy as people think WoW is, there was content that only 1-3% of the playerbase completed at a certain point out of the millions of players it had(and still does). Blizzard didn't want to spend months designing a raid that no one could experience so now we have heroic modes for the best of the best. A random casual absolutely can not beat a heroic raid while it's current. I believe ARR will follow a similar, as you said, tried and true formula.

Everything sounds gravy to me.

I'm in no way putting down your points, your opinion is just as valuable as anyone else. I just think the problem you're seeing is easily fixed with the addition of harder more exclusive content. It's not a fundamental destruction of the game. In my eyes at least.

Edited, Apr 22nd 2013 5:50pm by Transmigration
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#87 Apr 22 2013 at 4:56 PM Rating: Excellent
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I suppose my issue is that I can't alter my routes to satisfaction simply because I have less time than I did five years ago. Frankly, I don't see how anyone can, but I'll get to that later.



My routes to satisfaction haven't changed one bit. I simply enjoy various types of games.

As for FFXIV vs. the more hardcore FFXI, there was a lot about XI that I never liked. I've always maintained that I'm not really a hardcore gamer, just a casual gamer who takes his games very seriously. I personally think FFXIV will end up being way more up my alley than FFXI ever was, even though FFXI had so much content, that I was able to enjoy it immensely for a long time.
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#88 Apr 22 2013 at 5:22 PM Rating: Default
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There is a balance between XI and WOW! That is what i expected ARR to turn out into, but let's just say is not gonna be that way.
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#89 Apr 22 2013 at 5:31 PM Rating: Default
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Thayos wrote:
Quote:
I suppose my issue is that I can't alter my routes to satisfaction simply because I have less time than I did five years ago. Frankly, I don't see how anyone can, but I'll get to that later.



My routes to satisfaction haven't changed one bit. I simply enjoy various types of games.

As for FFXIV vs. the more hardcore FFXI, there was a lot about XI that I never liked. I've always maintained that I'm not really a hardcore gamer, just a casual gamer who takes his games very seriously. I personally think FFXIV will end up being way more up my alley than FFXI ever was, even though FFXI had so much content, that I was able to enjoy it immensely for a long time.



FFXI was not hardcore. It was plain cumbersome in almost every aspect. As much as I enjoyed FFXI, it being extremely irksome to do simple tasks did not make it hardcore.
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#90 Apr 22 2013 at 5:40 PM Rating: Excellent
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FFXI was not hardcore. It was plain cumbersome in almost every aspect. As much as I enjoyed FFXI, it being extremely irksome to do simple tasks did not make it hardcore.


Agreed.

Something taking a long time to accomplish doesn't make it hard, just lengthy.

FFXI had a metric crapton of grind built in to the onion on its belt, which was the style at the time.

One of WoW's big advancements when it was released was to severely cut down on the grinding necessary to play the game, and that was a good thing. I definitely got to the point in FFXI when I realized I couldn't devote 8 hours at a time to accomplishing whatever I wanted to do that day; it's what made me quit, actually.

Please don't misunderstand. Just because a game lets you play it in pieces without having to make it another job doesn't mean that it has to be fischer price easy. There can still be difficult content that requires coordination and teamwork and that not everyone necessarily has the skill to do. That's ok. But there needs to be stuff for people to do that doesn't fall into that category and doesn't feel like a colossal waste of time.
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#91 Apr 22 2013 at 5:43 PM Rating: Excellent
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It was plain cumbersome in almost every aspect.


This is true!

But, the storyline was fantastic, and some of the fights were a lot of fun. Also, a lot of those "do this 500 times) activities were enjoyable, for awhile. The game also had some solid "casual" content such as ENMs, certain NMs, Garrison, etc., that kept linkshells like mine very busy.

I'd definitely argue that XI was hardcore, though. The time sinks required to get things done made this game more hardcore. The anytime item switching, allowing for the ultimate min/max environment, made this game hardcore. The fact that grinding jobs to lvl 75 (long ago, before ToAU) made the game hardcore. The fact that the community almost required certain jobs to have certain items/subjobs made this hardcore.

I know people have varying definitions of what makes a game hardcore, but I feel that XI clears the bar.
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#92 Apr 22 2013 at 5:46 PM Rating: Default
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Thayos wrote:
Quote:
It was plain cumbersome in almost every aspect.


This is true!

But, the storyline was fantastic, and some of the fights were a lot of fun. Also, a lot of those "do this 500 times) activities were enjoyable, for awhile. The game also had some solid "casual" content such as ENMs, certain NMs, Garrison, etc., that kept linkshells like mine very busy.

I'd definitely argue that XI was hardcore, though. The time sinks required to get things done made this game more hardcore. The anytime item switching, allowing for the ultimate min/max environment, made this game hardcore. The fact that grinding jobs to lvl 75 (long ago, before ToAU) made the game hardcore. The fact that the community almost required certain jobs to have certain items/subjobs made this hardcore.

I know people have varying definitions of what makes a game hardcore, but I feel that XI clears the bar.


True! Even with all the grind and cumbersome chores, XI was till on it's own right Hardcore.
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#93 Apr 22 2013 at 6:38 PM Rating: Excellent
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"Hardcore": Requiring great dedication, to the point of a willingness to accept great risks or abuse.

Not to be confused with "Hard": Requiring considerable skill or effort to accomplish.
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#94 Apr 22 2013 at 6:39 PM Rating: Decent
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Hey, the dictionary even agrees with me Smiley: cool
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#95 Apr 22 2013 at 6:45 PM Rating: Default
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I guess we could say, yes it was hardcore but my point was also valid that even the normal grind content took a long time due to the party requirements to level, travel time, etc. All those things made it extremely time consuming which isn't necessarily hardcore, just annoying. But yea some of the end-game content I heard was epic hardcore. Never quite got there though :(
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#96 Apr 22 2013 at 7:04 PM Rating: Decent
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I would need to disagree. Yes, a lot of FFXI was 'difficult' because of how long everything took to set up. However, there were certainly plenty of very difficult battes (at a point anyway. I don't know what it's like now) and events, unrelated to the time spent.

I don't know how any of you could have played FFXI and make the statement that it was only hard because it was cumbersome. Of course, I played in my share of endgame Linkshells which abuse every current overpowered setup, but I still think there was quite a bit of challenging content which required really good coordination, awareness, etc. and often ended up in a failure even when everyone was trying their very best.

The time it took to set this stuff up just made it more stressful, but it wasn't the only difficult part. Nope.

Edited, Apr 22nd 2013 9:06pm by Killua125
#97 Apr 22 2013 at 7:29 PM Rating: Good
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Killua125 wrote:
I would need to disagree. Yes, a lot of FFXI was 'difficult' because of how long everything took to set up. However, there were certainly plenty of very difficult battes (at a point anyway. I don't know what it's like now) and events, unrelated to the time spent.

I don't know how any of you could have played FFXI and make the statement that it was only hard because it was cumbersome. Of course, I played in my share of endgame Linkshells which abuse every current overpowered setup, but I still think there was quite a bit of challenging content which required really good coordination, awareness, etc. and often ended up in a failure even when everyone was trying their very best.

The time it took to set this stuff up just made it more stressful, but it wasn't the only difficult part. Nope.

Edited, Apr 22nd 2013 9:06pm by Killua125


Agreed. When stuff first came out, it was absolutely not easy. Byakko was not an easy fight back when Sky was new. Kirin used to take groups hours to take down. I've seen more groups wipe on Cerberus and Khimaira than I'll care to count. Even stuff like Dynamis-Xarcabard with Dynamis Lord took a long time for people to figure out and beat. And of course Sea, with Absolute Virtue and then whatever expansion it was that had Pandemonium Warden...

When first released, almost all of the content in FFXI was very challenging. Yes, Abyssea turned most of the game into easy-mode, and even before that they nerfed some of the expansion quests into oblivion (bye bye difficult CoP), but when the stuff launched (and for usually a year or 2 minimum after) the battles were pretty hardcore.
#98 Apr 22 2013 at 7:39 PM Rating: Excellent
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I've always likened killing the old Dynamis Lord to NASA launching a rocket.

T minus 60 - Everyone here? Check, check, check
T minus 50- All MNKS start boosting
T Minus 40 - Start Soul Voice Rotation
T Minus 30 - Verify Chainspell Sequence and Stun Sequence
T Minus 20 - THF GO GO GO
T Minus 10 - Paladin VOKE
T Minus 9 ...
8... BLACK MAGES DON'T YOU NUKE YET...
7... BACKUP PALADIN VOKE ...
6... Take him more East!
5...
4...
3.... DD START
2....
1 FULL ATTACK!!!!!
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#99 Apr 22 2013 at 10:30 PM Rating: Good
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BartelX wrote:
Killua125 wrote:
I would need to disagree. Yes, a lot of FFXI was 'difficult' because of how long everything took to set up. However, there were certainly plenty of very difficult battes (at a point anyway. I don't know what it's like now) and events, unrelated to the time spent.

I don't know how any of you could have played FFXI and make the statement that it was only hard because it was cumbersome. Of course, I played in my share of endgame Linkshells which abuse every current overpowered setup, but I still think there was quite a bit of challenging content which required really good coordination, awareness, etc. and often ended up in a failure even when everyone was trying their very best.

The time it took to set this stuff up just made it more stressful, but it wasn't the only difficult part. Nope.

Edited, Apr 22nd 2013 9:06pm by Killua125


Agreed. When stuff first came out, it was absolutely not easy. Byakko was not an easy fight back when Sky was new. Kirin used to take groups hours to take down. I've seen more groups wipe on Cerberus and Khimaira than I'll care to count. Even stuff like Dynamis-Xarcabard with Dynamis Lord took a long time for people to figure out and beat. And of course Sea, with Absolute Virtue and then whatever expansion it was that had Pandemonium Warden...

When first released, almost all of the content in FFXI was very challenging. Yes, Abyssea turned most of the game into easy-mode, and even before that they nerfed some of the expansion quests into oblivion (bye bye difficult CoP), but when the stuff launched (and for usually a year or 2 minimum after) the battles were pretty hardcore.


It's unfortunate that they made it so difficult to access that content. There were tons of fights I would have loved to attempt--even happily died 20 times in a day just for a chance to win. But I never had the opportunity to attempt most of the really cool encounters due to all the ridiculous farming requirements and pop timers. Even BC/KSNMs involved a lot of encounters that most people would never bother with due to the lack of valuable drops. There were some cool fights, though.
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#100 Apr 23 2013 at 12:52 PM Rating: Good
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I think the biggest hurdle were the crazy bottlenecks that they put in, such as having to farm statues for hours to get an Ulli pop for a Byakko kill (against heavy competition), or camping the Tiamat window for 36 hours because it was a 2-3 day spawn. So yes, the whole time sink aspect of the game was pretty ridiculous, but the actual battles were still quite enjoyable and challenging once you got past the waiting/grinding. If they could considerably lessen the grind, but still keep the battles a challenge, that would be perfect for me. I wouldn't even mind HNM's and spawned stuff, if it spawned in a reasonable time-frame and isn't the only way to obtain certain gear.

I'd love to see all the drops available in dungeons also put on some HNM's. Give em a low drop rate but have them spawn every 6-12 hours and at random spots on the map so that no one shell completely monopolizes them. Camping and bot-claiming aside, I always thought HNM battles were extremely fun and a great way to build up coordination amongst a group.

Edited, Apr 23rd 2013 2:53pm by BartelX
#101 Apr 23 2013 at 1:25 PM Rating: Good
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apapertiger wrote:
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.


Even if I never played a game in my life I would have to be excited and thoroughly impressed with Yoshi P's performance from a purely business perspective. He has not only completely turned this thing around 180 degrees but he is also fundamentally changing the way Square-Enix does business. With the continuous flow of short writings, live letters, long letters from the producer, and the stream of live footage, in-game screens, etc. Yoshi is hyping and presenting the game in a manner that is a complete departure from what Square-Enix has been known for in the past which was the "we are so awesome we don't need to listen to our fans or hype or products," mentality. He is a young gamer with a lot of energy and focus and his hard work not only gives me a glimmer of hope for this title but for the company as a whole if he continues to work on other projects. A very, very exciting prospect.





*Thanks BartelX for the correction.

Edited, Apr 23rd 2013 3:33pm by electromagnet83
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