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List of Missed Features from FFXIFollow

#1 Aug 19 2013 at 3:46 PM Rating: Decent
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I'd like to first state that I do love this game, it looks very promising and I'm definitely not being pessimistic about it at all with this post. I also realize that FFXI and FFXIV are two different games and that this is not FFXI version 2.0, although I think its fairly obvious that there are several glaring similarities between the two games, so some comparison is definitely warranted...

This is just a list of some of the features I really enjoyed from FFXI that I wish were included in this game, if you're one of those people that's sick of all of the FFXI nostalgia that's been going around then I encourage you to hit your back button right now and read no more before complaining about it in a response. Although I'd be interested in hearing what others think about this.

The following are in no particular order:

1. Difficulty/Sense of Danger- This doesnt mean I'm for keeping ALL of the areas of difficulty that FFXI had, such as the waiting in Jeuno in LFG for 4 hours just to get an exp party that falls apart before it ever really begins, or any of the other plethora of time sinks that FFXI was known for but I do kind of wish that leveling was at least a little more difficult and took more time. The world also felt a lot more dangerous (granted we haven't seen much yet) and I don't think anyone can forget the sense of danger they first felt while trying to find their camp spot in Valkrum Dunes, and tbh that sense of danger never really went away as you progressed through the game you were constantly in areas where you couldn't handle mobs solo. I fear this game might be too easy in trying to cater to all of the kids who's MMO experience is WoW and are coming over with a sense of entitlement expecting everything to be fed to them on a silver spoon, though I cant blame SE for making smart business decisions if that's where the market has gone.

2.Sneak/Invis/Aggro- Certain mobs could aggro either based upon sight, sound, the use of magic, or other things, so you constantly had to be aware of what type of mobs you were running by and what made them aggro. I really miss not having sneak and invis in this game... it was fun and also intense trying to get by mobs before it wore off or getting to a safe spot to re-cast on yourself before continuing on.

3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.

4. Airship/Ferry Mechanics- I really miss how in FFXI you could wait for the ferry or airship with a group of people and not be the only one taking it in an instanced custscene. It added a realness to the world and a greater sense of immersion. Having to wait for the airship and then spend the time traveling on it rather than just having all the lands connected via a custscene in which you're the only one who is a part of it was much better in my opinion. I will greatly miss the ferry, it was a blast fishing on it and then having the random sea horror or pirate attacks that could wipe everyone if they didnt huddle down below the deck. I also miss the size of the airship/ferry, because they seem so much smaller in this game.

5. The Way Jobs Worked- I miss being able to be a DRG or a RDM or w/e who fishes instead of having to completely change to be a fisherman. It was great going to dangerous areas and fishing, then when you got attacked you could kill it as the job that you are, or aid parties who are leveling near you and who are a lower level and in need of help. I want to be able to be a DRG while fishing. I also just flat out miss the job/subjob system. I feel like right now since every class can use abilities from every other class that everything is just too homogonized, and the way leveling is nobody is going to have a real identity since alot of people will have pretty much every class/job to 50. Its kind of odd being a marauder who can cure. And the difference between a LNC and DRG for example is what... 5 abilities?

6. Crafting Synthesis Wobble lol- Definitely miss the crafting animations when you were synthing something and it started wobbling back and forth and you had a million gil hanging in the balance after taking into account the direction you were facing, the time of day, the phase of the moon, and everything else and not knowing what was going to happen next. Besides, FF crafting is synthesizing with crystals, I didnt expect "real" crafting animations like bringing out a sewing table and what-not.

7.Fishing- I just miss the involvement of fishing, i felt it added to the immersion more-so than now where you just hit a button once something bites the hook. I realize there are those of you who would prefer XIV's style of fishing in regards to this and thats ok, this is just my opinion. And as I touched on in #5 it was sweet going somewhere on your powerful job to fish rather than being a fisherman who cant really fight but has to stealth around.

8. NOTORIOUS MONSTERS- Mannnnnnnnnnnnnnnnnn I can't believe they took this out. This was one of the coolest things in that game... being able to hunt named monsters that only spawned every now and then in certain areas and dropped rare items that you could either use or sell for a ton on the AH. Camping them was pretty cool... and competing with other players to tag them... I absolutely loved that because when you finally saw the thing spawn it was such an exhilarating rush. How do we have a hunting log in this game with no NMs to hunt. One of the biggest buzzkills for me right now! I hope they add them in the future somehow... I have dreams of killing Leaping Lizzy outside of Bastok to this day!

9.Caves- Cant forget this... many zones had cave areas that added to the whole sense of danger thing because they were either difficult to navigate or contained mobs that you generally wanted to avoid. It was also easy to get lost in some zones such as that one jungle place where we all killed mandragoras... the place below the area where you go to fight Ifrit (cant remember the name).

10. Community- This isn't something that can be changed, just something that will be missed.... FFXI had a great community.

11. Skillchains/Magic Bursts- Thought it was pretty cool having to know what kinds of mobs you're fighting, what they're weak to, and then seeing what class combos you got so that you could find a skillchain you were capable of doing and then executing them.

Again, dont flame me too hard! I know these arent the same games, this is just a list of things I loved about that game that I wish were included in this one but I will still be playing this one and I do have high hopes for it. Definitely giving it the chance to become my MMO for the next few years at least, we'll see what happens! If anyone has any other things they miss please post them because I probably forgot a lot about that game it's been so long.

Edit: added caves

Edited, Aug 19th 2013 5:50pm by Phoenix904

Edited, Aug 19th 2013 5:51pm by Phoenix904

Edited, Aug 19th 2013 6:09pm by Phoenix904

Edited, Aug 19th 2013 7:00pm by Phoenix904
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#2 Aug 19 2013 at 3:49 PM Rating: Default
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I agreed with 1 2 4 8!!!!!!!!! but oh well they are "different" games like some ppl say.
#3 Aug 19 2013 at 4:25 PM Rating: Default
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#1 - It's ok to increase the difficulty but don't put stupid road blocks like those in FFXI (lost xp/down level if killed)
#2 - I'm open to this as long as I don't have to spend too much time farming gil to buy these items.
#3 - I'm sure SE will add more abilities in the future. I DO NOT want to see the skill up thing from FFXI. It's a total waste of time to skill up the weapon skills.
#4 - No I don't want to spent 15 mins waiting for the airship to arrive and then spend another 10 mins riding it. Another time sink put in by SE.
#5 - Like to see more jobs like SAM and BLU
#6/#7 - Didn't spent much time doing crafting in FFXI
#8 - I don't care because i don;t spend time camping NM. Don;t see why anyone would want to spend hours and hours waiting for a NM with < 10% drop rate. On top of that were always people complaining XXX stole my YYY NM or XXX claimed the drop. It is just a game and I don't want to hear people whining and complaining.
#4 Aug 19 2013 at 4:31 PM Rating: Good
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Quote:
1. Difficulty/Sense of Danger


Check out Mor Dhona I had trains of Hungry Ogres. The beastman strongholds are very dangerous and I died in Natalan with the Ixali (as level 50 Warrior).

Quote:
2.Sneak/Invis/Aggro


Gathering classes have invisible.

Quote:
3. Number of abilities


I disagree that more = better. I liek the number of abilites and they accomplish most tasks without being overwhelming or having ancillary skills you'll never use. Seriously, how many rolls did anyone use on Corsair? 4, maybe, yet if you dare tell someone that you didn't buy Puppetmaster's roll, you're a noob.

Quote:
4. Airship/Ferry Mechanics


I don't miss this for the airship, but I loved fishing on the ferry, and would fully support this.

Quote:
7.Fishing


The fishing is IDENTICAL to FFXI's fishing... identical. Additionally, the fisherman abilities that let you sense fish and find spots are cross-class. This means you can be a Dragoon running around and see fishing spots pop up, run over and change to fisherman.

Quote:
8. NOTORIOUS MONSTERS


Not removed, turned to FATES and now you get a chance at item drops by getting a gold rating in participation. Not only is this casual friendly, but it will feel much more epic when it comes to behemoth and Odin. Seriously, 900 people fighting behemoth, now that's more like it.

Quote:
9.Caves


Still exist. Check out some beastman strongholds.

Edited, Aug 19th 2013 6:32pm by Louiscool

Edited, Aug 19th 2013 6:34pm by Louiscool
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#5 Aug 19 2013 at 4:33 PM Rating: Good
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Louiscool wrote:
Quote:
1. Difficulty/Sense of Danger


Check out Mor Dhona I had trains of Hungry Ogres. The beastman strongholds are very dangerous and I died in Natalan with the Ixali (as level 50 Warrior).

Quote:
2.Sneak/Invis/Aggro


Gathering classes have invisible.

Quote:
3. Number of abilities


I disagree that more = better. I liek the number of abilites and they accomplish most tasks without being overwhelming or having ancillary skills you'll never use.

Quote:
4. Airship/Ferry Mechanics


I don't miss this for the airship, but I loved fishing on the ferry, and would fully support this.

Quote:
7.Fishing


The fishing is IDENTICAL to FFXI's fishing... identical.

Quote:
8. NOTORIOUS MONSTERS


Not removed, turned to FATES and now you get a chance at item drops by getting a gold rating in participation. Not only is this casual friendly, but it will feel much more epic when it comes to behemoth and Odin. Seriously, 900 people fighting behemoth, now that's more like it.

Quote:
9.Caves


Still exist. Check out some beastman strongholds.


Well said... I was going to break is post apart like this... but I was being lazy so I just waited for you to write it then I could quote it and still sound as smart as you.
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#6 Aug 19 2013 at 4:42 PM Rating: Default
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I think i'll miss a lot of the charm that we all loved about FFXI, but a lot of these things need to change. And who is to say that these changes wont be for the better?

1. Difficulty/Sense of Danger- shouldnt be felt everywhere you go on the map. In most zones 3/4 of mobs had aggro and were Incredibly Tough. A main part of the time sink problem derived from here for the most part. Also, the idea of needing to team up with with 5 others just to beat down a single crab, bat, or lizard just seems stupid now. I like having the idea of being able to face most if not all of the mobs in a zone. To add a little bit of XI to it, they can always throw in a random tough mob here and there to keep us on our toes.

2.Sneak/Invis/Aggro- I wouldnt necessarily count this one out. Perhaps there will be a castle or cave of some sort, where plowing through trash mobs isnt an option. That being said, i dont think it should be overdone. It was a bit annoying to have to buy expensive sneak oils or carry a whm with you just to cross a tunnel.

3. Number of abilities- This is one area where i dont think it can get any worse than XI. XI had too many useless spells and abilities, including overlap between job abilities. Having to "skill up" your weapons and abilities was probably the most repetitive and pointless thing they could have done. It was simply another time sink here...

4. Airship/Ferry Mechanics- I'll have to admit, i already miss some of the classic moments that you described. But im afraid this too needs to change. There really is no more reason for us to wait on these modes of transportation as if im doing it in real life. All it will do is **** off the whithering patience of most MMO gamers, and create unwanted spam all over towns.

5. The Way Jobs Worked- not much to comment here, i dont really know how the jobs perform or how they're different until i see it myself. All i'm hoping for here is that each job has its own significant, yet distinct function. In other words dont want all melee DD's to be the same thing in different clothes/weapons. DRG, MNK and DRK were a little too similar in function and productivity for me to tell them distinctly apart. The only thing i could see different was the skill chain they produced at their top WS's

6. Crafting Synthesis Wobble - Crafting was a bit frustration in XI, needless to say so was XIV 1.0. As long as crafting remains relevant end game in ARR, i dont really care how they go about it. But everything that they improved on so far, seems to be in the right direction.

7.Fishing- I actually liked the way it was in 1.0. After i got tired of everything else, it was the only thing i did on that game until it got shut down.

8. NOTORIOUS MONSTERS- I'm a little undecided on this one, because it brought out the worst in all the gold sellers/gold buyers out there. I would like to see some NM's, but at the same time i dont want to see it over camped by a gold seller named "klslslldla"

9.Caves- I'm sure SE will pay homage somewhere to this idea. =P

10. Community - in the end, community is what you make of it. however, in XI people seemed more nice and polite probably because they had to or else good luck getting anything done. I'd prefer it if the community can be real with themselves as well as with others.

Edited, Aug 19th 2013 6:46pm by balishag
#7 Aug 19 2013 at 4:42 PM Rating: Good
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In reply to your #5 you obviously spend from 30-50 learning all the different ways to jump.
#8 I do kinda miss NM's. Enjoyed camping them to a degree. Same time I don't mind so much that they're gone. I had horrid RNG luck after all. #4 I'd have liked to see the XI system back but with shorter time between flights and travel time.
#6 Prefer the new crafting system. Makes you feel like you're actually taking part a bit more instead of just floating a crystal and praying to whatever deity you thought would take the time to help you out.
#7 I'm enjoying fishing; which surprised me. Liking it more than I did XI's.
#3 Liking having more to do on my melee jobs now. XI all I did was pop buffs on CD ctrl + 4 to change into my WS gear, WS and then change back with just that one press.

And ***** proper numerical order.
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#8 Aug 19 2013 at 4:52 PM Rating: Good
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Heh.

Regarding Item 1, over the beta weekend, I heard at least 15 different instances when someone yelped on voice chat after turning a corner and accidentally running into a level 47 or 48 mob...who then proceeds to snack on them for a light meal. So there's definitely a sense of danger.

#9 Aug 19 2013 at 4:54 PM Rating: Good
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Going to respond to each of these in turn.

1. Difficulty/Sense of Danger- - explore some. There are dangerous areas, the higher level you go, however, the fewer these will become. However, there are areas even level 50's will have a sense of danger traveling alone.


2.Sneak/Invis/Aggro- Sneak/Inviz will not be implemented in the game aside from gathering crafts. However, there are enemies in this game that agro via sight and sound. To avoid growing them you will have to know which they are and avoid them accordingly.

3. Number of abilities- - if you're not using your full kit, with RARE exceptions such as the 20% slow shared between Feint and Haymaker on Dragoon's kit, you're not playing your class right. I can't stress this enough, you're hurting your own and your party's performance when you don't push yourself, and it will matter as the levels go up.

4. Airship/Ferry Mechanics- I agree with this to an extent. There should be zones based off of travel. Given the accessibility of the Aetherite system, there's no real reason to delay out people from traveling on airships or sea vessels. I hope they reassess this long term.

5. The Way Jobs Worked- I'll be blunt. I don't. Not in the least.

Just to break it down for you:

The difference between Summoner (Job A, for Arcanist.) and and Scholar (Job B for Arcanist.)

Summoner:
3 Different pets than form Arcanist or Scholar - the third having it's own entirely different ability set. (The other two have stronger versions of Emerald and Topaz Carbuncles respectively.)
Different Base Stats (Stronger base Int)
5 Job Specific focused on Damage Dealing

Scholar:
Entirely Different stat Emphasis (MND focused over INT focused)
2 Different pets with entirely unique, healing/support orientated skill sets.
5 Job Specific healing - orientated abilities.

The difference between Class and Job is the difference between a generalize set, and a specific role. Each class can access any classes's shared skillset. Jobs can only equip from specific sub-classes. (2 each) Arcanist being unique that their skill set for both share Conjurer and Thaumaturge. The Classes themselves lend well to solo-type play, but do not, due to the lack of a fully flushed ability set post 30, lend themselves efficiently to a party situation, with few exceptions. A Dragoon will always, always, out preform a Lancer in Damage. Shield Oath alone makes Paladin a vastly superior tank to Gladiator, and so on.

As far as Gathering and Crafting classes, it feels appropriate with the tone not only of the game, but the atmosphere of the entire world. Even in XI, serious fishers had their own fishing set, and so on.

I just can't disagree more with this stance.


6. Crafting Synthesis Wobble lol- Can't agree here either. I feel it adds more to the experience of each craft, evne gathering

7.Fishing- Interactivity I can get behind. However, you can walk to the area you fish as your job, swap to your fishing gear, and then fish. You don't have to sneak around to the pond if you don't want to. When you're fishing, it makes sense that you can't just gear swap and take out an opponent that's blindsided you. You have to get to safety, put on your gear, and THEN go to town.

8. NOTORIOUS MONSTERS- - Notorious monsters are in the game. They're just Fates. No more monopolizing NMs. No more stealing Leaping Lizzy from the six others camping it because you have a higher latency or are using a bot to claim. You work together instead of against your fellow adventurers: this change is vastly overdue. If you want to encounter rare monsters on chance there are always the hidden FATES that aren't marked on the maps, and the Wanted Bounties in Guild/Grand Company Leves.

9.Caves- Can't stress this enough - go exploring. There are areas that will take your breath away - and you might get lost a bit too. >.>

10. Community- You loved or hated the FFXI community depending on what side of what argument you were on. Friends I have there I will cherish for the rest of my life. But I will never want to encourage the same sort of cavernous and hostile player-base divide as I saw in FFXI. Some of the most underhanded tactics I have ever seen in MMOs came from that game - exploits and schemes that rival even some of EVE's massive intrigues - some of which never even came to light publicly.

The good I take away from FFXI was the simple moments, the moments of friendship and tomfoolery. Get into the more serious side of FFXI and there's a blackened history there I would never want anything to do with.


In the end, it's up to each individual to decide what they'll miss and what they wont. I don't necessarily agree with everything here but I won't hold it against you. What I will recommend is that you approach FFXIV with an open heart and embrace the changes. They are entirely different beast and will likely get you to miss things about this game whenever you decide to try out or move on to other games.

There is much about FFXI I miss, and a lot I do not. I do not regret my time there in the least, but I am happy to have moved on as well.
#10 Aug 19 2013 at 5:09 PM Rating: Default
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Hyrist wrote:
Going to respond to each of these in turn.

1. Difficulty/Sense of Danger- - explore some. There are dangerous areas, the higher level you go, however, the fewer these will become. However, there are areas even level 50's will have a sense of danger traveling alone.

.


I disagree with you here buddy because unlike FFXI where you had to tip toe around dungeons or while you explore new places with aggro monsters, FFXIV gives you a tool that's an instant get out of jail free card. I got lost during beta only to bump into lv50 mobs. They agrroed me and I just casually hit flee and lost them at lv10. There is no danger if a lv10 can escape a lv50 that easily.
#11 Aug 19 2013 at 5:12 PM Rating: Decent
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Hyrist wrote:
Going to respond to each of these in turn.


3. Number of abilities- - if you're not using your full kit, with RARE exceptions such as the 20% slow shared between Feint and Haymaker on Dragoon's kit, you're not playing your class right. I can't stress this enough, you're hurting your own and your party's performance when you don't push yourself, and it will matter as the levels go up.


8. NOTORIOUS MONSTERS- - Notorious monsters are in the game. They're just Fates. No more monopolizing NMs. No more stealing Leaping Lizzy from the six others camping it because you have a higher latency or are using a bot to claim. You work together instead of against your fellow adventurers: this change is vastly overdue. If you want to encounter rare monsters on chance there are always the hidden FATES that aren't marked on the maps, and the Wanted Bounties in Guild/Grand Company Leves.




Appreciate your response, as well as everyone else's. Alot of the things here are just a matter of opinion so its always ok for people to agree to disagree thats cool, Im not pushing my preferences on anyone else, just simply stating things I enjoyed. In regards to your response about the number of abilities... I havent started my DRG yet, but that will be the class I play as it was my main in XI. The point was just that it seems to me alot of classes have a very small skill/spell set in comparison to most MMOs, even if you hated the FFXI system of skill ups and the fact that some classes had useless abilities. I still wish there were more abilities that were also useable, having more doesnt necessarily mean that the added ones have to be useless.

BTW I didnt know about the FATE system taking over NMs, thank you for pointing that out. However I gotta ask... is there the potential to get rare items from them that are both useable and sellable?
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#12 Aug 19 2013 at 5:16 PM Rating: Good
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ShadowedgeFFXI wrote:
Hyrist wrote:
Going to respond to each of these in turn.

1. Difficulty/Sense of Danger- - explore some. There are dangerous areas, the higher level you go, however, the fewer these will become. However, there are areas even level 50's will have a sense of danger traveling alone.

.


I disagree with you here buddy because unlike FFXI where you had to tip toe around dungeons or while you explore new places with aggro monsters, FFXIV gives you a tool that's an instant get out of jail free card. I got lost during beta only to bump into lv50 mobs. They agrroed me and I just casually hit flee and lost them at lv10. There is no danger if a lv10 can escape a lv50 that easily.


in XI you could just pop a warp scroll and possibly survive, too

There is a lot of thrill and danger if you're too low level to be in an area and you're trying to get an aetheryte. I took a deep breath and ran to a lot of the higher level Aetheryte places around Gridania as a level 20 (back in alpha-ish) and quite a few times I got smacked so hard I was KO'd. Smiley: laugh
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#13 Aug 19 2013 at 5:16 PM Rating: Decent
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Dual wielding and using different weapon types on the same job.
I know each FFXI job had its A grade weapon type which makes the two games pretty similar in that you specialize in a single weapon, but it was just nice to have the option of trying different things.
#14 Aug 19 2013 at 5:19 PM Rating: Decent
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Guess i'll follow suit here:

#1: I can't really comment on this so far due to only being the lower level areas but still feel there is a 'sense' of danger, just not a to level of 'gut-wrenching terror' level.

#2: So gald they don't have this. I HATED going to a zone and hearing this from a party member "uhhhh, i don't have any silent oils or powders" then my smn have to repeatedly cast invis or sneak. Again, SOOOOO HAPPY THIS IS NOT THE CASE.

#3: I agree with this one completely. leveling cnj was thus: stone stone stone stone, leveling arn was thus: ruin ruin ruin. I would be more then happy for a few more spells with DoM jobs.

#4: I did like these actually. Love the ferry and even loved the pirates (once i was 75 and able to fight them of course). Wouldn't mind seeing these again. And i kind of disagree with some people saying this would delay peoples playing time. Seriously? if a 5 minute airship ride is cutting into your tight playing schedule then wow.

#5: I don't have a problem with a simple switch of the weapon to change my class, it's a one move swap to change my class, done, over with.

#6: Couldn't care less about.

#7: See previous comment.

#8: i believe they are called FATES now. I utterly hated the hardcore competitiveness of people and groups camping mobs. it killed it for any social player to enjoy the experience. If you really enjoyed it that much, then odds are you were the guy/group that everyone hated for taking the game way to serious.

#9: I have found many a caves so far. Perhaps you were looking in the wrong spots?????

#10: We have this, it's the thing your posting in now.

#11: i'll take Limit Breaks for the win any day.

Edited, Aug 19th 2013 7:20pm by RyanSquires

Edited, Aug 19th 2013 7:22pm by RyanSquires
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#15 Aug 19 2013 at 5:26 PM Rating: Default
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Keep in mind that I'm one of the few who would be happy if there was an xp loss for dying so that you really felt a sense of terror when you were in dangerous areas and really didnt want to die. :D
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#16 Aug 19 2013 at 5:30 PM Rating: Default
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Catwho wrote:


in XI you could just pop a warp scroll and possibly survive, too

There is a lot of thrill and danger if you're too low level to be in an area and you're trying to get an aetheryte. I took a deep breath and ran to a lot of the higher level Aetheryte places around Gridania as a level 20 (back in alpha-ish) and quite a few times I got smacked so hard I was KO'd. Smiley: laugh


I only died to lower leveled mobs(10 levels higher) that had long distance abilities. FFXIV is not close to the difficultly of FFXI, not even close. Good luck making it to Jeuno from sandy years ago when the tigers would run you down if they spotted you. Or if you came from the other way, the raptors would do the same. Sure there are warp scrolls, but with either of those lv20ish mobs, you'd be dead before it would warp you. Let's be honest Cat, you played FFXI for years. You know better than this. FFXIV is a good game, but it's not nearly as hard as FFXI, not even close. The mobs deaggro so easy in FFXIV. In FFXI, you had to walk though water or lose sight or something that wasn't always possible.
#17 Aug 19 2013 at 5:35 PM Rating: Excellent
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I understand the NM nostalgia but won't miss it. 1 D. Ring, 2 E. Bodies, 2-3 Ridills per server per YEAR?! 1 claim in 2 weeks on Leaping Lizzy?! Yea, no thanks on repeating that. FATE NMs are soooo much better.
#18 Aug 19 2013 at 5:36 PM Rating: Good
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ShadowedgeFFXI wrote:
Hyrist wrote:
Going to respond to each of these in turn.

1. Difficulty/Sense of Danger- - explore some. There are dangerous areas, the higher level you go, however, the fewer these will become. However, there are areas even level 50's will have a sense of danger traveling alone.

.


I disagree with you here buddy because unlike FFXI where you had to tip toe around dungeons or while you explore new places with aggro monsters, FFXIV gives you a tool that's an instant get out of jail free card. I got lost during beta only to bump into lv50 mobs. They agrroed me and I just casually hit flee and lost them at lv10. There is no danger if a lv10 can escape a lv50 that easily.


You didn't get all that far in then. Enemies with ranged attacks can one-shot you, and will.

It's not 'as scary' as old school FFXI, but really, can anything compare to Valkrum Dooms bogeys and goblin trains to zone? FFXI was down-right punishing. It lived off of making you afraid of everything in that game. The problem is, that sort of thing isn't really appealing to most people.

So fear here is regulated. You'll feel it, (especially if you are new, like we were back then) but it won't crush you under heel with every single mistake you make.

Phoenix904 wrote:


Appreciate your response, as well as everyone else's. Alot of the things here are just a matter of opinion so its always ok for people to agree to disagree thats cool, Im not pushing my preferences on anyone else, just simply stating things I enjoyed. In regards to your response about the number of abilities... I havent started my DRG yet, but that will be the class I play as it was my main in XI. The point was just that it seems to me alot of classes have a very small skill/spell set in comparison to most MMOs, even if you hated the FFXI system of skill ups and the fact that some classes had useless abilities. I still wish there were more abilities that were also useable, having more doesnt necessarily mean that the added ones have to be useless.

BTW I didnt know about the FATE system taking over NMs, thank you for pointing that out. However I gotta ask... is there the potential to get rare items from them that are both useable and sellable?


Useable, yes.

Salable no.

Example: Odin.

Odin has a chance to drop Odin's Mantle which will be used like currency to a specific NPC to get gear from. This chance (and possibly number) scales with Odin's difficulty, which also scales on the number of times he's consecutively defeated (stated in a live letter).

It is unknown if the Behemoth FATE does something similar. The lower-level FATE NM's however, only drop Grand Company currency (if you are in a Grand Company) and standard Gil/XP drops. Yoshida has stated that primarily, it will be the Endgame FATES that drop loot.

It's all still quite new for everyone right now so everything is up in the air. There's quite a bit of feedback requesting that there is gear with unique stats and modifiers in the game, and while Yoshida did state that they did not want issues of gear completely outclassing beyond their levels, that there will be new gear implemented with new statistics not seen in data as of yet. So there's still hope there.
#19 Aug 19 2013 at 5:40 PM Rating: Decent
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Am man I definitely miss the airship concept from FFXI, could say I was seriously disappointed when I saw the lil flying fisherman boat in FF14.
I think because I was expecting something huge
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#20 Aug 19 2013 at 5:45 PM Rating: Good
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#21 Aug 19 2013 at 5:45 PM Rating: Decent
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Catwho wrote:
ShadowedgeFFXI wrote:
Hyrist wrote:
Going to respond to each of these in turn.

1. Difficulty/Sense of Danger- - explore some. There are dangerous areas, the higher level you go, however, the fewer these will become. However, there are areas even level 50's will have a sense of danger traveling alone.

.


I disagree with you here buddy because unlike FFXI where you had to tip toe around dungeons or while you explore new places with aggro monsters, FFXIV gives you a tool that's an instant get out of jail free card. I got lost during beta only to bump into lv50 mobs. They agrroed me and I just casually hit flee and lost them at lv10. There is no danger if a lv10 can escape a lv50 that easily.


in XI you could just pop a warp scroll and possibly survive, too

There is a lot of thrill and danger if you're too low level to be in an area and you're trying to get an aetheryte. I took a deep breath and ran to a lot of the higher level Aetheryte places around Gridania as a level 20 (back in alpha-ish) and quite a few times I got smacked so hard I was KO'd. Smiley: laugh


I think the concern here is that mobs reset after a certain distance + the sprint factor. I dont think anything will be just like XI, as far as being in fear of 90% of the mobs out there. It was fun for the masochistic few of us, who thrived weaving a path through them successfully. Unfortunately for the greater masses this is nothing but an aggravating obstacle... i dont know if its attention deficit, latency issues, retardedness, or all of the above. For whatever contingent factors it may be, id rather keep this aspect out of ARR as much as possible.
#22 Aug 19 2013 at 5:49 PM Rating: Default
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Hyrist wrote:
[
You didn't get all that far in then. Enemies with ranged attacks can one-shot you, and will.

It's not 'as scary' as old school FFXI, but really, can anything compare to Valkrum Dooms bogeys and goblin trains to zone? FFXI was down-right punishing. It lived off of making you afraid of everything in that game. The problem is, that sort of thing isn't really appealing to most people.

So fear here is regulated. You'll feel it, (especially if you are new, like we were back then) but it won't crush you under heel with every single mistake you make.


Hyrist, I said I got lost with level 50 mobs by this closed fortress. If that isn't exploring far enough, I don't know what else to say. As I alluded to cat, I did agree that ranged abilities can kill you. It's just not as scary for me and I know you agree with me. I suppose FFXI was so hard that everything else pales in comparison to us. I'm trying to compare FFXI to FFXIV as the OP refers. It's literally night and day. We never had Goblin aggro ranges(huge red circles) where we could run out of range of the AoE bomb Toss either. You better stun it, have enough HP to survive it, or barfire up. If you compare FFXIV to a new core of gamers, maybe I could give it some slack, but how can someone like you who knows FFXI probably as good as me say that FFXIV is half as dangerous as FFXI. I realize that most people don't like the punishing gameplay of FFXI, but this is a FFXI vs FFXIV comparison thread. Let's call out the lack of difficultly and just agree we won't be tasked as hard as FFXI. It's sad too because FFXIV is so **** good in many ways and they drop the ball with exploring. You can't enter a dungeon solo for example, not yet at least.
#23 Aug 19 2013 at 5:55 PM Rating: Decent
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ShadowedgeFFXI wrote:
Catwho wrote:


in XI you could just pop a warp scroll and possibly survive, too

There is a lot of thrill and danger if you're too low level to be in an area and you're trying to get an aetheryte. I took a deep breath and ran to a lot of the higher level Aetheryte places around Gridania as a level 20 (back in alpha-ish) and quite a few times I got smacked so hard I was KO'd. Smiley: laugh


I only died to lower leveled mobs(10 levels higher) that had long distance abilities. FFXIV is not close to the difficultly of FFXI, not even close. Good luck making it to Jeuno from sandy years ago when the tigers would run you down if they spotted you. Or if you came from the other way, the raptors would do the same. Sure there are warp scrolls, but with either of those lv20ish mobs, you'd be dead before it would warp you. Let's be honest Cat, you played FFXI for years. You know better than this. FFXIV is a good game, but it's not nearly as hard as FFXI, not even close. The mobs deaggro so easy in FFXIV. In FFXI, you had to walk though water or lose sight or something that wasn't always possible.



My thoughts exactly. I remember my heart racing after running half a mile and looking back to see that the gob train is STILL on me lol, loved that man it was like the same thing that makes certain movies so good, they stir up lively emotions.
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#24 Aug 19 2013 at 5:55 PM Rating: Good
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I'll debate more with you when I get home, Shadow, but know that it's not a high priority to me.

FFXI was heavily critisized for it's punishing (read, not difficult, just punishing) mechanics well into it's own days, and explaining why would take a great deal of time I really don't have free right now.

But in overview, you're comparing Apples to Oranges here. Comparing Kingdom Hearts to Demon Souls.

As I said before, there's a sense of danger here in this game. It's not, however, the danger of immediately getting unforgivingly punished for making a mistake, which was the danger FFXI presented.
#25 Aug 19 2013 at 5:59 PM Rating: Decent
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The thing that kinda bugged me was not being able to close map with the O button if you opened it via 'triangle' and then moved. IMO, all windows should be closed via one button.

Snk/Vis would have been nice but it was manageable...
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#26 Aug 19 2013 at 6:06 PM Rating: Good
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ShadowedgeFFXI wrote:
Catwho wrote:


in XI you could just pop a warp scroll and possibly survive, too

There is a lot of thrill and danger if you're too low level to be in an area and you're trying to get an aetheryte. I took a deep breath and ran to a lot of the higher level Aetheryte places around Gridania as a level 20 (back in alpha-ish) and quite a few times I got smacked so hard I was KO'd. Smiley: laugh


I only died to lower leveled mobs(10 levels higher) that had long distance abilities. FFXIV is not close to the difficultly of FFXI, not even close. Good luck making it to Jeuno from sandy years ago when the tigers would run you down if they spotted you. Or if you came from the other way, the raptors would do the same. Sure there are warp scrolls, but with either of those lv20ish mobs, you'd be dead before it would warp you. Let's be honest Cat, you played FFXI for years. You know better than this. FFXIV is a good game, but it's not nearly as hard as FFXI, not even close. The mobs deaggro so easy in FFXIV. In FFXI, you had to walk though water or lose sight or something that wasn't always possible.


As fun as it was back in the day, id rather not see ARR have that type of "difficulty" attached to it. I do believe that they can create challenges in other ways than making 90% of the mobs untouchable. Plus another thing that puts me off about XI looking back, is grinding exp with a group of 6 people vs 1 little crab. Also, something about watching my char auto attack most of the time, while whiffing on 30%-40% of its strikes was not entertaining to look at. I had a lot of fun with XI, dont get me wrong but these things need to change.
#27 Aug 19 2013 at 6:07 PM Rating: Decent
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I have to agree with the comment regarding exp lose on KO. It did give a sense of importance to do your job and to not let your fellow party members die. Now, if someone dies, it's like 'oh my bad, up ya go' and on to the next fight.
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#28 Aug 19 2013 at 6:08 PM Rating: Good
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Phoenix904 wrote:
1. Difficulty/Sense of Danger- This doesnt mean I'm for keeping ALL of the areas of difficulty that FFXI had, such as the waiting in Jeuno in LFG for 4 hours just to get an exp party that falls apart before it ever really begins, or any of the other plethora of time sinks that FFXI was known for but I do kind of wish that leveling was at least a little more difficult and took more time. The world also felt a lot more dangerous (granted we haven't seen much yet) and I don't think anyone can forget the sense of danger they first felt while trying to find their camp spot in Valkrum Dunes, and tbh that sense of danger never really went away as you progressed through the game you were constantly in areas where you couldn't handle mobs solo. I fear this game might be too easy in trying to cater to all of the kids who's MMO experience is WoW and are coming over with a sense of entitlement expecting everything to be fed to them on a silver spoon, though I cant blame SE for making smart business decisions if that's where the market has gone.


Did you go to any of the higher level areas? There were tons of high level mobs that aggro. They even made it so that you still get aggro on a chocobo. Yes, sprint makes it much easier to get away, but I don't have a problem with it.

Phoenix904 wrote:
2.Sneak/Invis/Aggro- Certain mobs could aggro either based upon sight, sound, the use of magic, or other things, so you constantly had to be aware of what type of mobs you were running by and what made them aggro. I really miss not having sneak and invis in this game... it was fun and also intense trying to get by mobs before it wore off or getting to a safe spot to re-cast on yourself before continuing on.


I agree with you. I really wish there were sound/true sight aggroing mobs. Maybe there are and I just haven't seen it, but so far everything seems to be sight aggro only. I wouldn't mind if this was brought back.

Phoenix904 wrote:
3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.


There were so many utterly useless spells in XI. There are way MORE abilities for melee than in XI. Rdm was one of the few jobs that had to cast more than a few spells, and even that was only for solo. In groups and endgame it was Refresh > Haste > repeat. I'm happy how XIV is currently in this regard.

Phoenix904 wrote:
4. Airship/Ferry Mechanics- I really miss how in FFXI you could wait for the ferry or airship with a group of people and not be the only one taking it in an instanced custscene. It added a realness to the world and a greater sense of immersion. Having to wait for the airship and then spend the time traveling on it rather than just having all the lands connected via a custscene in which you're the only one who is a part of it was much better in my opinion. I will greatly miss the ferry, it was a blast fishing on it and then having the random sea horror or pirate attacks that could wipe everyone if they didnt huddle down below the deck. I also miss the size of the airship/ferry, because they seem so much smaller in this game.


They've already mentioned adding this into the game.

Phoenix904 wrote:
5. The Way Jobs Worked- I miss being able to be a DRG or a RDM or w/e who fishes instead of having to completely change to be a fisherman. It was great going to dangerous areas and fishing, then when you got attacked you could kill it as the job that you are, or aid parties who are leveling near you and who are a lower level and in need of help. I want to be able to be a DRG while fishing. I also just flat out miss the job/subjob system. I feel like right now since every class can use abilities from every other class that everything is just too homogonized, and the way leveling is nobody is going to have a real identity since alot of people will have pretty much every class/job to 50. Its kind of odd being a marauder who can cure. And the difference between a LNC and DRG for example is what... 5 abilities?


Wait, what? You liked having to go back to your moghouse every time you wanted to change jobs? NO THANKS. I love that I can cross-class some abilities. It allows for unique combinations on jobs. I think it's the exact opposite effect of what you mentioned with homogenizing everyone. Also, it's WAY more than 5 different abilities for drg to lnc, or any class to job. It's a difference of 5 cross-class abilities, plus all of the job-specific abilities you get at later levels. It's a minimum of 10 different abilities, not even counting traits.

Phoenix904 wrote:
6. Crafting Synthesis Wobble lol- Definitely miss the crafting animations when you were synthing something and it started wobbling back and forth and you had a million gil hanging in the balance after taking into account the direction you were facing, the time of day, the phase of the moon, and everything else and not knowing what was going to happen next. Besides, FF crafting is synthesizing with crystals, I didnt expect "real" crafting animations like bringing out a sewing table and what-not.


I'm sorry, but crafting in XIV is superior to crafting in XI in every way imo. XI crafting was the grindiest, least fun crafting I've ever seen in a game. Again, imo.

Phoenix904 wrote:
7.Fishing- I just miss the involvement of fishing, i felt it added to the immersion more-so than now where you just hit a button once something bites the hook. I realize there are those of you who would prefer XIV's style of fishing in regards to this and thats ok, this is just my opinion. And as I touched on in #5 it was sweet going somewhere on your powerful job to fish rather than being a fisherman who cant really fight but has to stealth around.


Haven't tried it so I won't really comment.

Phoenix904 wrote:
8. NOTORIOUS MONSTERS- Mannnnnnnnnnnnnnnnnn I can't believe they took this out. This was one of the coolest things in that game... being able to hunt named monsters that only spawned every now and then in certain areas and dropped rare items that you could either use or sell for a ton on the AH. Camping them was pretty cool... and competing with other players to tag them... I absolutely loved that because when you finally saw the thing spawn it was such an exhilarating rush. How do we have a hunting log in this game with no NMs to hunt. One of the biggest buzzkills for me right now! I hope they add them in the future somehow... I have dreams of killing Leaping Lizzy outside of Bastok to this day!


I loved NM hunting. However, I also realize what an incredible and horrendous timesink it was, and how awful the droprates were in most cases. Also, there are NMs in tons of FATEs, and the higher level ones are supposed to drop gear.

Phoenix904 wrote:
9.Caves- Cant forget this... many zones had cave areas that added to the whole sense of danger thing because they were either difficult to navigate or contained mobs that you generally wanted to avoid. It was also easy to get lost in some zones such as that one jungle place where we all killed mandragoras... the place below the area where you go to fight Ifrit (cant remember the name).


There are still caves in XIV, quite a few of them actually.

Phoenix904 wrote:
10. Community- This isn't something that can be changed, just something that will be missed.... FFXI had a great community.


A community is what you make of it. I love the community in XIV so far.

Phoenix904 wrote:
11. Skillchains/Magic Bursts- Thought it was pretty cool having to know what kinds of mobs you're fighting, what they're weak to, and then seeing what class combos you got so that you could find a skillchain you were capable of doing and then executing them.


I mostly agree with you here. I liked skillchains and the precise timing they required. As a samurai in XI, it was always a blast to SC with pretty much everyone in a party.
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#29 Aug 19 2013 at 6:11 PM Rating: Decent
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QUICK RESPONSE:

I too enjoyed the rush of running to Jeuno for the first time or running for your life to the nearest zone. But, it's just too early to really gauge the difficulty level of 2.0.

NM's camping was fun for me; but again, I liked the rush and the joy of getting a claim and the fury of losing it. That being said, Yoshi will throw some action at us - for all types of players.

This game's secrets, (new) traditions, and hi-points will emerge over the next six-to-eight months. I'm sure at some point we'll be saying how we miss x, y, and z from FFXIV when the next one comes out.

Is it the 24th yet?
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#30 Aug 19 2013 at 6:22 PM Rating: Good
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1. Difficulty/Sense of Danger- This doesnt mean I'm for keeping ALL of the areas of difficulty that FFXI had, such as the waiting in Jeuno in LFG for 4 hours just to get an exp party that falls apart before it ever really begins, or any of the other plethora of time sinks that FFXI was known for but I do kind of wish that leveling was at least a little more difficult and took more time. The world also felt a lot more dangerous (granted we haven't seen much yet) and I don't think anyone can forget the sense of danger they first felt while trying to find their camp spot in Valkrum Dunes, and tbh that sense of danger never really went away as you progressed through the game you were constantly in areas where you couldn't handle mobs solo. I fear this game might be too easy in trying to cater to all of the kids who's MMO experience is WoW and are coming over with a sense of entitlement expecting everything to be fed to them on a silver spoon, though I cant blame SE for making smart business decisions if that's where the market has gone.

Sense of danger is still there some what.... I like the difficulty level and don't have the time to dedicate like I did to FFXI... I really like this part of the game. The difficulty level came way down in FFXI too.. **** you could level a job to 99 in a couple days...

2.Sneak/Invis/Aggro- Certain mobs could aggro either based upon sight, sound, the use of magic, or other things, so you constantly had to be aware of what type of mobs you were running by and what made them aggro. I really miss not having sneak and invis in this game... it was fun and also intense trying to get by mobs before it wore off or getting to a safe spot to re-cast on yourself before continuing on.

Yea being able to just out run anything that agros just feels cheap.

3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.

I am fine here

4. Airship/Ferry Mechanics- I really miss how in FFXI you could wait for the ferry or airship with a group of people and not be the only one taking it in an instanced custscene. It added a realness to the world and a greater sense of immersion. Having to wait for the airship and then spend the time traveling on it rather than just having all the lands connected via a custscene in which you're the only one who is a part of it was much better in my opinion. I will greatly miss the ferry, it was a blast fishing on it and then having the random sea horror or pirate attacks that could wipe everyone if they didnt huddle down below the deck. I also miss the size of the airship/ferry, because they seem so much smaller in this game.

I miss this too it feels cheap again and unrealistic. I used this time to eat/take a break/use the WC or read up on what I was going to do next


5. The Way Jobs Worked- I miss being able to be a DRG or a RDM or w/e who fishes instead of having to completely change to be a fisherman. It was great going to dangerous areas and fishing, then when you got attacked you could kill it as the job that you are, or aid parties who are leveling near you and who are a lower level and in need of help. I want to be able to be a DRG while fishing. I also just flat out miss the job/subjob system. I feel like right now since every class can use abilities from every other class that everything is just too homogonized, and the way leveling is nobody is going to have a real identity since alot of people will have pretty much every class/job to 50. Its kind of odd being a marauder who can cure. And the difference between a LNC and DRG for example is what... 5 abilities?

I am ok here too

6. Crafting Synthesis Wobble lol- Definitely miss the crafting animations when you were synthing something and it started wobbling back and forth and you had a million gil hanging in the balance after taking into account the direction you were facing, the time of day, the phase of the moon, and everything else and not knowing what was going to happen next. Besides, FF crafting is synthesizing with crystals, I didnt expect "real" crafting animations like bringing out a sewing table and what-not.


Really the animations are far better now for crafting, for FFXI they were the same for all crafts and actual crafting was exactly the same for all crafts...... Crafting is actually fun and requires a little skill in FFXIV and I hated it in FFXI



7.Fishing- I just miss the involvement of fishing, i felt it added to the immersion more-so than now where you just hit a button once something bites the hook. I realize there are those of you who would prefer XIV's style of fishing in regards to this and thats ok, this is just my opinion. And as I touched on in #5 it was sweet going somewhere on your powerful job to fish rather than being a fisherman who cant really fight but has to stealth around.

No comment I have not tried it but I am unhappy hey disconnected it from the economy


8. NOTORIOUS MONSTERS- Mannnnnnnnnnnnnnnnnn I can't believe they took this out. This was one of the coolest things in that game... being able to hunt named monsters that only spawned every now and then in certain areas and dropped rare items that you could either use or sell for a ton on the AH. Camping them was pretty cool... and competing with other players to tag them... I absolutely loved that because when you finally saw the thing spawn it was such an exhilarating rush. How do we have a hunting log in this game with no NMs to hunt. One of the biggest buzzkills for me right now! I hope they add them in the future somehow... I have dreams of killing Leaping Lizzy outside of Bastok to this day!

I do not miss camping nm's at all.. I hated camping something for two days to blink and have some random guys run by and steal the mob.

9.Caves- Cant forget this... many zones had cave areas that added to the whole sense of danger thing because they were either difficult to navigate or contained mobs that you generally wanted to avoid. It was also easy to get lost in some zones such as that one jungle place where we all killed mandragoras... the place below the area where you go to fight Ifrit (cant remember the name).

You really have not explored much.

10. Community- This isn't something that can be changed, just something that will be missed.... FFXI had a great community.

Honestly the community went out the window with Abyssea and in came the greed and everyone out for them selves. People were not the same. I do miss some of my real close friends and ope some come to FFXIV but most of my really old ones left.

11. Skillchains/Magic Bursts- Thought it was pretty cool having to know what kinds of mobs you're fighting, what they're weak to, and then seeing what class combos you got so that you could find a skillchain you were capable of doing and then executing them.

Yea for some reason they took a stand against them I dont know why. They do promote team work but it does not bother me they donnot have them.


Edited, Aug 19th 2013 8:25pm by Nashred

Edited, Aug 19th 2013 8:26pm by Nashred
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#31 Aug 19 2013 at 6:23 PM Rating: Decent
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ShadowedgeFFXI wrote:
Hyrist wrote:
[
You didn't get all that far in then. Enemies with ranged attacks can one-shot you, and will.

It's not 'as scary' as old school FFXI, but really, can anything compare to Valkrum Dooms bogeys and goblin trains to zone? FFXI was down-right punishing. It lived off of making you afraid of everything in that game. The problem is, that sort of thing isn't really appealing to most people.

So fear here is regulated. You'll feel it, (especially if you are new, like we were back then) but it won't crush you under heel with every single mistake you make.


Hyrist, I said I got lost with level 50 mobs by this closed fortress. If that isn't exploring far enough, I don't know what else to say. As I alluded to cat, I did agree that ranged abilities can kill you. It's just not as scary for me and I know you agree with me. I suppose FFXI was so hard that everything else pales in comparison to us. I'm trying to compare FFXI to FFXIV as the OP refers. It's literally night and day. We never had Goblin aggro ranges(huge red circles) where we could run out of range of the AoE bomb Toss either. You better stun it, have enough HP to survive it, or barfire up. If you compare FFXIV to a new core of gamers, maybe I could give it some slack, but how can someone like you who knows FFXI probably as good as me say that FFXIV is half as dangerous as FFXI. I realize that most people don't like the punishing gameplay of FFXI, but this is a FFXI vs FFXIV comparison thread. Let's call out the lack of difficultly and just agree we won't be tasked as hard as FFXI. It's sad too because FFXIV is so **** good in many ways and they drop the ball with exploring. You can't enter a dungeon solo for example, not yet at least.


If i may comment a little off topic on this one... but looking back, i did not find XI's difficulty to be reasonable at all. Maybe it fit the bill at the time, but more or less, it taxed you for being at the wrong place at the wrong time. Running and training every mob back to the zone only made it so that others have to suffer the consequences of your misfortune. I enjoyed the concept back then, when mmo's were still pretty new to everyone. But now looking forward, ARR should create some new unique challenges of its own, other than getting 1 shotted by an IT mob. In the very least, id like to have a fighting chance if you get what i mean...
#32 Aug 19 2013 at 6:25 PM Rating: Good
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I miss barging into NPCs houses >_>
#33 Aug 19 2013 at 6:30 PM Rating: Excellent
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VitaminD2112 wrote:
I miss barging into NPCs houses >_>


You need pots to smash though, or at least clocks to get elixirs from.
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#34 Aug 19 2013 at 6:35 PM Rating: Good
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I too miss riding the ferry/airships. Perhaps a good way to keep everyone happy is to give people an option of either riding it there or to simply "teleport" there like it works now.
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#35ShadowedgeFFXI, Posted: Aug 19 2013 at 6:40 PM, Rating: Sub-Default, (Expand Post) Regardless, the difficulty of FFXI trumps FFXIV. I'm not even talking about the 2004 era either. After the mpk patch, the mob trains were gone and yet there was still more difficulty than FFXIV has at lv50. I'm not making this stuff up, why should a lv50 mob not be able to finish off a lv10 class? I don't care how you quantify it, issues like that need to go. FFXII did a good job of balancing difficulty with exploration. FFXI was too **** hard and FFXIV is too **** easy. That's all I'm trying to say here.
#36 Aug 19 2013 at 7:58 PM Rating: Decent
I know a reply has pretty much covered most of this, but let me tear this up some more..

Phoenix904 wrote:
1. Difficulty/Sense of Danger- This doesnt mean I'm for keeping ALL of the areas of difficulty that FFXI had, such as the waiting in Jeuno in LFG for 4 hours just to get an exp party that falls apart before it ever really begins, or any of the other plethora of time sinks that FFXI was known for but I do kind of wish that leveling was at least a little more difficult and took more time. The world also felt a lot more dangerous (granted we haven't seen much yet) and I don't think anyone can forget the sense of danger they first felt while trying to find their camp spot in Valkrum Dunes, and tbh that sense of danger never really went away as you progressed through the game you were constantly in areas where you couldn't handle mobs solo. I fear this game might be too easy in trying to cater to all of the kids who's MMO experience is WoW and are coming over with a sense of entitlement expecting everything to be fed to them on a silver spoon, though I cant blame SE for making smart business decisions if that's where the market has gone.


Danger was all illusion. I ran as a level 1 from Bastok to Jeuno a number of times. If you kept your head, knew the game, and took your time, you could go anywhere. As for the fear of getting eaten by harder mobs, same goes for FFXIV. Go rush a Gobbue when you first go outside to level, and enjoy being eaten. Or better yet, take a ride through any stronghold and see how long you last. All they've done in FFXIV is... well nothing different really. The newbie areas are larger, granted, but you can get eaten if you are careless. And if you go through areas that are higher leveled (now these were moved off the path to the major cities), then you will find yourself hunted down and murdered.

Phoenix904 wrote:
2.Sneak/Invis/Aggro- Certain mobs could aggro either based upon sight, sound, the use of magic, or other things, so you constantly had to be aware of what type of mobs you were running by and what made them aggro. I really miss not having sneak and invis in this game... it was fun and also intense trying to get by mobs before it wore off or getting to a safe spot to re-cast on yourself before continuing on.


I don't miss the random number generator determining if I lived or died. With the updates to FFXI, that's less of an issue now, but before, you could see it wearing seconds after a cast, even before recast was up when it came to Spectral Jig. Was it exciting? Maybe your first time. Your 20th time crossing an area, it was just a pain in the ***.

Phoenix904 wrote:
3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.


But you need to remember that the abilities now scale, where as in FFXI, the "new abilities" were often just an increased tier of the same ability. And depending on job, it's really no different. At 99, WAR has 10 abilities. Total. That includes meritable. PLD only has 11 abilities, not including spells. This is a case of rose-coloured glasses. It probably felt like more when you played, and yes for spells, still correct, but again, even those are limited. There are only 10 unique spells, with some having multiple tiers that effectively replace the prior one.

Phoenix904 wrote:
4. Airship/Ferry Mechanics- I really miss how in FFXI you could wait for the ferry or airship with a group of people and not be the only one taking it in an instanced custscene. It added a realness to the world and a greater sense of immersion. Having to wait for the airship and then spend the time traveling on it rather than just having all the lands connected via a custscene in which you're the only one who is a part of it was much better in my opinion. I will greatly miss the ferry, it was a blast fishing on it and then having the random sea horror or pirate attacks that could wipe everyone if they didnt huddle down below the deck. I also miss the size of the airship/ferry, because they seem so much smaller in this game.


The ferry and airship were both utilized in quests, and the ferries offered fishing spots. They served a purpose, but honestly, they are deserted now. Why? Because the novelty wears off. When you have a party waiting on you, you don't want a mandatory cutscene and 10-20 minutes spent just getting there. It was unneeded, and now is completely circumvented by the various teleporting options offered. FFXIV just cut out the waiting time for that to be made. You can already teleport, day one. Sure, you can also use the ships, but they aren't a penalty, just an option now.

Phoenix904 wrote:
5. The Way Jobs Worked- I miss being able to be a DRG or a RDM or w/e who fishes instead of having to completely change to be a fisherman. It was great going to dangerous areas and fishing, then when you got attacked you could kill it as the job that you are, or aid parties who are leveling near you and who are a lower level and in need of help. I want to be able to be a DRG while fishing. I also just flat out miss the job/subjob system. I feel like right now since every class can use abilities from every other class that everything is just too homogonized, and the way leveling is nobody is going to have a real identity since alot of people will have pretty much every class/job to 50. Its kind of odd being a marauder who can cure. And the difference between a LNC and DRG for example is what... 5 abilities?


So, is MRD casting cure any more odd than a WAR/WHM doing that? All they've done is allow for it to go further down the road of customization. As for not being a DRG while fishing... all you need to do is equip your Polearm, boom, you're a DRG! ****, if you use the gearsets, you can just jump one job to the other so long as you are out of combat. Changing on the fly, where ever you go, makes so much more sense than how it used to be.

Phoenix904 wrote:
6. Crafting Synthesis Wobble lol- Definitely miss the crafting animations when you were synthing something and it started wobbling back and forth and you had a million gil hanging in the balance after taking into account the direction you were facing, the time of day, the phase of the moon, and everything else and not knowing what was going to happen next. Besides, FF crafting is synthesizing with crystals, I didnt expect "real" crafting animations like bringing out a sewing table and what-not.


Are. You. *******. Serious? I mean, really? You missed the absolute worst part of FFXI? OK, is this a troll post? I think it's a troll post now, because only the mentally challenged would like a system where you had 0 control. Now you can actually (gasp) PREDICT THE OUTCOME! You can even INFLUENCE IT! FFXIV has the absolute best crafting system of any MMO I have seen, ever.

Phoenix904 wrote:
7.Fishing- I just miss the involvement of fishing, i felt it added to the immersion more-so than now where you just hit a button once something bites the hook. I realize there are those of you who would prefer XIV's style of fishing in regards to this and thats ok, this is just my opinion. And as I touched on in #5 it was sweet going somewhere on your powerful job to fish rather than being a fisherman who cant really fight but has to stealth around.

All of this is your opinion, and I truly hope that most of it is the minority opinion as far as crafting and fishing. I haven't tried fishing yet, but if it is like FFXIV 1.0, I'll be happy enough. It's about the only part of 1.0 I liked.

Phoenix904 wrote:
8. NOTORIOUS MONSTERS- Mannnnnnnnnnnnnnnnnn I can't believe they took this out. This was one of the coolest things in that game... being able to hunt named monsters that only spawned every now and then in certain areas and dropped rare items that you could either use or sell for a ton on the AH. Camping them was pretty cool... and competing with other players to tag them... I absolutely loved that because when you finally saw the thing spawn it was such an exhilarating rush. How do we have a hunting log in this game with no NMs to hunt. One of the biggest buzzkills for me right now! I hope they add them in the future somehow... I have dreams of killing Leaping Lizzy outside of Bastok to this day!


Bot campers. Hacking for claim. Ridiculous spawn conditions. Retarded drop rates. Making all drops Rare/Ex. Farming pops for some NMs. Competing with gil/item sellers. Yea, sooo much fun.

Phoenix904 wrote:
9.Caves- Cant forget this... many zones had cave areas that added to the whole sense of danger thing because they were either difficult to navigate or contained mobs that you generally wanted to avoid. It was also easy to get lost in some zones such as that one jungle place where we all killed mandragoras... the place below the area where you go to fight Ifrit (cant remember the name).


There aren't tons yet, but I'd not be surprised if they add more. But there are some open world places that are just as contained, and packed with nasty mobs.

Phoenix904 wrote:
10. Community- This isn't something that can be changed, just something that will be missed.... FFXI had a great community.


FFXIV has a great community too, but it's different. Just like every game and every time period for every game. Community is never consistent through the life of the game, either. FFXI had an awesome vibe in 2004, by 2008, things were definitely not the same. Today, it's not at all like it was in ether 2004 or 2008. People move on, things change. You're letting your nostalgia blind you to the downsides.

Phoenix904 wrote:
11. Skillchains/Magic Bursts- Thought it was pretty cool having to know what kinds of mobs you're fighting, what they're weak to, and then seeing what class combos you got so that you could find a skillchain you were capable of doing and then executing them.


There are skillchains, and I'd not be shocked to see them add magic bursts.

Phoenix904 wrote:
Again, dont flame me too hard! I know these arent the same games, this is just a list of things I loved about that game that I wish were included in this one but I will still be playing this one and I do have high hopes for it. Definitely giving it the chance to become my MMO for the next few years at least, we'll see what happens! If anyone has any other things they miss please post them because I probably forgot a lot about that game it's been so long.


No, you didn't forget, you just remember it through a filter of nostalgia, through those fabled rose-coloured glasses that make everything perfect and flawless, or just plain better. The reality is that FFXI had tons of flaws, had a mire of timesinks, and really had so many issues that FFXIV improves on in just about every single way. And that's not me fanboying out one way or another. The design of the game, the layout of the map, the crafting system, and several other aspects have been improved to address player concerns about how the game played. There was a conscious effort by Yoshi to make this game a natural 2.0 of both FFXI and FFXIV, taking the lessons learned from both to improve this product.

Just to give other examples, think about the auction house they now have. To get to sell on it, you need to level up high enough to complete a good chunk of the storyline. Why would they do this? To dissuade gilsellers in this game. That's why you can't craft until a certain level either. It pretty much roadblocks their progress, and forces them to invest more time and effort to be a force in the economy. This wasn't a lesson from FFXIV, but one from FFXI.

Like any good company should, Yoshi's team tried to learn both from their own company's failures, as well as look at the market as an entire entity, rather than simply designing in a vacuum. Sure, they could have sought out the hard core crowd again, that's definitely a demographic. But it is a rapidly dying one in the MMO landscape. It has shifted to focus more on games like Dark Souls rather than trying to live in a persistent world. The hardcore mechanic just doesn't work well in the MMO setting. The amount of punishment works fine in the short term, but over years, it wears down the playerbase and burns them out. That's why so many MMOs feel like "dumbed down" versions of their single player series. It's because keeping that level of pressure on a player has a definite effect on the playerbase.

As a final thought, read the quote in my signature.
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#37 Aug 19 2013 at 8:13 PM Rating: Default
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Pawkeshup, Averter of the Apocalypse wrote:

Danger was all illusion. I ran as a level 1 from Bastok to Jeuno a number of times. If you kept your head, knew the game, and took your time, you could go anywhere. As for the fear of getting eaten by harder mobs, same goes for FFXIV. Go rush a Gobbue when you first go outside to level, and enjoy being eaten. Or better yet, take a ride through any stronghold and see how long you last. All they've done in FFXIV is... well nothing different really. The newbie areas are larger, granted, but you can get eaten if you are careless. And if you go through areas that are higher leveled (now these were moved off the path to the major cities), then you will find yourself hunted down and murdered.


No you're wrong about that. If you walk down a street with IED's like I have trying to avoid setting off bombs, that's a challenge. FFXIV has no such hazards, you just flee and run away while the mobs deaggro. On the other hand, FFXI is a challenge because you can make it to Jueno at lv1 doesn't mean you could do it every time. If you get sloppy, you're dead. If the mob turns and you make a mistake, you're dead. In FFXIV, we just flee away skipping away to freedom.

Don't confuse the realistic nature of FFXI's dangerous landscape with being tedious either.

Pawkeshup, Averter of the Apocalypse wrote:

Are. You. @#%^ing. Serious? I mean, really? You missed the absolute worst part of FFXI? OK, is this a troll post? I think it's a troll post now, because only the mentally challenged would like a system where you had 0 control. Now you can actually (gasp) PREDICT THE OUTCOME! You can even INFLUENCE IT! FFXIV has the absolute best crafting system of any MMO I have seen, ever.


I agree with you here. I absolutely love the crafting system in FFXIV. The only thing that would make it better would be an app where you could craft out of the game on a tablet. It's a great crafting system and definitely one of the main reasons I enjoy the game.



Edited, Aug 19th 2013 9:16pm by ShadowedgeFFXI
#38 Aug 19 2013 at 8:19 PM Rating: Excellent
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Quote:
No you're wrong about that. If you walk down a street with IED's like I have trying to avoid setting off bombs, that's a challenge. FFXIV has no such hazards, you just flee and run away while the mobs deaggro.


You seriously just made that comparison.. in front of the Internet and everything. Smiley: rolleyes

Quote:
The only thing that would make it better would be an app where you could craft out of the game on a tablet.


I would be spending sooo much time in the bathroom ... maybe it's better if that doesn't happen. Smiley: tongue
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#39 Aug 19 2013 at 8:28 PM Rating: Good
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One thing i always wanted to do in Final Fantasy XI was craft, but sadly i never made enough gil to afford crafting, i felt like crafting in FFXI was so hard to get started and actually do. Im really glade they made crafting accessable and easy to start, so i am very thankful they made it that way so i can craft my heart out and make some gil!
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#40 Aug 19 2013 at 8:36 PM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:


Phoenix904 wrote:
3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.


But you need to remember that the abilities now scale, where as in FFXI, the "new abilities" were often just an increased tier of the same ability. And depending on job, it's really no different. At 99, WAR has 10 abilities. Total. That includes meritable. PLD only has 11 abilities, not including spells. This is a case of rose-coloured glasses. It probably felt like more when you played, and yes for spells, still correct, but again, even those are limited. There are only 10 unique spells, with some having multiple tiers that effectively replace the prior one.


It may be a little unfair to make a one to one comparison of "abilities". One has to take into account that in XI, abilities were broken up into abilities, weaponskills, and spells. These have all been grouped under one classification in XIV. WAR may have had a total of 10 abilities, but it also had native access to a majority of weaponskills.

Part of what feels off is that they're trying to make all jobs have the same number of abilities. This ends of making some jobs feel like they're getting "and this too" abilities while others feel like they're missing something.
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#41 Aug 19 2013 at 8:41 PM Rating: Good
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Just to clarify, I said I missed the FFXI crafting, which isn't the same as saying that I prefer it to the crafting system in this game. My apologies for not being clear with that one. I like the crafting here, and although the crafting in FFXI was hard, it was one of the most memorable things to me so I mentioned it here. The only thing I would change with the crafting in this game would be to make it more difficult so that it becomes a feat to have one max level craft and people dont run around with 5 crafts at max level.

Again, some people seemed to skip over the parts where I said that these are just my opinions and things that I miss, not that I am trying to impose my preferences on everyone else....

Quote:
All of this is your opinion, and I truly hope that most of it is the minority opinion as far as crafting and fishing. I haven't tried fishing yet, but if it is like FFXIV 1.0, I'll be happy enough. It's about the only part of 1.0 I liked.
Of course it is, read the section that you were responding to where I said "I missed... " and I felt... and even, "this is my opinion" lol.

Quote:
Danger was all illusion.
No, it wasnt an illusion, it was definitely more dangerous. Just because it was possible to get through areas w/o aggro and death doesnt mean that the threat of death and danger was an illusion. The mere fact that you would have to try really hard to not get a train of gobbys or w/e it may be to make it through certain areas proves that the danger was there. Now you can just hit your sprint button and mobs dont follow you nearly as far as they used to as someone has already pointed out.

Quote:
The ferry and airship were both utilized in quests, and the ferries offered fishing spots. They served a purpose, but honestly, they are deserted now. Why? Because the novelty wears off. When you have a party waiting on you, you don't want a mandatory cutscene and 10-20 minutes spent just getting there. It was unneeded, and now is completely circumvented by the various teleporting options offered. FFXIV just cut out the waiting time for that to be made. You can already teleport, day one. Sure, you can also use the ships, but they aren't a penalty, just an option now.


We can agree to disagree here because I loved the old airship/ferry system, and so did lots of others. Someone in this thread mentioned that they talked about bringing it back and I hope they do. I dont even need to take an airship in this game they've been made pretty much useless since I can just port to whatever city I want to go to, and to me that lessens the immersion and the sense of grandness of the world.
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#42 Aug 19 2013 at 8:48 PM Rating: Good
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I may simply be crazy but I recall reading about fates that would occur on the ferry, I was also hoping the Airship would work like that. I was suprised to see that airship was basically a single person instant travel to the other cities.
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#43 Aug 19 2013 at 8:48 PM Rating: Good
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ShadowedgeFFXI wrote:
balishag wrote:


If i may comment a little off topic on this one... but looking back, i did not find XI's difficulty to be reasonable at all. Maybe it fit the bill at the time, but more or less, it taxed you for being at the wrong place at the wrong time. Running and training every mob back to the zone only made it so that others have to suffer the consequences of your misfortune. I enjoyed the concept back then, when mmo's were still pretty new to everyone. But now looking forward, ARR should create some new unique challenges of its own, other than getting 1 shotted by an IT mob. In the very least, id like to have a fighting chance if you get what i mean...


Regardless, the difficulty of FFXI trumps FFXIV. I'm not even talking about the 2004 era either. After the mpk patch, the mob trains were gone and yet there was still more difficulty than FFXIV has at lv50. I'm not making this stuff up, why should a lv50 mob not be able to finish off a lv10 class? I don't care how you quantify it, issues like that need to go. FFXII did a good job of balancing difficulty with exploration. FFXI was too **** hard and FFXIV is too **** easy. That's all I'm trying to say here.

FFXI= Dark Souls

FFXIV= Final Fantasy Mystic Quest


Uhhh, what? A level 50 mob will easily one-shot a level 10 player in XIV. Either you are talking out of your *** or you just never tried it. Honestly, sometimes it seems like you post just to instigate an argument...
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#44 Aug 19 2013 at 9:16 PM Rating: Default
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BartelX wrote:

Uhhh, what? A level 50 mob will easily one-shot a level 10 player in XIV. Either you are talking out of your *** or you just never tried it. Honestly, sometimes it seems like you post just to instigate an argument...


You're probably right if they hit me. All I knew was the red reticule was on me and I luckily was able to run away. I was playing phase 3 and I left Uldah hoping to walk to Gridania. This is before I knew about the airship possibility. Anyways I proceeded to go north and not North east I believe and ended up at this weird location with this black fortress. I agrroed a few mobs there and was able to run away every time. Maybe I got lucky, but I'm being honest with you. I don't even know what the place is called, but it was ominous looking.
#45 Aug 19 2013 at 9:25 PM Rating: Good
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Phoenix904 wrote:
I'd like to first state that I do love this game, it looks very promising and I'm definitely not being pessimistic about it at all with this post. I also realize that FFXI and FFXIV are two different games and that this is not FFXI version 2.0, although I think its fairly obvious that there are several glaring similarities between the two games, so some comparison is definitely warranted...

This is just a list of some of the features I really enjoyed from FFXI that I wish were included in this game, if you're one of those people that's sick of all of the FFXI nostalgia that's been going around then I encourage you to hit your back button right now and read no more before complaining about it in a response. Although I'd be interested in hearing what others think about this.

The following are in no particular order:

1. Difficulty/Sense of Danger- This doesnt mean I'm for keeping ALL of the areas of difficulty that FFXI had, such as the waiting in Jeuno in LFG for 4 hours just to get an exp party that falls apart before it ever really begins, or any of the other plethora of time sinks that FFXI was known for but I do kind of wish that leveling was at least a little more difficult and took more time. The world also felt a lot more dangerous (granted we haven't seen much yet) and I don't think anyone can forget the sense of danger they first felt while trying to find their camp spot in Valkrum Dunes, and tbh that sense of danger never really went away as you progressed through the game you were constantly in areas where you couldn't handle mobs solo. I fear this game might be too easy in trying to cater to all of the kids who's MMO experience is WoW and are coming over with a sense of entitlement expecting everything to be fed to them on a silver spoon, though I cant blame SE for making smart business decisions if that's where the market has gone.

2.Sneak/Invis/Aggro- Certain mobs could aggro either based upon sight, sound, the use of magic, or other things, so you constantly had to be aware of what type of mobs you were running by and what made them aggro. I really miss not having sneak and invis in this game... it was fun and also intense trying to get by mobs before it wore off or getting to a safe spot to re-cast on yourself before continuing on.

3. Number of abilities- It's about the same right now for melee classes, except maybe melee have even more in this game than FFXI but the list of spells for other classes has shrunk immensely. Many classes such as RDM had a plethora of spells, some were really useful and some were flavor/quality of life spells such as the aforementioned sneak/invis. Also, I miss the incentive to use all of those spells while out of combat just to get skill ups which we can't get anymore. I realize spell/ability list will grow with expansions and such but I hope they add core and flavor abilities. As a level 20 guardian I only need about 3 abilities and that's it.

4. Airship/Ferry Mechanics- I really miss how in FFXI you could wait for the ferry or airship with a group of people and not be the only one taking it in an instanced custscene. It added a realness to the world and a greater sense of immersion. Having to wait for the airship and then spend the time traveling on it rather than just having all the lands connected via a custscene in which you're the only one who is a part of it was much better in my opinion. I will greatly miss the ferry, it was a blast fishing on it and then having the random sea horror or pirate attacks that could wipe everyone if they didnt huddle down below the deck. I also miss the size of the airship/ferry, because they seem so much smaller in this game.

5. The Way Jobs Worked- I miss being able to be a DRG or a RDM or w/e who fishes instead of having to completely change to be a fisherman. It was great going to dangerous areas and fishing, then when you got attacked you could kill it as the job that you are, or aid parties who are leveling near you and who are a lower level and in need of help. I want to be able to be a DRG while fishing. I also just flat out miss the job/subjob system. I feel like right now since every class can use abilities from every other class that everything is just too homogonized, and the way leveling is nobody is going to have a real identity since alot of people will have pretty much every class/job to 50. Its kind of odd being a marauder who can cure. And the difference between a LNC and DRG for example is what... 5 abilities?

6. Crafting Synthesis Wobble lol- Definitely miss the crafting animations when you were synthing something and it started wobbling back and forth and you had a million gil hanging in the balance after taking into account the direction you were facing, the time of day, the phase of the moon, and everything else and not knowing what was going to happen next. Besides, FF crafting is synthesizing with crystals, I didnt expect "real" crafting animations like bringing out a sewing table and what-not.

7.Fishing- I just miss the involvement of fishing, i felt it added to the immersion more-so than now where you just hit a button once something bites the hook. I realize there are those of you who would prefer XIV's style of fishing in regards to this and thats ok, this is just my opinion. And as I touched on in #5 it was sweet going somewhere on your powerful job to fish rather than being a fisherman who cant really fight but has to stealth around.

8. NOTORIOUS MONSTERS- Mannnnnnnnnnnnnnnnnn I can't believe they took this out. This was one of the coolest things in that game... being able to hunt named monsters that only spawned every now and then in certain areas and dropped rare items that you could either use or sell for a ton on the AH. Camping them was pretty cool... and competing with other players to tag them... I absolutely loved that because when you finally saw the thing spawn it was such an exhilarating rush. How do we have a hunting log in this game with no NMs to hunt. One of the biggest buzzkills for me right now! I hope they add them in the future somehow... I have dreams of killing Leaping Lizzy outside of Bastok to this day!

9.Caves- Cant forget this... many zones had cave areas that added to the whole sense of danger thing because they were either difficult to navigate or contained mobs that you generally wanted to avoid. It was also easy to get lost in some zones such as that one jungle place where we all killed mandragoras... the place below the area where you go to fight Ifrit (cant remember the name).

10. Community- This isn't something that can be changed, just something that will be missed.... FFXI had a great community.

11. Skillchains/Magic Bursts- Thought it was pretty cool having to know what kinds of mobs you're fighting, what they're weak to, and then seeing what class combos you got so that you could find a skillchain you were capable of doing and then executing them.

Again, dont flame me too hard! I know these arent the same games, this is just a list of things I loved about that game that I wish were included in this one but I will still be playing this one and I do have high hopes for it. Definitely giving it the chance to become my MMO for the next few years at least, we'll see what happens! If anyone has any other things they miss please post them because I probably forgot a lot about that game it's been so long.

Edit: added caves

Edited, Aug 19th 2013 5:50pm by Phoenix904

Edited, Aug 19th 2013 5:51pm by Phoenix904

Edited, Aug 19th 2013 6:09pm by Phoenix904

Edited, Aug 19th 2013 7:00pm by Phoenix904


I agree with absolutely everything on this list. Especially "Community". I don't have to join a party for anything in this game, and then when I do, I just use Duty Finder and they aren't even from my same server. How do you get to know who is a badass and you want to be in a Linkshell/Free Company with and who sucks and you want on your ignore list? It's not about just one fight or one dungeon. It's about hours of grinding out xp together.

Also, for crafting... I dislike that everyone can max out every craft. I was Among the first 1-2 English speaking Goldsmiths in FFXI and made a fortune in gardening & gem cutting. Now I'm technically a Legacy player, but I really did not like v1.0 early on and didn't do much in it. I don't have any jobs leveled to 50 and am definitely far behind in crafts, but crafting in FFXIV seems more like a hobby than an actual skill or job. Leves and & quests give out a significant amount of gil that makes Crafting jobs a time kill rather than a true job & profit center in my opinion, especially if dungeon drops are better than synthed armors/weapons anyways.

I also want to add the difficulty and time required to get the Lu Shang & Ebisu Rods. Months of fishing, but man that paid off before Abyssea ever came around.

I was one of the hardcore FFXI crafters that had every craft at 100 and was carrying 1 main and 11 mules per month.
#46 Aug 19 2013 at 11:41 PM Rating: Excellent
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ShadowedgeFFXI wrote:
I agree with you here. I absolutely love the crafting system in FFXIV. The only thing that would make it better would be an app where you could craft out of the game on a tablet. It's a great crafting system and definitely one of the main reasons I enjoy the game.

Edited, Aug 19th 2013 9:16pm by ShadowedgeFFXI

Ironically enough, it is because it is one of the best system's I've seen that I DON'T want this to happen. In WoW/ToR/GW2 etc., where crafting was anciliary to your character's main focus (battle), it was fine, as you were just pushing a button or 3, and poof! crafting is underway. Performing it remotely was simply a time saving device.

Now, it is a fully-fledged class of it's own. Leveling a Hand class is supposed to be the same difficulty as leveling a War or Magic class. Would you want be able to level your Conjurer at work/on the toilet? (Rhetorical question, especially during this period of massive withdrawl symptoms!) Drop a few mobs on your Monk via your phone? I feel that being able to do so would clearly place DoH below DoW/DoM in the minds of developers and players, and the system they have designed deserves better than that.

My $0.02, anyway.
#47 Aug 20 2013 at 12:18 AM Rating: Good
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58 posts
I'm just going to reactivate my ffxi account ***** ffxiv!
HAHA but seriously. ffxi was amazing and so was my childhood, but they are both over now and i have to face reality. Ffxi subscriptions were nothing substantial, because they didn't intrigue the mass consumer. FFXIV is intended to do this verything. It's like a blockbuster hit. However, We all know the best movies are indie low budget films. That is the reason FFxiv is different. SE wants part of the mmo market, and i understand that. From a business perspective it makes perfect sense. Actually there is no other perspective rational lol.

People don't have time to camp NM's i know i don't like i did back in highschool. I'd say only 10% of the people that played ffxi were actually fully geared to participate in endgame content. I remember it took me 1 yr to hit 75 on my rdm, and when i retired 5 yrs later. I still dreamed of having a riddill for my war. In reality most people aren't this dedicated and to be honest it isn't quite fair. I know this a little off topic, but ffxi was for hardcore gamers, and this game isn't. Yoshi even said its geared so that casual gamers can participate, and actually have chance. Waiting 15 min for an airship is a huge time sink dude. Remember going afk and coming back to realize you missed the **** airship? I sure as **** do! However, i met so many people on airships just ******* around and i miss it to, but check out this quote you may feel better
“The
reason people find it so hard to be happy is that they always see the
past better than it was, the present worse than it is, and the future
less resolved than it will be”- Marcel Pagnol

This quote is the only thing that can keep me from rambling lol. Other wise ill write a book on the nostalgia of ffxi. Maybe i should lol. Would you guys buy it?

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