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! Hell, 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.