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What's your verdict on the expansion so farFollow

#1 Apr 08 2013 at 1:16 AM Rating: Excellent
I know there was a topic already created specifically asking about the verdict of the new jobs, but I was curious as to everyone's take on the expansion and the past update as a whole. I know some people here and there have mentioned bits and pieces of what they liked and disliked about it, but I figured we can have just one topic to cover all of it. So feel free to talk about zones, quests, jobs, etc.

As a whole, I think this expansion starting out is very solid. It's a good deal more interactive than Wings of the Goddess, with people needing to assignments in order to have direct impacts on what the whole server unlocks in terms of weapons, armor, etc. It's not like Campaign where you could do a few things, then just leave it for a good while and not do anything. It takes a fair amount of cooperation amongst everyone on the server to make progress in the proper coalitions to unlock new things, which I find a lot more interesting of a concept.

The zones are nice and varied, giving us a wide range of areas that, while they may feel familiar, are also quite foreign to us. It's been a long time since I've been in a zone that's truly allowed me to get lost running through it, but I went into the Cirdas Caverns a couple nights ago without a map and just ran around completely lost for a good 15 minutes. Some people may not like such things, but I honestly found it quite refreshing, since we've not had new zones quite like that in a long time. Combine that with having zones full of enemies that can once again potentially kill us quick, and it gives a nice sense of nostalgia.

The quests so far have been pretty enjoyable. Not too difficult (outside of that stupid Demolition KI), but still taking some time and running around. With the bayld rewards and how good/necessary bayld bought items are, most all of them are worth doing. It's a good way to make them pertinent to do and not just busy work.

The jobs...I don't know about Geomancer since I haven't unlocked or leveled yet, but I really enjoy Rune Fencer. It's still a really new, young job and I'm certain it'll see many changes in the near future to adjust and balance it out, but as it stands I find it a lot of fun. I can't wait for Naakuals to be unlocked in order for tanking in "end game" situations to come up again for them. It'll be interesting to see how well they fare in those situations.

While I wish there were a few more tracks, I enjoy most all the music available so far. I really, really enjoy the theme for areas like Ceizak, and I've found the Reive tune rather catchy, though a bit out of place for FFXI.

All in all, I think this is probably the more solid expansion release for the game. Far more enjoyable than Wings of the Goddess, and personally more enjoyable than Chains of Promathia. It'll be interesting to see if it can keep this pace (if not improve on it) as more content for it comes out.
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#2 Apr 08 2013 at 2:44 AM Rating: Good
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Its really nice having this much new content. WoTG didn't affect me much because it just added some new leveling spots. While SoA seems like there's so much more to do even right at launch. The lack of information has been both fun & frustrating.

My biggest complaint so far is some of the zones are only confusing because the same spot of land is copypasta all over the zone. It reminds of every non-city zone in FFXIV. I know this has kind of been the theme for awhile now but it doesn't mean I like it.

Edited, Apr 8th 2013 4:45am by TikkaofLakshmi
#3 Apr 08 2013 at 3:44 AM Rating: Decent
I like the new SOA expansion but have a few issues.
First, why would they put a maze calling it Ceizak "Battlegrounds" next to a major city like west aoudlin and fill it with Ts near the city zone?
Secondly, not even 2 or 3 Geomancer handbells were released with the expansion. Im already a lvl 50+ GEO (casually solo leveling) and feel i will reach lvl 99 with a lvl 1 handbell.
Third, regardless if you could easily waypoint warp to Adoulin, i really would have liked to travel there by traditional ways.

Aside from all that it is a great expansion.
Just feels a little too FFXIVish.
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#4 Apr 08 2013 at 4:37 AM Rating: Good
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I have a generally positive opinion of the expansion. I like the idea of being able to impact how Adoulin develops, even as the rest of my server votes for the wrong thing. I enjoy doing Reives in a small group (with a large group it is too laggy and unproductive), but I'm not happy with the evaluations. I like the quests and the quick transportation. I like the armor so far. I like the exploration aspect and being able to control more and more of the territory through brute force. Not too happy with the HELM options thusfar, although the results are likely to get better in the future.

The only thing I'm not really not happy with is probably the Skirmish weapons. The trigger pieces are tricky to get so you can't really farm them yourself; rather you have to get extremely lucky to get them. On top of that, the event itself seems very easy with incredible rewards, some of which simply outclass some existing R/M/E weapons. As I've posted on the official forum, it's messed up to make direct drop weapons better than R/M/E weapons. I'm not particularly worried about what I've got becoming obsolete but for Rag/Vere/Spharai/Nirvana owners, it's gotta suck not knowing if your weapon is going to become mannequin gear.

Overall, I think it's been a good expansion, although I think there are legitimate questions regarding its staying power as well as the lingering issue of the Skirmish weapons.
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#5 Apr 08 2013 at 6:54 AM Rating: Excellent
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I enjoy the expansion, but I only have one concern that hasn't been mentioned.

After campaign, the launch of the colonization system was a bit of a let down. I enjoy the activity and appreciate the complexity, but I feel they didn't really address the main problems from campaign.

Mages are getting the short end of the stick, so everyone goes DD, which can lead to some bloody endings when a few people start dying due to hate mechanics in reives.
Once players lose interest, it's likely we might start to lose coalition ranks and bivouc warps. Hopefully skirmish rewards will drive interest for extended periods of time, but it's difficult to say.
The information dump for colonization is hidden, so I find it sad to see people who put so much time into the game not making educated decisions. I know some people don't care, but SE still could have done a better job such as explaining voting WHEN you vote.

I enjoy the expansion, I just wish SE had done a better job in colonization.
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#6 Apr 08 2013 at 8:12 AM Rating: Excellent
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Illicious wrote:
why would they put a maze calling it Ceizak "Battlegrounds" next to a major city like west aoudlin and fill it with Ts near the city zone?


The first time I made it to Jeuno, it was surrounded by VT and IT mobs to me. You're lucky most of these don't aggro.
#7 Apr 08 2013 at 8:55 AM Rating: Excellent
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Also if anyone actually paid attention to the initial story when they announced the expansion, the king of Adoulin shut off the city from the outside lands because the monsters were too powerful for them to actually explore and colonize the land themselves.
#8 Apr 08 2013 at 9:37 AM Rating: Good
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Not very happy with it. Mage jobs, even SMN are now totally useless against the weakest mobs in the new area. Not even sure what we are supposed to be doing
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#9 Apr 08 2013 at 9:47 AM Rating: Excellent
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I'm having fun with GEO but I can't see myself making it a main job. Or even a toy job. I'm not sure what role SE planned for it, but I've already got a job that does AOE buffs and it has a relic horn and empyrean harp.

The Adoulin storyline is kind of directionless. I registered as a pioneer, explored the city to get all the waypoints, and then went "now what?"

I'm not really that interested in the white haired chick NPC we met yet. I think I needed another cutscene with her to find out what's her deal and get my actually interested in helping them out.
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#10 Apr 08 2013 at 9:48 AM Rating: Good
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I love it. I dislike they expect the community to work together when that's something people dislike doing given the push to doing things with as few people as possible.
#11 Apr 08 2013 at 9:50 AM Rating: Good
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Catwho wrote:
I'm having fun with GEO but I can't see myself making it a main job. Or even a toy job. I'm not sure what role SE planned for it, but I've already got a job that does AOE buffs and it has a relic horn and empyrean harp.
My personal guess is that more fights will be tailored to GEO specifically by having more group vs. group content like reives. But otherwise, I agree. At least with RUN, I can see replacing a DD with the job if we need magic defense, but my group would only bring GEO for most current content if we happened to have an extra spot.

Quote:
The Adoulin storyline is kind of directionless. I registered as a pioneer, explored the city to get all the waypoints, and then went "now what?"

I'm not really that interested in the white haired chick NPC we met yet. I think I needed another cutscene with her to find out what's her deal and get my actually interested in helping them out.
Wildskeeper Reives will require 100,000 bayld, so definitely recommend stocking up.
Next mission is obtained by finishing ~40 coalition tasks.

Edited, Apr 8th 2013 10:52am by xypin
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#12 Apr 08 2013 at 10:06 AM Rating: Excellent
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Theonehio wrote:
I love it. I dislike they expect the community to work together when that's something people dislike doing given the push to doing things with as few people as possible.


As time goes on I see that becoming a problem that they'll have to address, too. I'm expecting a repeat of Campaign where as less interest exists, the more they'll need to water it down so fewer and fewer people can do it without having their reproductive organs handed to them on a darksteel platter.

(Speaking of Campaign, thanks to SoA this is the first time I've seen battles in the city zones since they watered Campaign down because no one is even doing Campaign, so thanks SoA for that bit of fun nostalgia!)

As for me. The quests are fun. The story so far is a bit middling, but I think there is promise to it and I look forward to further additions, so long as it doesn't take 4 years to complete.

The jobs are fun, but I am rather let down by the utter simplicity of the quests to attain them, not to mention the lack of any gear made for them so far, including Artifact Armor. A friend and I came to a consensus that they likely are waiting to see how people play GEO and RUN before knowing what to stick on their AF/Relic/Empy gear in terms of job-specific buffs and boosts, but even so, couldn't they have just done that for the Relic/Empy and given us the AF with some general boosts?

I don't know. Even if the norm these days is blitzing it up to 99 ASAP, 50-60 Artifact Armor be damned, it just doesn't feel right. I may even hold off leveling them to the cap until the AF is released.

Edited, Apr 8th 2013 12:07pm by Satisiun
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#13 Apr 08 2013 at 11:06 AM Rating: Excellent
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I'm so-so on the expansion, but tbh that's probably because of where I am in the game right now rather than because of the content. I really don't like the Knotted Root BS as we all know that it's going to cause problems down the line and SE seems to be the only one who doesn't see it. I also don't understand the logic of having to attack the root in order to get exp/bayld... just a horrible way to force cooperation and there's no reason for it. I wouldn't have minded so much if it wasn't for the fact that certain areas are actually blocked off until a root is defeated. Unless I missed a way around it, I was blocked from entering Cirdas Caverns because of a root, with no way of passing it unless I warped back to town and started gathering people. Really, SE? You couldn't give us two ways to the area and block the short one?

Summary of feelings:

+ New content is always good. New jobs are always appreciated.
+ New music is nice; would've like a little more.
+ Mega-City is an interesting change with Waypoint travel.
+ Upcoming features have promise.

- Bullsh*t Knotted Roots/Forced Co-op/Blocked areas.
- Giving my BST things to charm again but essentially reducing the usefulness to farming only, and even then, only in the starting areas.
- Wall-o-text explanations for the new Signet mechanics... I mean serious text-dumping.
- Lack of certain gear for the new jobs.

Edit: Big-ass minus I forgot... Completely screwed up enmity system, but hopefully that's temporary.

Edited, Apr 8th 2013 1:10pm by Diamondis
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#14 Apr 08 2013 at 11:13 AM Rating: Excellent
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Diamondis wrote:
I also don't understand the logic of having to attack the root in order to get exp/bayld
It's so you don't have groups of people just killing mobs and farming bayld without actually completing the goal of the reive. If I want to get somewhere, I'd rather not have people sending me /tells "Stop attacking the root, we want to farm bayld" and I'm sure many agree with this.
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#15 Apr 08 2013 at 11:19 AM Rating: Excellent
I need to log in this week and give the expansion another chance. But, as a career Mage, I am very unimpressed so far. I really thought SE made the perfect co-op event with campaign, and more use of that formula would have made colonization efforts seem much more inviting. I also wasn't aware that you needed to do 40 quests before you could advance the story. That seems excessive, especially considering how little fun I am having being a Mage in this expansion, which was clearly designed to give Dd jobs a huge advantage.
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#16 Apr 08 2013 at 12:34 PM Rating: Excellent
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If I want to get somewhere, I'd rather not have people sending me /tells "Stop attacking the root, we want to farm bayld" and I'm sure many agree with this.


I understand this, but I don't understand why it was made to be like this. They could have easily made it so defeating monsters gives you exp/bayld AND has an effect on the root, for example, defeating enemies reduces the root HP by X%.
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#17 Apr 08 2013 at 12:42 PM Rating: Excellent
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Diamondis wrote:
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If I want to get somewhere, I'd rather not have people sending me /tells "Stop attacking the root, we want to farm bayld" and I'm sure many agree with this.
I understand this, but I don't understand why it was made to be like this. They could have easily made it so defeating monsters gives you exp/bayld AND has an effect on the root, for example, defeating enemies reduces the root HP by X%.
HA! That's just silly.



Actually, I agree with you.
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#18 Apr 08 2013 at 12:45 PM Rating: Excellent
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Like:

-new jobs which have people leveling all over

Dislike:

-they seem to have hired the designer of gridania for the new zones
-fodder mobs take forever to kill
-fetch quests
-strongly dislike that when farming items for said fetch quests they aren't 100% drop, so you have to whittle down 10 stupid mobs with way more HP than they need
-lack of clear explanation of things - yes I know that's the XI way, but it needs to be done better
-it's boring running around looking for rieves and finding no one doing any, feel like my time is being wasted
-rieves don't really reward teamwork adequately - prioritize DD over everything else - you get screwed say if you are the mob sleeper etc - or as a bst if you're working on crowd control.




Edited, Apr 8th 2013 11:47am by Olorinus
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#19 Apr 08 2013 at 12:48 PM Rating: Excellent
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You just pissed me off for a split second before I saw the smaller text XD I'm so quick to anger... Seriously, though, it annoys me when things that normal people can fathom seem to be beyond devs.
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#20 Apr 08 2013 at 2:23 PM Rating: Good
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xypin wrote:
Diamondis wrote:
I also don't understand the logic of having to attack the root in order to get exp/bayld
It's so you don't have groups of people just killing mobs and farming bayld without actually completing the goal of the reive. If I want to get somewhere, I'd rather not have people sending me /tells "Stop attacking the root, we want to farm bayld" and I'm sure many agree with this.



I've also been in a couple reives now where a pld holds the attention of all the mobs, or they're all slept, and people do nothing BUT attack the tree. And in these reives, I never/rarely recieve the incremental evaluations, and have to wait until the root is destroyed for any exp/bayld. Perhaps the evaluations don't happen until a mob dies, making both root attacks and mob kills necessary to get rewards?
#21 Apr 08 2013 at 2:31 PM Rating: Good
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You only need to deal damage to the root to generate evaluations. Having a group kill monsters and damage the root seems to work as some kind of multiplier.

I once held a bunch of mobs while casting Bio II on the root and was the only person at the reive. I deal no damage to the mobs, but still garnered 4xp, 1 bayld each evaluation. I was taking damage, however.
There is no need to kill anything or attack the mobs for evaluation.

Edited, Apr 8th 2013 3:41pm by xypin
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#22 Apr 08 2013 at 2:43 PM Rating: Excellent
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-they seem to have hired the designer of gridania for the new zones


This, and:

Quote:
-it's boring running around looking for rieves and finding no one doing any, feel like my time is being wasted


That.


The first point really surprises me, because the samey, maze-like Black Shroud of FFXIV was one of the biggest turn-offs of the first version of that game. Judging from released official videos, SE has gone to great lengths to open up the Black Shroud so that it's no longer a maze.

You'd think the guys working on FFXIV would yell down the hall at the guys working on FFXI and share some knowledge.
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#23 Apr 08 2013 at 2:44 PM Rating: Good
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xypin wrote:
You only need to deal damage to the root to generate evaluations. Having a group kill monsters and damage the root seems to work as some kind of multiplier.

I once held a bunch of mobs while casting Bio II on the root and was the only person at the reive. I deal no damage to the mobs, but still garnered 4xp, 1 bayld each evaluation. I was taking damage, however.
There is no need to kill anything or attack the mobs for evaluation.

Edited, Apr 8th 2013 3:41pm by xypin



How often were evaluations occuring? I'm mystified why sometimes they happen very rapidly, but other times don't appear until the reive is completely over.
#24 Apr 08 2013 at 2:54 PM Rating: Good
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Evaluations occurred every 60 seconds during that reive.
My bayld reached a max of 12 bayld/evaluation if I managed to place Bio II on all three roots.

Eventually, 3-4 others showed up and only fought the root.
I still dealt 0 damage, took very little (but some) damage, and my evaluations jumped to ~200 bayld, 900 xp.
Evaluations still occurred every 60 seconds.
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#25 Apr 08 2013 at 2:54 PM Rating: Decent
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I like exploring. Especially hard to find places. I totally love the forest and mountain. I like being able to ue my boat in many areas. The city is nice. But Ah whitegate was better.

Their are no HNM up at the moment. whitegate had three.
Very few new foods. I think only a drink. Whitegate have five+
Whitegate had a few spells and armors right out the door. Complete sets.
No real new weapon types. Everyone remember all the mny new types of weapons whitegate had. Cerebus greatsword, chainsaw sword, blue curved blades 60+ level, new type polearms. It just feels missing.

Reives are broken. They should use campaign formula. As well as a bigger circle so mages can stand back. I do like not having any temps, and I don't mind a few KI's through quest to make reives esier. But I absolutely hated the temp system in VW, and other events. They never let people play their skill.

Geo is a joke. It will be a bigger joke if you spend 8m now for spells but after nne months you get your fame in city up and they only cost 2m. Geo just doesn't do much. Run is fun.

I like the graphics of the new areas, they don't look trashy like ah whitegate, but great like Luffia medows or mis coast.

I haven't really figured out the signet thing,

Music is good/ new mobs are great.

Our server was 29% col rate, but now we almost down to 20%.

I like having T+ mobs all over. It even allows people to make three to four man exp's and make a profit off of drops.

I haven't figured out skirmish yet. Or my own island thing.
#26 Apr 08 2013 at 3:33 PM Rating: Good
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xypin wrote:
Evaluations occurred every 60 seconds during that reive.
My bayld reached a max of 12 bayld/evaluation if I managed to place Bio II on all three roots.

Eventually, 3-4 others showed up and only fought the root.
I still dealt 0 damage, took very little (but some) damage, and my evaluations jumped to ~200 bayld, 900 xp.
Evaluations still occurred every 60 seconds.



Hmm, am I the only one that's had evaluation-less reives before? lol

Is there any chance they're just not showing up in the chat log, or something? Do reive unity boosts take the place of exp/bayld?
#27 Apr 08 2013 at 3:39 PM Rating: Good
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Have you done all the missions?

You should at least see the message "You do not obtain any bayld this evaluation" or something...
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#28 Apr 08 2013 at 4:04 PM Rating: Good
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Not sure what missions you're referring to. I've done a ton of coalition assignments and quests and a ton of reives, and seen the "you do not obtain..." lots of times, but for some reason, in these certain reives, there just weren't any evaluations at all.
#29 Apr 08 2013 at 4:27 PM Rating: Decent
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The jobs are fun, but I am rather let down by the utter simplicity of the quests to attain them, not to mention the lack of any gear made for them so far, including Artifact Armor. A friend and I came to a consensus that they likely are waiting to see how people play GEO and RUN before knowing what to stick on their AF/Relic/Empy gear in terms of job-specific buffs and boosts, but even so, couldn't they have just done that for the Relic/Empy and given us the AF with some general boosts?

I don't know. Even if the norm these days is blitzing it up to 99 ASAP, 50-60 Artifact Armor be damned, it just doesn't feel right. I may even hold off leveling them to the cap until the AF is released.


I'm pretty sure that atm the new jobs were not "intended" to be leveled up to 99, based on how they don't have their {limit}5 quests yet, and how all the GEO spells past 70 have a massive unexplained price hike (not even COR dice, for which as far as I know NPC vendors are the only source, have any price hikes like that)

#30kimjongil76, Posted: Apr 08 2013 at 4:31 PM, Rating: Sub-Default, (Expand Post)
#31 Apr 08 2013 at 4:44 PM Rating: Good
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No, they're intended to be level 99. They're not intended to be first jobs to 99 or to be primary jobs at 99 until SE sees how people actually play them, and then they can tweak them and give them gear to boost their roles.

A subtle difference is that SE ought right said that SCH and DNC were primarily designed to be used as sub jobs - and they are indeed very popular mage jobs even at 99 cap.

I'm considering GEO's role as an augment to the buffing job of BRD, in situations like Voidwatch where having an extra healer around is redundant. Some of the low level buffs, like the accurracy boost and the evasion boost, could supplement BRD's locked in role of Haste and Ballad (assuming no third song from Empyrean harp.)
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#32 Apr 08 2013 at 4:59 PM Rating: Good
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No, they're intended to be level 99. They're not intended to be first jobs to 99 or to be primary jobs at 99 until SE sees how people actually play them, and then they can tweak them and give them gear to boost their roles.


The currently exorbitant cost of GEO spells past level 70 is probably going to keep a considerable number of people from "testing" those, unfortunately (including myself)

Seriously, it's like all those spells were intentionally made 5x the price they are supposed to be.

At least RNF doesn't have to deal with that...
#33 Apr 08 2013 at 5:11 PM Rating: Good
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Fynlar wrote:
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No, they're intended to be level 99. They're not intended to be first jobs to 99 or to be primary jobs at 99 until SE sees how people actually play them, and then they can tweak them and give them gear to boost their roles.


The currently exorbitant cost of GEO spells past level 70 is probably going to keep a considerable number of people from "testing" those, unfortunately (including myself)

Seriously, it's like all those spells were intentionally made 5x the price they are supposed to be.

At least RNF doesn't have to deal with that...


SCH had the same complaint some spells when they were first released.
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#34 Apr 08 2013 at 5:13 PM Rating: Good
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Maybe they are trying to gil sink some of the ultra-hardcore folks outta some of their choco-blinker cash with those prices.
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#35 Apr 08 2013 at 8:05 PM Rating: Decent
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Maybe they are trying to gil sink some of the ultra-hardcore folks outta some of their choco-blinker cash with those prices.


That would be my guess, which is why I'm holding off from buying (most of) the post-70 spells
#36 Apr 09 2013 at 2:26 AM Rating: Decent
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So far, with looking just at the first chapter, the new expansion seems to have some potential.

There are a lot of issues with the changes to emnity, and the damage/evasion/HP/etc from the new mobs, some hopefully will be fixed, like adding that much needed Reive Battle Marks on the maps, so we can change zones to join in case the one we are is empty.

I'm happy in part for that changes, they made me evaluate and modify my playstyle, wich overall is good. Had to add some -emn to my sets on Whm (I neglected to do it because I didn't saw a use anymore of it on Aby->VW era), bought some regen equipment for my War/Bst (because resting actually takes time, and if I'm weakened, a VT/IT mob probably will make me death warp) and finally saw the need of that fancy RR set from Shinryu. Also when fighting that mithra NM on Bst with sushi, I regretted deeply that I haven't finished my Dex/Acc axe.

After getting the pieces I wanted, I do reives or exploring when bored. Is another thing to do with my playtime.

I know this expansion is still new, have challenges and problems, but I'm having fun.


Edited, Apr 9th 2013 3:37am by VLetum
#37 Apr 09 2013 at 10:11 AM Rating: Good
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Addyyuna wrote:
Not very happy with it. Mage jobs, even SMN are now totally useless against the weakest mobs in the new area. Not even sure what we are supposed to be doing


I am a main Smn and yes enmity changed, it's a little iffier so to say to keep hate on your pet. Still I soloed a couple Black Mandragoras just south of the Frontier station in the battlegrounds this afternoon and it was doable with Ramuh. No Emnity- gear or enmity+ gear or super-hard-to-get-gear either. Sure, I spend almost my entire mp bar cause my summoning magic skill is still not capped (and probably need to rework my macros to inc. acc), but 2 summons and they were dead. I feel rather useful at doing colonization reives and even lair reives. Garuda heals and hastes everyone and I can engage a solo mob or attack the root np for xp and bayld.

Yes I started playing the expansion after the update so I dont know how bad Smn was before that. I feel pretty useful with just a couple people, even though I mostly solo and explore and do the quests.

I really like Adoulin, it's a nice big mega-city and you can decide for yourself if you want to walk everywhere or use the warps. That's a big plus. I did some of the quests and it's not really soloable if you want to fight mobs. I can understand SE wants people to team up much, but it'll probably take a while for people to do so... or it wont happen at all lol. Yeah, tricky the way colonization works atm. I see people get bored really quickly and colonization rate going down real soon. As a matter of fact, I lost interest in doing them already. I need to play some other games or take a day off to be able to enjoy that content.

The whole add-on does have a FFXIV feel, which kinda makes me worried. I mean, why would you want to incorporate ideas that already proved to be a letdown for most people? Time will tell how this is handled, I do have to say I wasnt a fan of campaign, never have been, and assault wasnt that much fun imo. It had it's charm but not all the time /grin.

I feel a LOT of content was not ready for launch, and the add-on feels kinda empty somehow. Maybe it's because im done with everything else already in the other add-ons and striving for endgame gear, but eh, yeah it's kinda empty. I was done in three days to be honest. Music is great, but why is there so little music? 5-6 tracks? Is it just me who has that feeling?

That said there is a lot of potential in this add-on, it looks good, it feels nice and im having fun nevertheless. Im doing a quest and oh, wait, roadblock, let's help and yeah, everyone happy, say hi to the regulars and continue on. There's incentive to work together.

I really hope this is going to be a story add-on, not battle content like Abyssea. My secret wish is another CoP, but apparently im one of the very few people who wants that nowadays.

End verdict/TL;DR: 50/50 on the add-on, I like it, but there's not that much body yet. Monstrosity/Mog Gardens/HNM fights/Beastmen areas/More questsn Yes,Please!

#38 Apr 10 2013 at 4:47 AM Rating: Excellent
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I think I like the expansion but I feel as if we're waiting on some form of breakthrough as to the point of it. It was a bit like this with Abyssea. Some people got frustrated and gave up fast but eventually someone figured out the xp mechanic and the procing mechanics and it became hugely popular.

I like the colonisation mechanic but I am a little worried about whether my server will spend time opening stuff...

I think there is a lot to come, that's my overwhelming impression. That SE is drip feeding this content out and that we will spend some time expanding a bit and getting on top of colonisation before they add more.

It would be nice to have some NMs or HNMs which weren't related to Skirmish. In fact, it hadn't even occurred to me that there wouldn't be.

I'm a little confused by the Skirmish weapons and why they're so powerful...but as usual, as a healer, we're still left thinking 'wtf!' at the mage choices. Some nice stuff for THF, SMN etc though.

Right now, I think that players don't see the point and a few pioneering people will work out more and more each week and then suddenly things will be discovered and more and more will get onboard with it.

Edited, Apr 10th 2013 6:48am by eldelphia
#39 Apr 10 2013 at 8:12 AM Rating: Excellent
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Still not found a reason to buy this expansion yet but I am still having fun doing old stuff.
(Mostly because I enjoy helm/crafting more atm which is something I can do without help.)

Rieve seems a bit like campaign battle (which I like) but do we really need another expansion with campaign battle you got to team up for? :(
(There are a lot of players would rather not do this and just lowman stuff with friends or something.)

Perhaps things may improve over time for the expansion will get better and I might buy it but not in it's currant form.
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#40 Apr 10 2013 at 8:38 AM Rating: Excellent
I'm in the same boat, I've held off for now and waiting for a price drop (since this will eventually hit the 4.99$ for full game access on steam or amazon). Though it worries me that SE has once again thrown in things that require a few people to do, but as time goes, no one does it anymore. LB for 99, I'm looking at you! I guess at this point it's worth waiting to see how fast they roll out content for it. If it's at WotG speed, forget it, I never finished that expansion cause of their release schedule. No need to go through that again.
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#41 Apr 10 2013 at 9:04 AM Rating: Good
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Montsegurnephcreep wrote:
Though it worries me that SE has once again thrown in things that require a few people to do, but as time goes, no one does it anymore. LB for 99, I'm looking at you!
This is any BCNM fight really and I don't see the system changing any time soon.

Had you said campaign, I could have understood, but the best way to avoid trying to find people for an event such as a BCNM fight... is to be at the same point as everyone else. While there was much begrudging at the time, most/all lv95 players were able to clear the lv99 fight within a couple weeks, when everyone was doing the fight. Now, it had been made incredibly easy to balance the difficulty of finding people, but if you have a active, friendly linkshell, this should not be an issue.

This expansion is going to be the same.

Not only will there be fights that require a group of players, but you won't be able to simply buy the game and access those fights immediately or even within a couple days (It takes ~12 days to access the Naarkul fights). The only difference is that there will not be a lv125. We cannot wait for easy mode to kick in again.
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#42 Apr 10 2013 at 9:15 AM Rating: Excellent
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Montsegurnephcreep wrote:
I'm in the same boat, I've held off for now and waiting for a price drop (since this will eventually hit the 4.99$ for full game access on steam or amazon). Though it worries me that SE has once again thrown in things that require a few people to do, but as time goes, no one does it anymore. LB for 99, I'm looking at you! I guess at this point it's worth waiting to see how fast they roll out content for it. If it's at WotG speed, forget it, I never finished that expansion cause of their release schedule. No need to go through that again.


Ironically I've just gone through WotG with my friend on our mules and it's been amazing and I find campaign battle much more fun now then I used to. (I've managed to rack up all my medals in reasonable time without all the issues that plagued it upon release...
Well except showing up for battles to beat up forts which is a bit pointless these days but still no one to hold a mob on the other side of the zone to prevent you from taking part.)
It was so much fun completing wotg, it gave me a warm glow.. Enough to make me want to hug an imaginary egg and grow wings!
From this:
http://i42.photobucket.com/albums/e345/Janeash/ffxi_20130407_223810.png

To this:

http://i42.photobucket.com/albums/e345/Janeash/ffxi_20130407_223816.png
(Yes, happy belated easter everyone!)


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#43 Apr 10 2013 at 3:47 PM Rating: Excellent
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Overall I'm very satisfied with Seekers of Adoulin thus far.
I'm loving the feeling of venturing out into the unknown and well... feeling like a pioneer should.
Our server only just established a foothold in Foret and Morimar with frontier stations and within an hour of that happening shout groups could be seen forming putting together Reive parties in those areas... parties that included all jobs and players of all caliber, it's just a damn good feeling.

There are almost certainly going to be at least four more regions to colonize, regions that would account for the four yet-to-be-seen Naakuals so this is an experience that is certain to continue.

The new jobs are slightly "meh" at the moment, but honestly that is what I was expecting; I knew that they would not have merits/AF/Relic/Abyssea gear and that they the developer team would be seeing how players use them initially before deciding how to implement changes. They are a work in progress that show potential.

People are understandably struggling without the crutches of Abyssea/Voidwatch status boosts and infinite temporary items, even more so with the changes to defense/attack/enmity. People will just have to adapt though, Abyssea kicked this game squarely into easy-mode... sorry but it did... and that needed to change.

So far, a solid first impression.

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#44 Apr 10 2013 at 3:59 PM Rating: Excellent
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Quote:
The new jobs are slightly "meh" at the moment, but honestly that is what I was expecting; I knew that they would not have merits/AF/Relic/Abyssea gear and that they the developer team would be seeing how players use them initially before deciding how to implement changes. They are a work in progress that show potential.


Y'know I've seen them do that now with half a dozen jobs and it's always struck me as a double-edged sword.

They don't put out certain key aspects of a job because they want to see what people do with the job first so they can enhance those roles.

But without those things in there to begin with, people have to kind of improvise with the items they already have, creating an artificial environment for these jobs to exist in while they get their ducks in a row.

It seems to me that, by now, SE should have a fair idea of what a job is going to be good at doing while they're designing it.
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#45 Apr 10 2013 at 4:21 PM Rating: Excellent
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Archmage Callinon wrote:
Quote:
The new jobs are slightly "meh" at the moment, but honestly that is what I was expecting; I knew that they would not have merits/AF/Relic/Abyssea gear and that they the developer team would be seeing how players use them initially before deciding how to implement changes. They are a work in progress that show potential.
Y'know I've seen them do that now with half a dozen jobs and it's always struck me as a double-edged sword.

They don't put out certain key aspects of a job because they want to see what people do with the job first so they can enhance those roles.

But without those things in there to begin with, people have to kind of improvise with the items they already have, creating an artificial environment for these jobs to exist in while they get their ducks in a row.

It seems to me that, by now, SE should have a fair idea of what a job is going to be good at doing while they're designing it.
I think that's only part of it. In addition, SE can only produce so much content in between updates. More than likely, SE has a good idea of merit abilities and gear stats. When we do receive updates for the jobs, we'll probably see something close to what SE had originally planned. Sometimes SE seems like they don't really think things through, but I'd really be surprised if they did not have an almost complete outline of a job and its direction.

Releasing partial content like this simply allows SE to continue working on the planned content while we test drive everything so far without delaying an update. Then, if we do somehow surprise the developers, they will also be able to shift directions earlier in the process.

Edited, Apr 10th 2013 5:23pm by xypin
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#46 Apr 10 2013 at 6:27 PM Rating: Excellent
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Janeash wrote:
Still not found a reason to buy this expansion yet but I am still having fun doing old stuff.
(Mostly because I enjoy helm/crafting more atm which is something I can do without help.)
If or when you decide to purchase SoA, a lot of the development of the new continent will be done already. That's what people are working toward now. It's interesting to see it happening in real time as colonization % increases, new npcs and items are unlocked, and it becomes easier to get around. I just think it's pretty cool to witness and be a part of. Honestly, I think that you're missing out (if you care about such things).
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#47 Apr 11 2013 at 12:07 AM Rating: Excellent
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Im really enjoying the expansion a lot. I have been at it non stop doing coalition missions/quests/reives. Exploring and seeing new areas is pretty neat so is messing around with stuff that you know shouldnt.

everyone is like all moaning and complaining about the new high damage weapon instead of just enjoying the game makes me go (¬_ ¬). go do some quests or something. go help out the unlocks that you want get unlock. just today as i log on, a ls mate told me the scouts coalition got new maps and i was overcome with joy.

like someone said its pretty neat to be part of a changing world where your actions though rather very small do have some impact. i personally cant wait till ionis gets that synthing bonus.
#48 Apr 11 2013 at 6:05 AM Rating: Good
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detlef wrote:
Janeash wrote:
Still not found a reason to buy this expansion yet but I am still having fun doing old stuff.
(Mostly because I enjoy helm/crafting more atm which is something I can do without help.)
If or when you decide to purchase SoA, a lot of the development of the new continent will be done already. That's what people are working toward now. It's interesting to see it happening in real time as colonization % increases, new npcs and items are unlocked, and it becomes easier to get around. I just think it's pretty cool to witness and be a part of. Honestly, I think that you're missing out (if you care about such things).



You know what? I used to care a lot about expansions and jumped on the bandwagon with everyone else the moment it was released.
Well I got the expansions as fast as I could find an importer willing to ship an NA copy to the UK (before they moved on to digital downloads) which usually meant I could only start exploring 2-3 weeks after release because it would take that long to get to me.

For some reason on this occasion, I'm just not feeling it at all. (No buzz, no excitement about it.)
The one difference I can think why is it doesn't specifically have a niche that everyone absolutely needs like a specific zone where the whole server goes to exp.
When people found out about abyssea, everyone had to buy it because of how easy exp was to come by.
The only thing I am hearing from people in this forum about the expansion which is an "OMG MUST HAVE" are two new jobs and another campaign style battle which seems a very long way away from being finished which isn't enough for me to get excited about.
(Also noted in earlier posts that people have some old campaign style mentality over how they can increase their yield of baldy points so they can buy X, Y or Z item.)

At the moment the expansion is incomplete and will probably take around 2-3 more years of content and adjustments to get it where it should be.
It's nothing new and I don't have an issue with it but for the time being there seems to be more fun things to do then what's currantly being offered in the expansion.
I will end up buying it eventually and there's always a risk by the time I want to explore, the zones will be empty and nobody cares about it anymore. One may wonder if SE will continue to trend and eventually make it better for smaller groups to play or even solo that you can in campaign.
That won't be for a longtime yet though. :(

Edited, Apr 11th 2013 8:09am by Janeash
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#49 Apr 11 2013 at 9:54 AM Rating: Excellent
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Outsider's perspective leaves me thinking it's all just very incomplete, but that's kind of been SE's MO with releasing expansions and it still baffles me that more people aren't critical about getting 20% of a product on sale. The colonization cockblock might not make it as obvious to some, but there are people basically sick of having nothing to do buy run rieves with the fear fighting Naakuls(sp) requires a 100k bayld temp KI that poofs when you enter the area (thus lots more rieve farming). Meanwhile, as nice as the skirmish weapons sound, getting the pops is its own little circle of hell.

RUN and GEO still need some of their own perfection tweaks, but I also question SE's "Let's see how players use them..." tactic since it usually leads to the branding of being useless or pigeonholed into something passably useful, even if not themely. Could basically call it the chicken or egg effect that, as an example, has led to RDM being considered a backline support job by the general population because it lacked variety and oomph to do anything else acceptably.
#50 Apr 11 2013 at 9:09 PM Rating: Excellent
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I remember SE saying in the past that they were sort of upset that they had to add new jobs to expansions as a draw, cuz they were hoping that the other stuff was super neato enough to be a draw.

... which is a nice theory that I COULD sympathize with, until we all realize that 10% or less of the new stuff is available on release, and then you wonder what sort of world SE thinks its gamers live in about 5 hours of new content will keep their playerbase happy for a month or two.
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#51 Apr 11 2013 at 10:00 PM Rating: Good
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Professor Shock Vlorsutes wrote:
I know there was a topic already created specifically asking about the verdict of the new jobs, but I was curious as to everyone's take on the expansion and the past update as a whole. I know some people here and there have mentioned bits and pieces of what they liked and disliked about it, but I figured we can have just one topic to cover all of it. So feel free to talk about zones, quests, jobs, etc.

As a whole, I think this expansion starting out is very solid. It's a good deal more interactive than Wings of the Goddess, with people needing to assignments in order to have direct impacts on what the whole server unlocks in terms of weapons, armor, etc. It's not like Campaign where you could do a few things, then just leave it for a good while and not do anything. It takes a fair amount of cooperation amongst everyone on the server to make progress in the proper coalitions to unlock new things, which I find a lot more interesting of a concept.

The zones are nice and varied, giving us a wide range of areas that, while they may feel familiar, are also quite foreign to us. It's been a long time since I've been in a zone that's truly allowed me to get lost running through it, but I went into the Cirdas Caverns a couple nights ago without a map and just ran around completely lost for a good 15 minutes. Some people may not like such things, but I honestly found it quite refreshing, since we've not had new zones quite like that in a long time. Combine that with having zones full of enemies that can once again potentially kill us quick, and it gives a nice sense of nostalgia.

The quests so far have been pretty enjoyable. Not too difficult (outside of that stupid Demolition KI), but still taking some time and running around. With the bayld rewards and how good/necessary bayld bought items are, most all of them are worth doing. It's a good way to make them pertinent to do and not just busy work.

The jobs...I don't know about Geomancer since I haven't unlocked or leveled yet, but I really enjoy Rune Fencer. It's still a really new, young job and I'm certain it'll see many changes in the near future to adjust and balance it out, but as it stands I find it a lot of fun. I can't wait for Naakuals to be unlocked in order for tanking in "end game" situations to come up again for them. It'll be interesting to see how well they fare in those situations.

While I wish there were a few more tracks, I enjoy most all the music available so far. I really, really enjoy the theme for areas like Ceizak, and I've found the Reive tune rather catchy, though a bit out of place for FFXI.

All in all, I think this is probably the more solid expansion release for the game. Far more enjoyable than Wings of the Goddess, and personally more enjoyable than Chains of Promathia. It'll be interesting to see if it can keep this pace (if not improve on it) as more content for it comes out.


Dammit, I want to play. Curse you, finances! Smiley: cry

Catwho wrote:
I'm having fun with GEO but I can't see myself making it a main job. Or even a toy job. I'm not sure what role SE planned for it, but I've already got a job that does AOE buffs and it has a relic horn and empyrean harp.

The Adoulin storyline is kind of directionless. I registered as a pioneer, explored the city to get all the waypoints, and then went "now what?"

I'm not really that interested in the white haired chick NPC we met yet. I think I needed another cutscene with her to find out what's her deal and get my actually interested in helping them out.


I dunno, I've kind of been avoiding reading about SoA's story until I can actually get in to play it myself, but Directionless doesn't really sound to uncommon for the first set of missions. Both ToAU and WotG were pretty story-lite and fuzzy when they first came out.

Satisiun wrote:
Theonehio wrote:
I love it. I dislike they expect the community to work together when that's something people dislike doing given the push to doing things with as few people as possible.


As time goes on I see that becoming a problem that they'll have to address, too. I'm expecting a repeat of Campaign where as less interest exists, the more they'll need to water it down so fewer and fewer people can do it without having their reproductive organs handed to them on a darksteel platter.

Honestly, I think that's just the double-edged sword of FFXI in general. It's always been a group-oriented game, I don't think it will ever fully escape that. I also don't necessarily think it's a bad thing, but SE just doesn't have the best way of going about it, given how poorly content has aged. Part of the problem was that they sort of half-heartedly tried to make things more solo-friendly with abyssea, and the second that happened, the game got flooded by people who hadn't wanted to bother with it because they had to rely on other people too much. That group of people, and the group of people who'd always thrived in the game, that prefer group content, don't mix well. They never mix well. That's a major part of why the game's community has changed so radically in the last few years (aside from the game aging and the players just growing up and moving on with their lives). The problem that arose from the new influx of a completely different type of player is that those players aren't the type who are really all that interested in regular coordinated group work, and the content at the time didn't heavily require it, and greatly favored pick-up groups. That it became the norm for randomly assembled pick-up groups to be able to pull off the same sh*t sort of spat in the face of all of those long-time groups that had become so good at what they did through practice and experience.

Thayos wrote:
I need to log in this week and give the expansion another chance. But, as a career Mage, I am very unimpressed so far. I really thought SE made the perfect co-op event with campaign, and more use of that formula would have made colonization efforts seem much more inviting. I also wasn't aware that you needed to do 40 quests before you could advance the story. That seems excessive, especially considering how little fun I am having being a Mage in this expansion, which was clearly designed to give Dd jobs a huge advantage.


Campaign was broken from the time it was introduced and has never really worked right. I don't think it's really fair to call it the perfect co-op system, given how many completely different iterations it's had, especially given that no one was happy with every single one of them. Hell, when campaign first came out, it heavily favored melees and screwed over mages. Then it heavily favored idlers and @#%^ed everyone else. Then soloers, then idlers, then anyone with good AoE, and at it's present state, the only way you'd really be able to excel is if you could tank, but then the level cap went up, and the event just died. TBH, I've always preferred besieged to Campaign, but that's entirely my own bias. Besieged was plagued by all the same problems, and I'm certain reives will be absolutely no different.

detlef wrote:
Janeash wrote:
Still not found a reason to buy this expansion yet but I am still having fun doing old stuff.
(Mostly because I enjoy helm/crafting more atm which is something I can do without help.)
If or when you decide to purchase SoA, a lot of the development of the new continent will be done already. That's what people are working toward now. It's interesting to see it happening in real time as colonization % increases, new npcs and items are unlocked, and it becomes easier to get around. I just think it's pretty cool to witness and be a part of. Honestly, I think that you're missing out (if you care about such things).

This is the one thing I was kind of hesitant about with this expansion. SE has to realize that their players at this point are going to blitz through content. The bulk of those players who would really love this sort of expansion premise have long since quit, and by the time they come around to getting back into the game to play with the new stuff, and catching up with what they've missed, all of the exploration and colonization fun is going to be long since done and overwith.

The players have been content starved for years now, since abyssea ended, and unless there's some pretty crazy ass mechanics in play that we don't know about, I don't know how they think they're going to keep the "Explore and Tame this vast land yourselves!" magic alive more than a couple of months. Smiley: glare

Seriha wrote:
Outsider's perspective leaves me thinking it's all just very incomplete, but that's kind of been SE's MO with releasing expansions and it still baffles me that more people aren't critical about getting 20% of a product on sale. The colonization cockblock might not make it as obvious to some, but there are people basically sick of having nothing to do buy run rieves with the fear fighting Naakuls(sp) requires a 100k bayld temp KI that poofs when you enter the area (thus lots more rieve farming). Meanwhile, as nice as the skirmish weapons sound, getting the pops is its own little circle of hell.

RUN and GEO still need some of their own perfection tweaks, but I also question SE's "Let's see how players use them..." tactic since it usually leads to the branding of being useless or pigeonholed into something passably useful, even if not themely. Could basically call it the chicken or egg effect that, as an example, has led to RDM being considered a backline support job by the general population because it lacked variety and oomph to do anything else acceptably.


I'm kind of in the same position. The player in me really wants to get in and get my hands dirty, but the realist knows how quickly I'll end up disappointed by how little their always is during those first few months, and with how hard-pressed my finances are atm, I just can't motivate myself to pay the current price. Pay-to-beta-test is a highly hit or miss business plan. Minecraft did it extraordinarily. FFXI has not one single time done it well.

As far as the new jobs go, I agree with SE's intentions, "let the players figure out what they want to do with them", but disagree with the their actually doing it, because they did the same sh*t with the ToAU jobs, and the WotG jobs, and the end result was the same every single time. The players get an unfinished product, quickly declare it worthless, then take @#%^ing years to even acknowledge that it's long since been fixed, because it takes @#%^ing years for them to finish the damn things, and even then, they're never completely in line with what the players want to use them for. They're horrible at understanding "what the players want to use them for" in spite of asking and trying to figure it out. It's like, they ask us what we want, and then think "Well sh*t, that's not what we wanted at all. Let's compromise; 75% what we want, 20% in the middle, and 5% of what you guys want." Smiley: oyvey
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