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is ff11 going to have subscription fee reduced...?Follow

#77 Sep 18 2013 at 1:11 AM Rating: Excellent
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I personally don't care whether XIV succeeds or fails. XI, I'd like to stick around so I can log into my old character once in awhile if I miss her. My memories with Lux are all tied to a game that doesn't exist anymore... a character model that also doesn't exist anymore...

Preludes has some points about the game - I mean, several of my friends started from scratch and are already 50 and getting higher tier gear - that does seem a bit quick. I agree that the multiple jobs on one char thing will help (as will the "all used up" quests) to slow people down from total burnout - but only time will tell.

I think I am just old and crochety and like the antiquated battle mechanics of FFXI. That's fine, except that I hate the current state of the game. At least back in Voidwatch time I could chill out a bit, wait for a shout and do something that had the potential to net me gear progress. With the lack of population and the fact that it is mostly LS and statics filling up most events now (basically most of the game has become like legion was - with only one or two slots for super specific jobs in any given run) - there is nothing for someone like me to do in the game.

I just read up on the dungeons in XIV and it sounds stressful, not fun. I will give it a shot at some point and maybe I will be pleasantly surprised - we will see.

I think if I had joined the XIV server my closer friends had joined I would feel differently - cause any game is more fun when you're playing with people you actually feel connected to - but really, I am glad I didn't. Been enjoying a bit of single player game action and not feeling fussed to play an MMO is nice.
#78 Sep 18 2013 at 8:12 AM Rating: Excellent
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Worst part about XIV dungeons are queues as DPS, really. Yes, boss fights are difficult if you don't know the mechanics or have bad/lacking party members, but that's pretty much a universal MMO constant. Once you know them, though, it's just a matter of paying attention, be it getting out of the red, killing a specific add, or doing something with the environment like shooting a canon at a dragon or eating a morbol fruit to counteract a stacking poison. Of course, this understanding requires execution, which takes us back to some players being more reactive and free-thinking than others.

Just because, I'll explain the bosses to Wanderer's Palace, the "entry level" 50 dungeon.

First boss is a goobuue named Keeper of Halidom. Nice little XI reference, right? Anyway, he's pretty basic. Tank holds him and occasionally he'll turn and a big red cone will indicate a draw-in. Soon after, he will use a short-range attack. If you're drawn in, you simply have to move away quickly to avoid the damage. Eventually he'll start doing small AoE lobs to people, also indicated by a red circle. Just move out of the way. The tank will get hit with a poison from time to time, but this is a pretty easy boss.

Second boss is a Pudding/Flan. Tank and spank until he pops a wave of 3 pudding adds initially. You'll want to kill them. Short time after he'll target a specific party member with a reticule and they'll want to keep their distance. Landing a snare here is handy. After 10-12s he'll do a short-range AoE that'll kill most likely anyone not the tank. Then it's back to normal until the next wave, this time 4. In terms of add kills, you want to prioritize blue (it heals the boss), purple (it can paralyze people), and then the others don't really matter. One of those can snare you, though, which make the reticule phase tough if you got hit by it. Really, killing the adds before he goes after someone is the hardest part here. Derpy short-ranged DPS not backing off a bit has also led to some deaths when it does the AoE.

Last boss is the Tonberry King. Tank him in the middle. Throughout the fight weak tonberries will spawn, walking toward the center. Left untouched, they'll probably aggro the tank once there. You'll wanted to dedicated one DPS, ideally range-type, to kill the doinkers one at a time. That can't be stressed enough. Each time a tonberry dies, the king will get a buff to Everyone's Grudge for 1k apiece. Tank I ran it with had a little over 5k HP, so likely wise to never kill more than 5 before the king EGs and resets his rancor. Come 25%, larger tonberries will spawn along the arena's perimeter and periodically step closer. You'll have seen these throughout the dungeon, as you want to avoid them because they'll do throat stab for big damage. The smaller tonberries will stop spawning, so you'll want to carefully finish them off and simply focus on killing the king before all the stalkers get close. To be honest, the pudding is a harder boss due to the spawning adds almost always going for the healer.


I could talk about a few other bosses from the preceding dungeons or even Ifrit, Titan, and Garuda, but they're not too bad. Really, closest thing XI has to a lot of these fights is the Diabolos fight.
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#79 Sep 18 2013 at 9:21 AM Rating: Good
Olorinus the Ludicrous wrote:
I just read up on the dungeons in XIV and it sounds stressful, not fun. I will give it a shot at some point and maybe I will be pleasantly surprised - we will see.


The XIV dungeons are pretty fun actually. You'll start out in Sastasha (aka Noobville) with "It's probably pirates" - as long as you remember the brief class lessons you got in all the fights prior, it's fine.

- In a fight with multiple enemies, concentrate your attacks on one and take it down first
- Kill the mages/healers first, for that matter
- Kill the small fry before taking on big bosses
- Kill the small fry adds during boss fights, too
- Run out of AOE even if it means losing a special attack or interrupting a spell
- Watch your hate levels and if you're about to get hate from the tank on anything, chill
- Run toward the tank if you do get aggro
- Kill everything surrounding a treasure chest

Edited, Sep 18th 2013 12:07pm by Catwho
#80 Sep 18 2013 at 10:03 AM Rating: Decent
Quote:
The XIV dungeons are pretty fun actually. You'll start out in Sastasha (aka Noobville) with "It's probably pirates" - as long as you remember the brief class lessons you got in all the fights prior, it's fine.


Until you realise that's all that's worth doing. Queue for dungeon, wait 30-60 mins, queue for same dungeon, wait 30-60 mins, repeat for 3-4 months till they add new dungeons with new gear that replaces the old one you spend months grinding.
#81 Sep 18 2013 at 10:08 AM Rating: Good
Well, if all you do is play video games. I have these things called a career and a social life and that means I'm still only level 22 on my highest raw character in XIV.
#82 Sep 18 2013 at 11:10 AM Rating: Good
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preludes wrote:
Quote:
The XIV dungeons are pretty fun actually. You'll start out in Sastasha (aka Noobville) with "It's probably pirates" - as long as you remember the brief class lessons you got in all the fights prior, it's fine.


Until you realise that's all that's worth doing. Queue for dungeon, wait 30-60 mins, queue for same dungeon, wait 30-60 mins, repeat for 3-4 months till they add new dungeons with new gear that replaces the old one you spend months grinding.


Madden: Get a ball across a line.
NBA Live: Throw a ball into a metal hoop.
FIFA: Kick a ball into a net.
Call of Duty: Kill enemy soldiers.
GTA: Steal cars. Kill people.
Tetris: Line up falling blocks.
Mass Effect: Save the universe. Bang aliens.
Final Fantasy XI: Kill monsters. Get loot.

Going by those descriptions none of those sound like much fun really, but then there's more to them than such a description would have you believe.
#83 Sep 18 2013 at 11:13 AM Rating: Good
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Camiie wrote:
Going by those descriptions none of those sound like much fun really, but then there's more to them than such a description would have you believe.
And of your list, only one game was designed to last more than a month.
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#84 Sep 18 2013 at 11:56 AM Rating: Good
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lolgaxe wrote:
Camiie wrote:
Going by those descriptions none of those sound like much fun really, but then there's more to them than such a description would have you believe.
And of your list, only one game was designed to last more than a month.


Hey, no one can deny the staying power of Tetris.
#85 Sep 19 2013 at 1:01 AM Rating: Excellent
Quote:
Queue for dungeon, wait 30-60 mins


Just level your first job as a tank or healer. As a gladiator, I've never had to wait more than a few minutes to get into a dungeon before level 30 (I'm only level 32, and eagerly awaiting the next dungeon).

My wife plays as a DD, and I play as her healer. When we group up and enter the duty finder, we usually have a party within seconds.

Pretty sure the long waits only apply to the endgame dungeons right now, just FYI.
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#86 Sep 19 2013 at 1:20 AM Rating: Good
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All this talk of XIV made me interested in logging in for a few and tooling around. But no service account.

Not willing to pay 10+ bucks at the moment to test the waters to see if I like the game enough. Maybe in a bit. I can afford to wait with all the levels I already have on my character.
#87 Sep 19 2013 at 3:05 AM Rating: Default
The thing I've noticed, is the games biggest defenders are the ones that are so casual they haven't seen the trainwreck that is XIV endgame grind yet.

Quote:
All this talk of XIV made me interested in logging in for a few and tooling around. But no service account.

Not willing to pay 10+ bucks at the moment to test the waters to see if I like the game enough. Maybe in a bit. I can afford to wait with all the levels I already have on my character.


Give it 6 months, it will go free to play and will have more content at that point. There is nothing in the game that is different than all the other games that went the same way.
#88 Sep 19 2013 at 7:46 AM Rating: Good
preludes wrote:
The thing I've noticed, is the games biggest defenders are the ones that are so casual they haven't seen the trainwreck that is XIV endgame grind yet.

Quote:
All this talk of XIV made me interested in logging in for a few and tooling around. But no service account.

Not willing to pay 10+ bucks at the moment to test the waters to see if I like the game enough. Maybe in a bit. I can afford to wait with all the levels I already have on my character.


Give it 6 months, it will go free to play and will have more content at that point. There is nothing in the game that is different than all the other games that went the same way.


Except Square Enix.
#89 Sep 19 2013 at 9:41 AM Rating: Decent
Catwho wrote:
preludes wrote:
The thing I've noticed, is the games biggest defenders are the ones that are so casual they haven't seen the trainwreck that is XIV endgame grind yet.

Quote:
All this talk of XIV made me interested in logging in for a few and tooling around. But no service account.

Not willing to pay 10+ bucks at the moment to test the waters to see if I like the game enough. Maybe in a bit. I can afford to wait with all the levels I already have on my character.


Give it 6 months, it will go free to play and will have more content at that point. There is nothing in the game that is different than all the other games that went the same way.


Except Square Enix.


Unless you think they will run it at a massive loss, no it's upto the players. FFXI was cheap to make and did well. FFXIV cost a huge amount to make and launched ok.
#90 Sep 19 2013 at 10:57 AM Rating: Good
I crunched some numbers and I'm guessing ARR cost them about a hundred million to make. They're off the hook for 1.0's debt per the CEO of Square Enix last spring. Assuming they can sustain their goal of 500K players for two years, they'll recoup the cost and start making a profit.

If the subscriber numbers drop significantly below that in under two years, only then will they examine other methods of revenue.
#91 Sep 19 2013 at 3:18 PM Rating: Excellent
Quote:
If the subscriber numbers drop significantly below that in under two years


I think 500,000 for two years is totally doable... even if it's a little less, then the profit will just come after three or four years. This isn't even accounting for new box sales as we go along... ps4 will bring in a new influx of players. Expansion box sales will bring in money, and subsequent subscription spikes will also bring in new cash.

Over time, more people will shift from FFXI to FFXIV, too.

The real ace in the hole is that SE owes nobody else money. If SE needs two years to make a profit, then that's no different than needing five years to make a profit. Thanks to its time handling FFXI, SE understands there's a lot more money to be made in the long haul without having to cheapen the product with a F2P model.
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