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Does anyone on here actually prefer FFXI to XIV?Follow

#27 Aug 05 2014 at 2:36 PM Rating: Good
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Quote:
As stated by SE themselves, the main hate for CoP was:

1. Level Caps
2. Trying to get it done many years after the fact.

The first point is the main reason people hated CoP while it was still relevant. We won't even talk about difficulty or the 'easy win' strategies because in my personal experience, it was much easier to just do it normally than trying to find people who even knew how to properly play SMN unless you already had great SMNs in your linkshell/friendlist for example.


People hated the level caps more because it was such a PITA to mule gear back then, where your average CoP Mission Night involved an hour+ of prep, carrying around 2 sets of gear (because a LOT of battlefields had Aggressive-to-Lv75 mobs in the way) because there was no "you can wear this gear at lower level" mechanic back then.

Also, some jobs really sucked at some levelcaps because the abilities that made them good didn't come until later.

And gating whole areas behind long chains of missions was also a bad idea IMO. You couldn't even see Lufaise Meadows until you beat all 3 Promyvions first; you couldn't see Riverne until you completed Aqueducts, etc etc leading clear up into "can't go to Sea until you get two-thirds of the way through the whole mission chain".

And of course the cutscenes. While I don't normally complain about cutscenes.... with the poor travel options back then and the fact you had to go from, for example, Lufaise to that town over there, to Jueno, to Bastok, then to Porgonorgo Isle, then do God-Knows-What Else, then go back to this other NPC, then to another NPC... then to ANOTHER NPC.... people got lost on what they were supposed to do next, and the in-game text tells you very little, next to nothing, about what part of the mission you're actually on.

ONE guy missing a cutscene broke a whole mission night for everybody involved, and I'd heard stories of people being forced out of a CoP Mission Static because they misunderstood/forgot 1 step in that complicated mess of a storyline. The cutscenes made for good story, but damn, the game did not do a very good job at letting you know what you should be doing next to continue it.

Some people might call WoW "holding your hand", but that is better than a mission night being ruined for 6 people because 1 person forgot to talk to 1 NPC and wind up delaying progress for who knows how long.

I'd rather have the hand-holding quest systems XIV and WoW has, to be honest, than spend hours waiting for someone to catch up.

FFXIV teaches us that we can have good storytelling + a 'do this next' quest log WoW-style. I actually rather liked its main storyline, reminds me of old glories in FFXI without the hassle of having to FFXIclopedia everything and write down on a piece of paper and check objectives off (which the game should be doing for you like any other MMO does today).
#28 Aug 05 2014 at 3:30 PM Rating: Excellent
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I had to really think hard on my answer, because I like both. I guess my final answer is I prefer 2004-2009 FFXI.

I was going to write a huge essay on the pros/cons of both, but basically it boils down to early FFXI being my favorite game of all time. But I'm older now and don't have the time or want to play a game like that again. I loved every minute of my Diet Coke fueled 14 hour binges when I was as hardcore as you can be in XI, but those times are gone. Also 100% of my friends list would be grayed out and long gone, so there goes most of the reason for playing to begin with. FFXIV fills the niche perfectly and allows me to play less and still accomplish stuff and have fun. I have a great FC with an old friend from XI and some new friends and we do everything but second coil. I don't really care anymore about server first, BiS, cutting edge progression but I can easily attain i100 without too much effort and experience most of what FFXIV offers.

#29 Aug 05 2014 at 3:35 PM Rating: Decent
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Lyrailis wrote:
Quote:
As stated by SE themselves, the main hate for CoP was:

1. Level Caps
2. Trying to get it done many years after the fact.

The first point is the main reason people hated CoP while it was still relevant. We won't even talk about difficulty or the 'easy win' strategies because in my personal experience, it was much easier to just do it normally than trying to find people who even knew how to properly play SMN unless you already had great SMNs in your linkshell/friendlist for example.


People hated the level caps more because it was such a PITA to mule gear back then, where your average CoP Mission Night involved an hour+ of prep, carrying around 2 sets of gear (because a LOT of battlefields had Aggressive-to-Lv75 mobs in the way) because there was no "you can wear this gear at lower level" mechanic back then.

Also, some jobs really sucked at some levelcaps because the abilities that made them good didn't come until later.

And gating whole areas behind long chains of missions was also a bad idea IMO. You couldn't even see Lufaise Meadows until you beat all 3 Promyvions first; you couldn't see Riverne until you completed Aqueducts, etc etc leading clear up into "can't go to Sea until you get two-thirds of the way through the whole mission chain".

And of course the cutscenes. While I don't normally complain about cutscenes.... with the poor travel options back then and the fact you had to go from, for example, Lufaise to that town over there, to Jueno, to Bastok, then to Porgonorgo Isle, then do God-Knows-What Else, then go back to this other NPC, then to another NPC... then to ANOTHER NPC.... people got lost on what they were supposed to do next, and the in-game text tells you very little, next to nothing, about what part of the mission you're actually on.

ONE guy missing a cutscene broke a whole mission night for everybody involved, and I'd heard stories of people being forced out of a CoP Mission Static because they misunderstood/forgot 1 step in that complicated mess of a storyline. The cutscenes made for good story, but damn, the game did not do a very good job at letting you know what you should be doing next to continue it.

Some people might call WoW "holding your hand", but that is better than a mission night being ruined for 6 people because 1 person forgot to talk to 1 NPC and wind up delaying progress for who knows how long.

I'd rather have the hand-holding quest systems XIV and WoW has, to be honest, than spend hours waiting for someone to catch up.

FFXIV teaches us that we can have good storytelling + a 'do this next' quest log WoW-style. I actually rather liked its main storyline, reminds me of old glories in FFXI without the hassle of having to FFXIclopedia everything and write down on a piece of paper and check objectives off (which the game should be doing for you like any other MMO does today).
I wont argue your other points because I dont honestly care, but good story telling, in XIV, thats hilarious
#30 Aug 05 2014 at 3:39 PM Rating: Decent
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Seriha wrote:
I was indeed thinking more in ratio with a side of on-offs like ES. But let's look to how others have described playing a melee in XI in that it's basically just wait for TP then WS. Positioning may occasionally matter, or if you're a DRK, maybe you'll have to Stun from time to time, but depth isn't there. On the other hand, one be hard pressed to find many combat abilities in XIV with a cooldown greater than 3 minutes. Yes, I may also agree that some associated durations there are too short, but I'd rather 2:50 to do something again instead of 9:50.


Since you're thinking of the duration:cooldown ratio, then you're just wrong. The ratios on average favor XI. For example, Dodge vs Featherfoot. 2:5 vs 1:6. Even if you expand it throughout 5 minutes, which actually favors Featherfoot as it gets an activation shortly before the 5 minutes end. So it doesn't have to eat it's last downtime which would've taken it to the 6 minute mark. Even then, Featherfoot is up 1 minute and down 4, while Dodge is still up 2 and down 3. You're being more active for less basically. lol.

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Barstatus spells, a large chunk of BLU's spell library, most Dark magic, mother@#%^ing Stymie, and more if I felt compelled to refresh my memory of the entirety of JAs available. Channeling the last point, sometimes it's a duration thing, others cooldown, and even more about potency. Sometimes these deficiencies also led to conflicts in job identity, like SMNs forced into healer roles or any poor RDM who ever wanted to melee. Yeah, some of you knew that was coming. :P

Barspells are far from useless. Ask any PLD or WHM who tanked/cured Suzaku back in the day. Ask RUNs now. The problem with barspells aren't so much they're useless or even underpowered, but that most mobs just aren't designed with a specific element in mind. Really have no idea about BLU, but I'd imagine it's similar to WAR's 2nd combo, it's not so much they were useless, the other options was just better. Same for Dark Magic. I'll give you Stymie. lol. They really should've made it a 30 second timer so it at least has some synergy with Chainspell. lol. Or make it like your normal Elemental Seal sort of thing, and not a one-hour. Our definitions of useless are obviously different here though. Yours is impractical or inefficient, mine is literally useless. Neither game has truly useless abilities(except maybe Holmgang), just ones with (sometimes very) specific uses.

That said, the 2nd part is actually a great example of XI's depth over XI. If SMN sucked in XIV, it was done(until buffed). SMN did suck in XI but was able to recover itself, despite the developer incompetence, as a healer.

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That said how does any of the above prove that XIV somehow has more depth in it's systems than XI?

Some might consider the stuff like windower's extended macros okay, but they're still things console users couldn't do. It wasn't uncommon to see builds revolving around the existence of such, though, and not having it available obviously made a player gimp. Then we could go into more insidious things like botting, move speed, and position hacking. It wasn't uncommon to feel totally helpless seeing the same exploiters flourish in the game despite GM reports.


The fact that there was no in game method of gear swapping was actually a good thing for the game actually. Everyone's experience is different but I don't think I ever met anyone who was a snob when it came to gear swapping. I'm sure if the game fostered it, that would've been much different. In fact it kind of allowed different ways to play the game. A level of depth that XIV doesn't have really(In case it isn't obvious, my problem is mainly with you implying XIV somehow has more depth than XI). Some people leveled a bunch of jobs but only had very basic or no gear swaps. Others focused on only a few jobs but had a lot of gear swaps. Both were completely accepted ways of playing the game. I'd imagine that isn't the case now though as the population is pretty much just the hardcore.

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That said, the comparison is more the belief that "more" automatically equals "better" for the game. If we trim the fat of all those useless or underpowered abilities I alluded to earlier, how different might things really be? The common goal of combat is to still get mobs dead, get loot, repeat. This is actually where I'd call into question flipping out over how games nowadays are of the Kill X, Fetch Y, Go to Z, Defend/Escort Q-type activities. All those are present in XI, too. Is it just not having a counter on the side? Hell, even XI had counters going on with Magians for a while there. Is it more a case, then, of not wanting to have your "hand held" as a commonly used statement of downplaying? Ideally, a game should let one disable or grossly minimize UI elements they may find displeasing, but I know that's not always the case.


I'm honestly confused about the first couple of sentences. Which game has more abilities?

XI does do the same sort of quests. The difference is, as mentioned, there's almost always multiple stages. They usually involve going more than 30 feet away, which allows the player to kind of fill in the blank. Making everything feel different even if it's not. Quests also aren't pretty much the only content really until level cap. And in fact are pretty sparse in comparison. The problem is it's the same sh*t over and over and over again with very few breaks from that. Peeling a potato isn't bad, peeling thousands of them will make anyone bored. It's brain-dead monotony. So my problem is the quests themselves, not the obnoxious UI which just serves to hammer home the game was made for idiots.

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There is a middle ground here. A couple, actually. The less hands on one is to set a check box to only automatically group with people on your server. The more involved version is let people set up parties for an advertised purpose that only people on your server can see, which XIV presently does.


I'm actually very interested in this. Could you provide a link or something with more information?

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Understand, however, that not everyone playing these games is out there to become your friend. We're all means to an end. Yes, the more socially capable will be more pleasant to be around, but trying to ostracize those who aren't good at communicating by removing or demanding such systems not be present isn't something I'd call for the betterment of a game. These folks are filling gaps for incomplete friend parties, greasing the economic wheels in their own ways, and even influencing the behavior of others they encounter out in the world, even if indirectly. Conversely, more restricted systems do not prevent people from being asshats. In my own XI experience, those the server came to collectively hate just wound up forming their own group, and they thrived in their own ways. In turn, the best we can hope for is a dev to instead minimize ways people can grief others through game mechanics.


I completely understand that. But through 1-46 WAR, all the relevant cross-class skills gotten for both WAR and MNK(of which were done in nothing but dungeons passed 15), 1-50 2 gathering jobs, 1-50 4 or 5(I don't remember) crafts. Friends made: 0, Enemies made: 0. Other people have almost no bearing on the game(maybe at endgame that's untrue). And it's ridiculously hard to actually make new friends in these games. And here's the thing, you said it yourself, people play and people come back because of their friends. They don't come back, or quit shortly after doing so because their friends are gone. Friends are the name of the game. MMOs are social platforms more than games. Because let's be honest here. You take the people out of the equation and you really just have a horrible game. That's true for all MMOs. XI, XIV, WoW, etc. The problem is they went from being a Facebook(for lack of better comparison) w/ 3D avatars, to a Mafia Wars w/ 3D avatars. Less about the people, more about the progress bars. And progress bars are @#%^ing boring.

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Content has a lifespan. For some, it's the moment it stops being fun. For others, it's the moment they have nothing left to get from it. Sometimes these align, sometimes they're miles apart and someone may begrudgingly partake because something they're after has no alternative source. I didn't like setting aside 2 nights a week for Dynamis for 2 years, in part to guarantee my place for a Duelist's Chapeau when my turn eventually did roll around. In fact, demanding that kind of time commitment was very much one of XI's old issues.


But one of the beautiful things about the non-tiered end-game was if you didn't like an event, and were okay with being slightly sub-optimal, you could just not do it(unless you were in a broad end-game LS. But then you had the option of leaving and joining several specific event ones). Because there were plenty of other options and you most likely enjoyed at least one of those. That said, Dynamis was really the worst, both in time commitment and in necessity. As since the equipment drops were job-specific, they often had very good pieces that there were just no alternatives to outside of it.

I kind of lucked out though. While the first Dynamis LS I was in was pretty meh and I was horribly bored those 4 hours. The 2nd one I was in I really hit it off with everyone and it actually got to the point where I looked forward to Dynamis, even after I got my drops because I enjoyed just playing with those people. But everyone's experience is different obviously.

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And believe it or not, there is also a point where there is too much content, especially if it winds up feeling compulsory for progression. Lockouts don't help here, especially for something like dailies where missing one means you lose out on progress forever. Pre-Adoulin XI was wrestling with this problem, making players farm Dynamis to try and be relevant in the construction of a relic or diverting the currency to gil for other purposes. This also carried over into Salvage, and by proxy, Assaults. Things like Einherjar and Limbus was then a lighter layer, but still on the clock. I'm not a fan of daily/weekly stuff, myself, and have been arguing against them in the XIV section, too. The more responsible players are their own moderators of content consumption. So, part of the issue of lacking content is more a matter of having content someone wants to participate in. In XIV's case, and for me, this isn't spamming dungeons for all time. Them being instanced or not isn't even really a factor.


"Losing out on progress forever" sounds rather melodramatic. lol. It seems like something that could be more be a problem with XIV and the tier system in general than anything XI currently(or ever) has. Adoulin doesn't have any sort of lock out as far as I'm aware. And missing a day of Dynamis or Salvage didn't really mean anything as there's no in-game point based systems to worry about and there's always other days. You never 'fell behind' because until they raised the level cap(and even really until Adoulin), that content was still very relevant and there wasn't a "correct" order to acquire equipment. Unfortunately XI does appear to be taking the Item Level/tier route which means it may happen to XI eventually but not currently.

I do see what your saying though. It's about having not necessarily lots of content, but just having fun content. Although one could argue that "fun" itself is subjective, so having a greater quantity of events would mean a greater chance of appealing to more and different people.

Edited, Aug 5th 2014 5:41pm by valid
#31 Aug 05 2014 at 3:47 PM Rating: Good
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Lyrailis wrote:


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- Horizontal progression. For me when the developers add content, that should be content that adds to the world, not just completely replaces the old or more or less makes it the only thing worth doing if you want to progress. It is rather funny if you ask me that more or less every mmo nowadays has the issue of people complaining that there is not enough content (especially at endgame). It is no wonder developers can not keep up when they keep making all their previous work more or less worthless. I mean I just do not understand why it is so clear that it is "better" to have people complain there is not enough content and try to solve it by making three versions of the same fight but harder and then call it new content. For me the whole "play for two or three weeks and then wait for the next patch" is not something good.


FFXI had this for years. And you know what? It sucked. We spent years at a Lv75 cap with "Horizontal Progression". It was a sea of side-grades and "barely upgrades", where the difference between RoZ items and ToAU items were maybe 10% at best except for certain pieces of gear. I'm supposed to want to dump hundreds of hours into a game for a 5%? 10%? difference that I won't even notice by eyeballing the chatlog, that I need a parser and a calculator to notice I'm doing 10% better?
I quit 14 already because all of my gear from 1.23 is junk in ARR. vertical progression is disheartening and lazy. I sure love having exactly two choices per slot for gear at end game!
#32REDACTED, Posted: Aug 05 2014 at 3:58 PM, Rating: Sub-Default, (Expand Post) The solution to decent vertical progression is to tier it properly, like you cant do higher content until you've finished the earlier stuff. when an mmo rises a lvl cap 10 levels it shouldnt cancel out all the old end game stuff, a new player should still have to clear older content to access newer stuff.
#33 Aug 05 2014 at 4:10 PM Rating: Good
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jamiehavok wrote:
The solution to decent vertical progression is to tier it properly, like you cant do higher content until you've finished the earlier stuff. when an mmo rises a lvl cap 10 levels it shouldnt cancel out all the old end game stuff, a new player should still have to clear older content to access newer stuff.


Then a newbie hits an absolute brick wall of needing content that the core playerbase who was there before him doesn't do anymore.

This happened back in WoW Burning Crusade -- for example, I reached Level 70 during Black Temple.

When you reached Level 70 (then, max level), your progression path looked like this:

1). Do Normal Dungeons to get enough blues
2). Do Heroics to get a few purples and some badge gear
3). Start with Karazhan and continue to gear up.

I was stuck on #1 because... well, guess what? I came late. Nobody was doing Normal Dungeons anymore, because they didn't give badges. I wasn't good enough for Heroics because my gear wasn't good enough, and nobody wanted Normals and nobody had much incentives to help me out with dungeons that rewarded nothing for them.

That's what happens when you have vertical progression with no catch-up methods, vertical progression that requires all the steps in a line before you can do the newest content. People get stuck as fewer people are doing the older tiers of content. This leads to players quitting the game.
#34 Aug 05 2014 at 5:23 PM Rating: Good
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Barspells are far from useless. Ask any PLD or WHM who tanked/cured Suzaku back in the day.


The post said Barstatus spells. Not all Barspells.
#35 Aug 05 2014 at 5:24 PM Rating: Decent
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Fynlar wrote:
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Barspells are far from useless. Ask any PLD or WHM who tanked/cured Suzaku back in the day.


The post said Barstatus spells. Not all Barspells.

Ah. My bad.

EDIT: I'll add that Barstatus spells while never great, did serve a purpose prior to Divine Veil and moreso /SCH when it was just impractical to -na every melee. Byakko's Roar is the example that comes to mind.

Edited, Aug 5th 2014 8:26pm by valid
#36 Aug 05 2014 at 11:56 PM Rating: Excellent
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Having played both games over the course of the past ten years, I still prefer XI to XIV. I'd probably only be playing XIV 1.0 exclusively, had they simply revamped what was in existence there, versus the WoW clone it's become. Don't get me wrong, it has so many things to do, but as many others have said, it begins to seem like the same activity with a newer, shinier, more difficult sheen to it. After grinding dungeons for gear, i've always found myself looking at the party list for raid activities and thinking 'no thanks, i'm done for awhile'. Good intentions fall flat because the treadmill is barely concealed in XIV. I really don't think we're going to see any major shifts in combat and the world until the expac is released for it. Aside from Ninja coming next patch, it'll remain pretty stagnant.

There is lots of breadth, but little depth when it comes to endgame activities in XIV, whereas XI, even back when RoZ was the only expansion, has always had plenty of depth. With things changing towards a more solo-friendly angle (after many, many years) in XI, it has become far less grindy than what it was. Ironic, that the older MMO has taken such a drastic shift in this direction, and the newer towards it.

The only thing that keeps me from playing XI on a regular basis is that the server populations are simply too low. As much as I hate to say it, it's time for another server merge. Peak hours usually only net around 700 people on Leviathan. That's definitely not the case in XIV. You're constantly seeing people in the cities with the newbie mandragora sprout next to their names, and it doesn't take long at all to gather for a group. The issue is that by the time these people reach XIV endgame, they're normally met with 'holier than thou' attitudes which leaves little incentive for them to keep playing. Although it's calmed down a bit since release, XIV still has one of the more toxic endgame communities.

All for naught though, since i'll be leaving both games for a good while once ArcheAge is fully released. It needs some tweaks here and there, but the crafting, PvP, exploration and scenery are all pretty amazing. Say what you will about it being a Korean-based MMO, it's well worth a look if you happen to snag a beta key.
#37 Aug 06 2014 at 4:41 AM Rating: Decent
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Lyrailis wrote:
This leads to players quitting the game.


As does giving your players everything and making the game in such a way people who join 6 years later will be able to catch up. That means the general game isn't really designed with current player in mind.

People get bored. Look at XIV right now..while every MMO has times like this, unless you literally did NOTHING in that game or are brand new, chances are you're logging in on reset day, do Coil 6-9, logging out for the rest of the week as coil 2 is the ONLY progression content currently unless as said you've done nothing or are new.

Being able to catch up is all fine and dandy, but the game's life span will be significantly shorter, especially when the other content is OBVIOUSLY designed to keep people playing until the next update (e.g pure grind content rather than progressive content.)

The absolute ONLY reason XI had that long of a span on it's first progression is because they had the game at 75 cap and it didn't utilize 'ilevels', so for the way the game was designed it was perfectly fine because it didn't obsolete content every update like modern MMOs and every content remained relevant in some fashion so even new people who hit end-game will still experience the content. When they started obsoleting content ala modern WoW based MMOs is when you finally seen old content and most old gear become worthless.

In XIV, they were forced to give us Duty Roulette in order to have current players help newer players or players who only play solo and can''t do the older stuff - as much as people wanted to believe it was done to help us get our tomes faster, it was done to get people to do the 2.0-2.1 dungeons which is where the storyline is. Also no, XIVs storytelling is abysmal compared to XI's, it's just more direct. There is absolutely ZERO way you can justify throwing in Killing 5 marmot (example) kind of quests as a means of telling us what the @#%^ happened in the 5 years. Marmots are little squirrels that inhabit the forest and desert..they have nothing to do with Dalamud, the Scions or Bahamut, I should not have the story broken up to kill 5 @#%^ing marmots for absolutely no reason.

Or fetching your god damn tea.
Or fetching your laundry.
Or moving a barrel.
Or delivering pretzels.
Or beating up rocks.
Or beating up coeurls

It's all find and dandy because they designed it to level you, like modern MMOs, however think of it this way:

You're reading a book and you hit a chapter where it starts to get really good, like you're learning a lot of hints and clues about who the murder is and that they may actually be the main character themselves and for the previous 4 chapters it was nothing but plot twists and intense action then you hit chapter 5 and suddenly....

BAM...

4 chapters about a dog that has no relevance to the plot whatsoever. Then comes chapter 9 and it continues the previous story you were there to read and then comes chapter 10...when suddenly...

BAM.

2 chapters about a moose trying to cross the street and a random bystander is tasked to try to help it.

That's XIV's story telling in a nutshell. It would be good storytelling if it wasn't there to level your character in the process, when you sit and READ all of the text in the main and side quests..you'll notice heavy copy/pasting in order to give a lot of it so you have enough to level at least 1 main job. That's fine for the generic style of MMO XIV is, but I much preferred XI's story telling because whether you want to admit it or not, it's EXACTLY how it's always been in FF games. You get a vague hint on what to do and have to talk to every NPC to know where to go UNLESS the game tells you directly where to go, which is usually only for the main plot points, e.g GO TO NORTHERN CRATER NOW!.....but if you did that you'll miss out on all optional story bits, not that it really did much for the plot.

So when you think about it, the only thing against FFXI is the fact it's old...and WoW is only 2 years younger than it, which ironically the only thing people "hated" about WoW was the oldest form of it, back when it resembled an actual MMO. Sure times change..but it's really no coincidence pretty much every WoW style MMO is usually the kind that end up failing or people get bored of very quickly because of design decisions.

Edited, Aug 6th 2014 3:43am by Theonehio
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#38 Aug 06 2014 at 9:01 AM Rating: Good
I still like both, and I still play both, for different reasons.

For me, XI has a huge investment already. I'm pretty well geared on the two jobs I maintain (BLM and BRD) and keeping those up to date hasn't been too terrible, thanks to the old friends that still play. If I was starting from scratch, though, I'd be in deep dookey because Ghorns and Dharps don't build themselves overnight.

I hit a wall in XI though because of the difficulty and expense of upgrading bard further. Umbral Marrows and heavy metal plates aren't cheap, and if I want to become a 99 Ghorn 4-song bard, I've got to cough up a hundred million gil. It took me four years to finish out Ghorn... I just don't have the patience for that kind of farming any more.

With XIV, my mains are WHM and BLM for now. I'm also filthy rich in that game because I figured out the crafting system early on enough to cash in - and there isn't a whole lot to spend money on just yet.

As for "BLM in XIV being stripped down" - the fact that I NEVER RUN OUT OF MP more than makes up for that fact. MP is absolutely not a consideration in XIV for BLM which is the greatest and most awesome thing ever because a BLM can be a continuous font of destruction and the only thing to worry about is whether you just took hate from the tank. Thunder 3 > Fire 3 > Fire 1 til under a thousand MP then Swiftcast > Flare > Transpose > Convert > Blizzard III ~ repeat til it's dead.

I got my iLvl 110 Laevateinn last night. I can't wait to blow more things up now.

Edited, Aug 6th 2014 11:01am by Catwho
#39 Aug 06 2014 at 11:43 AM Rating: Decent
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because whether you want to admit it or not, it's EXACTLY how it's always been in FF games.


Uh.......whaaat?

I don't know what Final Fantasy Games you've been playing, but let's go through the list, shall we?

FF1 - Okay, some of this was vague on what you were supposed to do. Well, somewhat. Very beginning of the game, the King's all like "Save my daughter!" you save her and "I just built a bridge for you!" There's only 2 places you can go, and the one, the witch mumbles about she can't see without her crystal and the other is a town with a pirate that you have to defeat then he gives you a ship. Said ship can only take you to like 3 places, and 2 of those places don't lead anywhere special, one leads to a town. This continues on until you blow the canal up and get the canoe, then you can finally explore at your heart's content... except where you get the canoe, there's a bunch of guys that give you a list of objectives.

FF2 - I remember this being -very- linear. "OMG our town got taken over, we need you to ____!" You do that, then "Now we need ____!" and it just leads you straight up to the end.

FF3 - haven't played it yet

FF4 - This game led you by the nose the whole way through the game; they told you exactly what you should be doing next, and the only "Optional" questlines that existed were the parts where you got Leviathan/Asura, and some of the stuff on the Moon (Bahamut) and finding Yang in the underworld. The rest of the game was a very linear "do this next" progression.

FF5 - Yet more linear story. NPCs told you exactly what you should be doing next. There were a few more optional objectives strewed about, but otherwise, same.

FF6 - Linear all the way up until the world gets ruined and you get the 2nd airship. Then, it is a "Here's the end dungeon. Go there when you want, but you might wanna get some more people first. Get them in any order." That was awesome, but it is pretty much the only FF that did this.

FF7 - Linear all the way up until the end with a few optional objectives

FF8 - Even more linear as the whole game was a series of "missions" because your character is employed by SeeD and they tell you what to do next. Step by step, even. Once you got near the end of the game and got ahold of the airship, you had a little freedom... but by then, most of the towns were 'stuck in time' or some-crap.

FF9 - You spend most of the game running away from certain doom and you have little freedom to do anything else. Once you get your airship (notice a re-occurring theme here?) you can do side-quests like getting your chocobo leveled up, etc, but the main storyline is still very linear.

FF10 - The whole damn game is a long linear questline thanks to most of it being centered around Yuna's pilgrimage. You're just tagging along for the ride and you have little say about where you go next. Once she's done with the pilgrimage and once you get control of the airship (AGAIN!), then you finally get to roam around and do optional stuff (ultimate weapons and monster collecting).

FF10-2, haven't played much of it.

FF12 - Finally they started to change things up; the main story was very short and somewhat linear, but there were lots of optional places to go and things to do strewed throughout the game

FF13/13-2, haven't played.

So there you have it. FF14 is just like any other FF before 12 -- you're forced down a linear main story path until you get the airship (I didn't get to that part yet, but I figure that since the dungeon you have to do to get the airship is Lv42-45, it is pretty close to the end of the leveling path, sounds about right for any other FF game).

FFXI is the anomaly, not the norm in the FF series, at least for FFX and prior.
#40 Aug 06 2014 at 12:40 PM Rating: Good
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I'm quitting FFXIV after a year and returning to FFXI. It's been years, and I know the game has changed drastically. The last expansion I played was WOTG, and the cap was only 75.

The graphics are certainly better in XIV, but underneath the gloss the gameplay fell short for me. I preferred the combat mechanics of XI: things like skillchains and being able to pick your sub depending on your situational needs. In XIV, as a job you're limited to pulling from two classes. Imagine if XI limited NIN to only being able to pull from BLM and THF. And even then you got no traits and only pre-determined skills.

I did like crafting in XIV, but not enough to continue playing just for that.

I liked the sense of community in XI. You knew each other and developed reputations from long hours together. For good chunks of XIV you're isolated, or grouped with strangers you'll never see again (which just enables and encourages rudeness). The game feels anti-social. I used to login to XI just to hang out with my friends. I never felt that with XIV. My FC felt like a group of individuals, not companions.

It just didn't feel like a FF game to me. My impression was that it felt like a WoW game dressed like a FF game.

I realized that what I really wanted was XIV to be more like XI, which is unfair. It's like expecting your new girlfriend to be like your ex. If what you want is your ex, you should break up and get back together with your ex. Which is what I'm doing. I'm breaking up with FFXIV.

It's a long process. Finally tracked down my old key fob, and HDD which had everything installed. Getting my PS2 fixed so it can read discs again, and getting Windows for my MAC so I have options. I'm hoping that I'll be back in this time next week.
#41 Aug 06 2014 at 12:59 PM Rating: Good
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@Bramare:

I would highly recommend using the Windows platform, rather than the PS2 if you have a choice and/or if you can get it to work on said MAC. They also vastly increased the graphics options that can be chosen through the launcher, they gave us a Windowed Mode (though no Borderless Window yet sadly), and they've made....

well...

Ridiculous improvements to the game.

Read through some of my earlier responses in this thread. Or, hell, lemme tell you what I did this morning:

Got out of bed at 8:45AM, family member was already online in Maze of Shakhrami. She said "come along if you wanna get some XP!" She was on her Lv90 THF, and she's well ahead of my (at the time) 86 Warrior.

I grabbed my stuff (most of it was already on me) and headed on up. It was probably 9:05 or some-such before we got to the Warden Bat/Crypterpillar camp.

We played until about 1:15PM (4 hours), and I got...

-12 Great Axe skill levels
-5 Marksmanship skill levels
-capped Evasion (about 8 levels or so)
-5 Parry levels
-15k-ish Sparks of Eminence (that's like... 2 Rem's pages which are used to upgrade AF to Lv99)

And enough XP to from 86.5 to almost 89 with just the two of us there. We could have called out Trion and had him tank, but we want to catch some defensive skills up, so we only had Kupipi and Nanaa Mihgo out (for stealing Silk-related items from the crawlers).

Not a bad haul for 4 hours with just the 2 of us in the Maze.
#42 Aug 06 2014 at 1:13 PM Rating: Excellent
FFX-2 was probably the least linear of any game in the franchise, actually. You have the full world map available at the start, and you have an airship at the start, so you can pick and choose a lot of the adventures you want to go on.

Of course, that means it's easy to accidentally skip over the content, so when you got through and saw you only completed 70% of the storyline..... yeah. Smiley: glare

By the third play through when I was still only at 95% or so, I said ***** it and just looked up the "perfect ending" cutscene online.
#43 Aug 06 2014 at 1:16 PM Rating: Good
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Catwho wrote:
FFX-2 was probably the least linear of any game in the franchise, actually. You have the full world map available at the start, and you have an airship at the start, so you can pick and choose a lot of the adventures you want to go on.

Of course, that means it's easy to accidentally skip over the content, so when you got through and saw you only completed 70% of the storyline..... yeah. Smiley: glare

By the third play through when I was still only at 95% or so, I said **** it and just looked up the "perfect ending" cutscene online.


I played some of X-2, but I didn't get real far into it, due to me getting distracted to other games, and other such stuff going on at the time. I did like the improvements they made to the old ATB system (where the length of the 'wait' meter depended on what action you were about to take) and some other stuff (also the one battle theme I remember being rather cool for a non-boss battle theme).

I just never really got into it for whatever reason. I do remember this... somewhat "disturbing" scene where you're supposed to massage someone or something and it sounded like something else entirely was going on I remember rushing to mute the TV so family didn't think I was watching p*rn at the time or something.

(Seriously, ZAM? Censoring THAT?)

EDIT: Also, a non-linear game is good, but when the game becomes a GuideDangIt to get the 'good ending', I feel a game has gone a little too far when a player feels forced to look up an FAQ just to get the ending they want. Getting the best ending in Mass Effect 2 = Good. Some players will need to check an FAQ, but personally, other than the little bit about how you have to make sure you did everything before exploring the Reaper Carcass, because of the 'rush' to get to your crew before they die, the rest of the game was fairly sensible and straightforward (if you put some thought into it) as to how to get the "best" ending out of #2.

Edited, Aug 6th 2014 3:20pm by Lyrailis
#44 Aug 06 2014 at 1:50 PM Rating: Good
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@Lyrailis. I'm hoping to. It will depend on if I can get Airplay to work in Bootcamp and find a controller that will work with the game. I've never been comfortable playing with a keyboard and mouse.
#45 Aug 06 2014 at 2:06 PM Rating: Good
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Bramare wrote:
@Lyrailis. I'm hoping to. It will depend on if I can get Airplay to work in Bootcamp and find a controller that will work with the game. I've never been comfortable playing with a keyboard and mouse.


Don't really need a mouse for FFXI; you can play pretty much solely with the number pad, along with the Alt/Ctrl + 1-10 keys for macros.

Oh, and Ctrl + G for Ranged Attack (not set by default for some odd reason).

But some people prefer the controllers, I guess, lol. While I do have a PS2 controller hooked up to my PC, I don't actually use it for XI (I use it for emulators and the few games that support something other than xbox controllers).
#46 Aug 06 2014 at 3:11 PM Rating: Default
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Lyrailis wrote:
Uh.......whaaat?


I could see where the confusion would be as you skipped:

Quote:
You get a vague hint on what to do and have to talk to every NPC to know where to go UNLESS the game tells you directly where to go, which is usually only for the main plot points


Quote:
I don't know what Final Fantasy Games you've been playing


All including the side ones and "spin offs" that weren't even FF games, e.g Final Fantasy Adventure and Legends.
____________________________

#47 Aug 06 2014 at 4:27 PM Rating: Default
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Quote:
You get a vague hint on what to do and have to talk to every NPC to know where to go UNLESS the game tells you directly where to go, which is usually only for the main plot points


Which, as I outlined above, most of these Final Fantasy Games are 90% main plot, 10% side-quests, until the latter few. What is the point of saying "to find the side stuff you have to talk to every NPC!" when there's only, like, 3 things (for FF4, for example) that are actually off the beaten path that have any actual relevance whatsoever?

And even then, said things are pretty hard to miss if you actually take a few minutes to fly around the whole map ("Gee, I wonder what that cave is there for, I've never been there...") in some of them (again FF4's 3 optional sidequests, all of which involve easy-to-see locales on the overworld that are fairly obvious).

So, still not sure what exactly you were trying to say these older games had that XIV doesn't. What I see in XIV is a main story line that drags you through the game (just like the majority of previous FFs, in fact the actual storyline itself is very... cliche, very similar to the story in previous FF games), with optional side-stuff thrown in. It is just in XIV, said optional side-stuff is usually easier to find, and there's a handy guide that lists all the ones in your area you are able to do when you log in.

I'm still not really seeing how XIV is such a "different" format than the other FFs, TBH. Final Fantasy XI, however... is nothing like the previous FF games; the Main Quest Line (Rank missions??) are so... vague and 'out there' that only someone with a guide would really know how to do any of it whatsoever. Heck, to even START rank quests, you need to talk to one singular NPC near the gate guard that you probably had no reason to talk to before. And the NPC won't even give you the quest until you trade in crystals to a gate guard (how were you supposed to know to do this, again?)

Last time I booted up FF1, 4, 6, 7, 8, 9, whichever... I don't recall not knowing what to do at the very start of the game. I don't recall having no clue how to actually start the game's plot.

Edited, Aug 6th 2014 6:28pm by Lyrailis
#48 Aug 07 2014 at 8:16 AM Rating: Excellent
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Quote:
XI has the benefit of a decade's worth of content behind it


This doesn't really mean that much, FFXIV has more or less the same amount of content it has now as it will in 5 years. Old content is replaced with new and at that point the old content is irrelevant. These games don't build content, they replace content.

FFXI has 10 years of content sure, how much of it is really worth doing though. Almost every piece of gear is now garbage except the Ilevel stuff that was added with the last expansion.
#49 Aug 07 2014 at 4:07 PM Rating: Decent
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Lyrallis wrote:
People hated the level caps more because it was such a PITA to mule gear back then, where your average CoP Mission Night involved an hour+ of prep, carrying around 2 sets of gear (because a LOT of battlefields had Aggressive-to-Lv75 mobs in the way) because there was no "you can wear this gear at lower level" mechanic back then.


True, but it's a horrible excuse. At the time, we all knew about the caps, so instead of selling or shipping your gear, keep a set. I realize that we didn't have as much storage, but unless you had several 75s, you had room. If you did have several 75s, then that problem always existed anyway.

Lyrallis wrote:

Also, some jobs really sucked at some levelcaps because the abilities that made them good didn't come until later.


Even more the reason why the gear excuse is bad. At level 30, not only do we not have much job defining abilities and spells, the gear are more universal and sucks as well.

Bottom line, people were overreacting.
#50 Aug 07 2014 at 5:38 PM Rating: Good
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Quote:
True, but it's a horrible excuse. At the time, we all knew about the caps, so instead of selling or shipping your gear, keep a set. I realize that we didn't have as much storage, but unless you had several 75s, you had room. If you did have several 75s, then that problem always existed anyway.


If you had gear, then you had to actually deal with said gear (mule it, take up ridiculous amounts of storage space to accommodate it, etc). Some people chucked said gear before CoP ever came out (they already had their mains and subs leveled), and now had to spend money and resources to get that gear back.

Some people didn't have the popular jobs leveled, or weren't that skilled at it (like recasting Utsusemi without getting interrupted).

Still boils down to the Level Caps were Annoying no matter how you rolled the dice. I don't really feel as though they added all that much to the game; they could have just left the missions uncapped like they are today. Yeah, yeah, lots of 75s will breeze through the first few. So? That's......kinda the perks of, yanno, grinding up to 75 (which took a pretty hefty time investment during CoP) in the first place?

Quote:
Even more the reason why the gear excuse is bad. At level 30, not only do we not have much job defining abilities and spells, the gear are more universal and sucks as well.

Bottom line, people were overreacting.


So you admit that the gear sucked at low levels, and the job abilities sucked at low levels.... why again, should we WANT to play hard missions at low levels, again? The gameplay sucks, the ability selection sucks, the gear sucks.... why on Vana'diel would I want to do that as a low level?

The Level Cap Mechanic felt so clunky and awkward because it went against the whole spirit of the game. "Level up! Get awesome! Get this neat sh*t! Get these powerful spells! Oh, wait.. you can't use them in this, this, and that mission battlefield. Sorry. Have fun with your lowbie sh*t you probably tossed ages ago, and have fun going back to Cure 1s and 2s, and having Thunder being your best nuke."

Edited, Aug 7th 2014 7:39pm by Lyrailis
#51 Aug 07 2014 at 6:01 PM Rating: Decent
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The ironic thing is they decided to make CoP capped because we complained that RotZ was high-level content only. Remember RotZ came out that same time as NA release. Similar to EU release coinciding with CoP.
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