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#127 Jan 27 2015 at 11:33 AM Rating: Excellent
KojiroSoma wrote:
1) Do you know the linkshell leader personally?
2) Are you in a relationship with the linkshell leader?
3) Have you been nice to the linkshell leader recently?
4) Have you attended 100% of the raids recently, otherwise other people are ahead of you in points.

I, for one, much prefer the current method of Need, Greed and Pass. As well as the personal drops you can exchange for stuff not dependant on what your party members get. Even though point 1 through 4 were always favorable to me, this is far FAR more fair to everyone. Too much drama over the other system.


I'm still amused at how much **** I got from people in XI for carefully attending all the raids, doing my part as an officer to dutifully record the points (I got no extra points for this, mind you, I just ran the DKP), and because I was paying so much attention to who was in what ranking, and also helped developed the schedule, knew exactly how much to "bid" on items to both maintain my DKP lead and also get all the stuff I wanted.

The biggest whining was over the Kirin's Osode I won for my bard, which was level 71 at the time. "BUT BUT BUT" they said. So much drama. 1. I had the points; I had more points than anyone. 2. We didn't have a rule about being able to equip gear and my bard was going to be 75 in a week anyway and then it COULD equip it 3. I WAS LEVELING THE JOB FOR THE FRIGGIN LINKSHELL BECAUSE WE HAD NO BARDS.

I agreed, need/greed/pass is better. That, and the ability to farm endlessly until you get what you want. That's nice.
#128 Jan 27 2015 at 11:36 AM Rating: Decent
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KojiroSoma wrote:
I, for one, much prefer the current method of Need, Greed and Pass. As well as the personal drops you can exchange for stuff not dependant on what your party members get. Even though point 1 through 4 were always favorable to me, this is far FAR more fair to everyone. Too much drama over the other system.


Need/greed/pass is basically "cast lots" that is restricted to the class you're currently playing on. Coil groups can still iron out whatever loot priority system they like and party finder groups can (and on my server often do) set up their own loot rules such as having players to pick one or two items to roll on. Need/greed/pass is taken from single class games, and it works well for those games, but in a game that encourages players to play multiple classes on the same character it's often not the ideal setup, which is why not everyone chooses to use it despite it being the only "official" loot priority rules given to us.
#129 Jan 27 2015 at 11:59 AM Rating: Excellent
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Lonix wrote:
- AFK in a XI dungeon compared to XIV....... Sorry this made me LOL

Funny thing is that I AFK'ed in Zanr'ak the other night because I wasn't done killing mobs for my book, but I wanted to take a break and watch some TV with my wife. When I came back to the game an hour later, I was lying on the ground dead. So there is danger in AFKing in the wrong spot even in XIV. Also, I remember AFKing in dungeons in XI more than once. And like with XIV, you just have to pick the spot where you AFK carefully.
#130 Jan 27 2015 at 12:45 PM Rating: Good
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GiftedChild wrote:


It's like, a lot of folks on here are very defensive, towards any ideas that may improve the overall quality of the game. I know people on here don't like the term "White Knight", but I assure you that it won't be used as often if people stopped acting as if FFXIV is the next coming of Christ to them.... Like, as if they can find NO FAULT with this game... At the same time, they treat FFXI as if EVERYTHING is WRONG with that game. Like OH LAWD, FFXI must be the spawn of SATAN!! Sometimes the feeling for FFXI is so negative, that it makes me feel as if most people who currently play FFXIV were like.. rejects from FFXI that never made it, so now it's revenge time for anyone who played FFXI in the past.




While I dont agree with allot of your post, it is funny how reading some of the posts people made after yours and it kind of became true what you said above.

I find funny how it really is just a opinion on a game. But it seems people think their opinion is right compared to others or their opinion is fact.
Some people think if they try and put someone down their opinion is fact. Maybe it makes them feel better about themselves by putting others down or trying to belittle them , I dont know..


Fact is Both games have good and bad in. No game will ever be perfect. They will try new things out and some will be hits and others fails in both games.
There are things in FFXIV that I like more than in FFXI and there are things in FFXI I would not want in this game and vise versa.



FFXI comes up allot because it is a game allot of us have played allot of.. It a game allot of us like. Its a game that allot of us played for a very very long time. It a Final Fantasy game. It is made my SE so of coarse there are allot of comparisons.


For me I am going to make comparisons to FFXI because I played it for a very long time. I played others for a short period like WWO because I hated it. I know FFXI very well so it is easy to make comparisons or take examples from.
Just because I use FFXI as a example does not mean I would rather play it. I am not playing FFXI for a reason. FFXI will always hold a place in my heart, i had allot of fun, had good friends and met Tesee there. I will probably even log on the last day the servers are up to say goodbye. But that does not mean I want to play FFXI anymore. I moved on.

Both Tesee and I have decided if FFXIV gets boring we are not going back to FFXI we are done with MMO's altogether. The whole bunch sounds stale to me right now. Maybe if SE launches another MMORPG we might try it.

Right now crafting has been giving us plenty to do.. Endgame we try to keep up on but has gotten stale.

I want to see FFXIV be around along time and I also want it to change and improve and provide new things.







Edited, Jan 27th 2015 2:55pm by Nashred
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#131 Jan 27 2015 at 3:26 PM Rating: Excellent
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While I dont agree with allot of your post, it is funny how reading some of the posts people made after yours and it kind of became true what you said above.

Comparing things to XI (or other games, for that matter) isn't a problem if it's done right. Want to compare the WHM of XI to that of XIV? Cool, go for it. Want to compare XI's IT++ EXP grind to running XIV's dungeons? Er... There needs to be some kind of sensible correlation as otherwise it risks turning into incomprehensible hate-mongering. That is what people are "white knighting" against, especially as a fan board.

And even as fans, people are capable of agreeing that XIV may indeed have its faults and have their own ideas on how to fix. On the same token, not yearning for harsh punishments or overly grindy mechanics does not make them bad/stupid/whiny players, either. There's a reason I often say MMOs of today have learned from the mistakes of those who came before them. Some of those who came before aren't even here now because of their mistakes. Some are no longer mainstream because content updates have slowed or the game itself simply can't be modernized to gain appeal with those who do value better graphics and environments. "If you like XYZ game, then go play it..." isn't an inherently wrong counter, but I can understand the negative implications behind it.

Trying to turn a game into something it isn't just never really goes over well. For example, I look to Diablo 3 and how there's a sort of cult following for wanting PvP. For some, this means the return of D2's hostile button, which functionally allowed high level people to enter a low level game and massacre everyone. On a more fundamental level, it wasn't a mutual agreement for players to fight. If one wanted to grief, they could. People opposed to this are naturally against the feature returning to D3, further citing that what PvP is present in the game (Brawling, a small zone people enter where you can attack other players) is not popular and the people who do want PvP never participating in it are essentially shooting themselves in the foot by not showing Blizzard the demand. All this, of course, before even entering the balance quagmire of the classes. Some PvP enthusiasts want to take things even further, however, proposing 4v4 arenas or other kinds of team match components despite the fact the game's engine can not handle more than 4 players in the same game. Try to remind players of that and it's either ignored or you get the stubborn, "Well then, fix it!" line with no regard to the feasibility in costs and needed manpower. Simply put, D3 was not a game built from the ground up with PvP in mind. Telling someone they'd be better served playing StarCraft, League of Legends, or other PvP-minded game isn't so much a put down as it is actually a reasonable suggestion. No, it may not be D3 aesthetically or mechanically, but if competition is their primary goal, well...

Back to XIV, though. One could say I'm on the record for feeling the game could benefit from some more randomization, but done intelligently. I don't like some mobs being on predictable scripts. This shifts things away from skill to more a matter of memorization and certainly making things easier to bot or utilize parser programs to gain an advantage other players might not have. I don't want the XI's Nidhogg situation where it could Hurricane Wing back-to-back-to-back just as an FU to the alliance fighting it, whereas the next group just gets him being breath-heavy. Slap a reasonable cooldown on Wing. When it's available, he may use it, he may not. Some moves could even be put on a brief cooldown if another is triggered to prevent some possible cheapness. Have a broad array of abilities and basic attacks to fill in the gaps and, sure, you get a more difficult mob. But I also still stand behind XI's mobs often being difficult for the wrong reasons: TP feed, Regain, stun-reliance, alliance-wiping AoEs, Defense being a historically useless stat, and probably a few more minor points someone could throw in, maybe even mob-depending.
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#132 Jan 27 2015 at 4:40 PM Rating: Excellent
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"If you like XYZ game, then go play it..." isn't an inherently wrong counter, but I can understand the negative implications behind it.


I apologize for doing that, actually. I hate that kind of response usually, but his post (actually most of his post history) got under my skin this time. It's not the way I prefer to argue, and I apologize for doing it.

Moving on.

Quote:
There's a reason I often say MMOs of today have learned from the mistakes of those who came before them.


Absolutely. One of those ways I was just thinking about is the penalty for dying. In XIV you lose some gil to durability loss, you lose the consumables you may have been using, and you lose time in your instance (since instances are timed, this is a real penalty that has to be considered). This may be too lax, it's possible.... but when I look back to the past, I don't like what I see.

MMO history lesson time with Uncle Callinon...

When I first started playing MMOs, they were called MUDs and they were text-based. This was a little over 20 years ago.

In a MUD you did much as you do in a modern MMO. You level up, you gear up, you tackle higher-end content to gear up more. You do this until more content is released with better stuff and then you attack that. Sound familiar? This formula is NOT new.

Now when you died in a MUD you'd suffer a penalty, just like you do now. In the ones I was playing this included an exp loss (though generally not a de-level as that wouldn't have really worked the way those systems were designed). You may have lost some gold too. But there's one other thing that tends to get missed when talking about these penalties..

Anyone ever hear of a CR?

Anyone? Beuller?

CR stands for Corpse Retrieval. Indeed. When you died in one of those games, you would respawn immediately back at wherever your spawn point (called recall point at the time) was. You'd be totally naked. All your gear, all your items, in some cases all your money would be with your rotting carcass wherever you died. Now go get it. Go get it before it decays and disappears, taking all your stuff with it (this decay usually took anywhere from 15 minutes to about 2 hours depending on the game). Go get it before someone just up and takes your stuff. Or worse, go get it before the mob that killed you takes your stuff, puts it on, and uses it to kick your *** when you come back naked.

I believe Everquest had a version of this system in place. Everquest was based on this type of MUD, so it makes sense that the systems would be similarly designed.

CRs were the standard at the time. It wasn't considered unusual or overly punishing at all. FFXI's developers decided that this was really stupid and took the system out. How carebear is that, right?

It actually gets even better. CRs are what you do when you're killed by something out in the world. You picked a fight and lost. Now go deal with it.

A system I don't believe survived into Everquest was the DT.

DT stands for Death Trap.

See... a CR is what you get to deal with for biting off more than you can chew. A DT is what you get when you walk somewhere you shouldn't. Instead of a monster killing you, a DT is the world killing you. And the world isn't F'ing around either. A DT destroys your corpse. There's nothing left, and you can't have it back. You walked into the wrong room, died, and now you have nothing. Enjoy.

This is the kind of punishing mechanic we don't need. MMO dev teams learn from older games what works and what doesn't. What's good and what sucks. These types of mechanics just plain suck. They're no fun for the players. They're no fun for the players' friends when players just quit (because yes... that's a common response to losing years worth of progress). They're just no fun at all. So we don't do them anymore.

Now, could FFXIV do some things better than it does? Absolutely. It's young though, give it time. Keep giving GOOD feedback and the devs here have shown that they'll listen to it.
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#133 Jan 27 2015 at 5:18 PM Rating: Excellent
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I suppose the original topic has long since passed, but I thought I'd offer my two cents regardless.

I've played both FFXI and FFXIV. While they are both Final Fantasy MMOs, I don't think you can compare them in an apples-to-apples sort of way. One is an EQ-style MMO, while the other is a WoW-style MMO. They both cater to very different audiences.

FFXI's areas are great for the style of play it offers. It's a game that attempts to recreate an immersive world, complete with in-depth day/weather/moon phase mechanics that influence multiple aspects like crafting and spell resistance. You could literally calculate the best RL time to log in to accomplish a specific task that only occurs for a few hours in a week. As such, it's a game best served deliberately, and the expansive areas reflect the journeying commensurate with being immersed in such an orderly environment where every moment has subtle meaning.

FFXIV is meant to be a game you can pick-up and play any time and without the need to wait to get started. There's no need to calculate and jot out an entry in your RL calendar for the optimal time to play; anytime is optimal. The zones might not be as expansive as in FFXI, but large zones would not fit with the game's theme or audience. Zones do have tremendous character and they serve its tight story-telling quests well: Just about every corner has a story behind it, both in its history and in current events. Travel is fast because this game is meant for those who don't have time to journey for 20 minutes before actually starting the thing they meant to do.
#134 Jan 27 2015 at 7:35 PM Rating: Decent
I like these two posts, spoken my mind almost exactly the way I would put it.. My apologies though if these seems too long to read :)

In my opinion, FFXIV can certainly improve by taking elements from FFXI, not just WoW alone.

Someone wrote on another forum, what defines FFXI for what it is:
Quote:

Burden of Knowlege - The game forces you to learn it yourself/from other players, it doesn't teach you.

FFXI supplies ample different combat and non-combat systems and quirks, the vast majority of which are never explained to you or have no actual visual in-game notifier, or both. Player Effort and Time became king here for simply learning all the ins and outs of the game.

Nothing Should Be Free - Mistakes are harshly penalized, and the world is out to get you.

Accidentally aggro a mob in FFXI? It'll chase you across the entire zone, murder you, and maybe your whole party. Which means you lose 10% of your EXP, and get sent back to your home point, which is probably a 30 minute run away. Lose a BCNM? You just lost your entry item which may have cost you a few million Gil. The examples are endless.

In FFXI, everything you might want in the game (Levels, Gear, Gil, etc.), was a struggle to obtain, almost always involving both time and group effort. You were forced to not only invest a huge amount of time to advance in the game, but you were forced to do so while relying on other players to help you.

Enemies not truly 'meant' to be killed

Many HNMs in FFXI were thrown together with nigh hilarious stats and abilities, and were more designed to be a wall to kill the players rather than a monster or challenge to be defeated. Many times through FFXI's lifespan, the first and only kills on many HNMs for a long time involved crazy strategies players came up with to try to work around murderous boss power levels. (Sac pulls, zombie cannonballs, out-of-alliance healers, K-Club/Blood Weapon dark knight zerg, Alexander zerg, glitching terrain, DoT Kiting, Chainspell-Stun, etc.)

Players had access to 'Overpowered' abilities

Every job had access to a 2 hour cooldown ability, unique to their job, which by any normal standard would be unbelievably OP (WHM had full party instant full heal and cleanse). While this may sound like it would make the game easier, each had their own failings and quirks (WHM's Benediction generated a massive amount of enmity, usually killing the WHM immediately after), and the developers used these as a balancing point to make fights even harder. Likewise, they often contributed very heavily to players developing insane and weird strategies, and encouraged creation of them due to the benefit of combining many 2-Hours skills with other edge cases in mechanics.

In short. FFXIV takes an attitude of 'We're here for the players to play and beat, eventually.' FFXI had an attitude of 'We're here to kill the players. It's your job to find a way to survive.'


Another poster said:
Quote:
FFXI was one of the most, if not the most hardcore MMO. At least back in the day, haven't played it in years so don't know about now.
The game gave you nothing, period. Zero hand holding, zero hints. You started the game and it's like "Welcome to Vana'diel! Here's a ticket you can give to some guy for 50 gil, go **** yourself." That's the entirety of the intro you get.
You want to know where you are? Better go find a ******* map. Oh they don't sell that map, well hopefully you can find someone that will give it to you after a tedious quest. Quest markers? What are those? You want to find a point on the map? Well pull out your map and mark it yourself like a real goddamn adventurer.
Speaking of quests who do you get quests from? Not a goddamn clue, better talk to everyone. Hope you remember where they are too.
The game didn't even give you spells. You learned spells for casters from scrolls which you had to buy or quest. If you're poor or can't do the quest, good luck being a gimp mage.
No fast travel except for teleports to crystals that you had to have visited. You also had to get a white mage to teleport you unless you did it yourself. Airships, buy a ticket and hope you didn't miss your ride, otherwise you get to wait. You could take a boat to some places, but that's even slower. If I remember right the boat to one of the expansion areas was like 30 min trip. 30 real life minutes.
In order to play XI you had to either play with people who knew and memorize everything, or have a computer on hand to look it up. Soloing was impossibly slow except for maybe one or two jobs. The land was huge, ******* gigantic and it was ******* dangerous. No running straight through mob packs to get where you need to go. You either go around, try to kill them and hope you don't die, which you will if it's more than "tough", or wait for somebody else to take care of it. Before they added leashes, if you aggroed something and wanted it off you, time to walk all the way back to zone or die.
Oh and death? If you die you lose 10% of the exp needed for that level. You could actually delevel if you died shortly after leveling. Getting a level, one level, in the 60s and 70s could literally take a full day of partying.
Despite all of this and more, I ******* loved XI. Once you got into it, you really felt like an adventurer if that makes sense. Now games have to give you everything, but I guess I can't blame the companies for doing that. Making the games easier for the casual players, probably the biggest customer base makes them more money. The time of hardcore MMOs have come and passed.


I want a FFXI with FFXIV graphics overhaul, I'm not going to get that, I get it done deal.

What ticks me off, is when you flat out reject ANYTHING that is from FFXI, be it a good thing or bad, doesn't matter, as long as it's from FFXI, it's evil.... This is something that I would argue till the end of time.

Yes, FFXI =/= FFXIV, they are two different beasts but says who that one game cannot borrow small elements from another? Would you truly change the entire nature of the game? By implementing something so small? For a smaller niche crowd? Niche market?
#135 Jan 27 2015 at 7:50 PM Rating: Good
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I want a FFXI with FFXIV graphics overhaul, I'm not going to get that, I get it done deal.

What ticks me off, is when you flat out reject ANYTHING that is from FFXI, be it a good thing or bad, doesn't matter, as long as it's from FFXI, it's evil.... This is something that I would argue till the end of time.

Yes, FFXI =/= FFXIV, they are two different beasts but says who that one game cannot borrow small elements from another? Would you truly change the entire nature of the game? By implementing something so small? For a smaller niche crowd? Niche market?


I'm not sure exactly who "you" is here, but I'd suggest that we're already using a derivative of FFXI's class system. That's a fairly major crossover already.

My personal objection here is that most of what you've asked for are punitive systems designed to make the game arbitrarily harder to play. This was a strategy used in the early days of MMOs to prolong progression. It doesn't really fit now.

What would you like to see from FFXI that doesn't fall into this category?
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#136 Jan 27 2015 at 9:51 PM Rating: Excellent
I'd personally like to see a return of the overworld land god system. Odin and Behemoth FATEs are fine for what they are, but I'd like to see some tiered NMs that take more than 2-3 people to take down, and which are at the strength of a trial without actually leaving the overworld.

The roadblock you'd run in to for that is the same as we experienced in XI, where only one group could effectively farm any NM at a time. Ohhhhh the fights over Ix'DRG....

So while I'd like to see that implemented, I can also see why SE opted to go for the trials "mini instance" system instead. No fighting over the pop spots.
#137 Jan 27 2015 at 10:40 PM Rating: Excellent
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Archmage Callinon wrote:
My personal objection here is that most of what you've asked for are punitive systems designed to make the game arbitrarily harder to play. This was a strategy used in the early days of MMOs to prolong progression. It doesn't really fit now.

What would you like to see from FFXI that doesn't fall into this category?


That probably depends on what you consider to be "arbitrary" to begin with. While some players may enjoy removing obstacles that makes a game difficult, removing too many of those obstacles leaves none left to overcome and an unrewarding experience overall. I'm not a fan of every obstacle FFXI had, but I think modern MMOs have gone a bit far in streamlining the experience.
#138 Jan 27 2015 at 10:55 PM Rating: Decent
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GiftedChild wrote:
Quote:
Nothing Should Be Free - Mistakes are harshly penalized, and the world is out to get you.

Accidentally aggro a mob in FFXI? It'll chase you across the entire zone, murder you, and maybe your whole party. Which means you lose 10% of your EXP, and get sent back to your home point, which is probably a 30 minute run away. Lose a BCNM? You just lost your entry item which may have cost you a few million Gil. The examples are endless.

And this is an area I'm glad XIV didn't emulate XI. Because of the way death -- and failure in general -- was punished, people just didn't want to try anything unless success was guaranteed, preferably without any deaths.

Want to encourage experimentation? Want to discourage cookie-cutters? Want to get people to do stuff without high level hand holding? Reduce the punishment dealt when players fail.
#139 Jan 28 2015 at 6:03 AM Rating: Good
Lyrailis wrote:

When XI was at its very best, no other MMO on the market EVER could compare to it. But those times are so rare that I can count them on my hand, and XIV has equivalents. Beating Dynamis Lord for the first time. (Turn 13 says hi.) Breaking 30K exp/hour in Mamool Ja Staging Point (I did it exactly once in FFXI. 30K exp/hour is a joke in XIV.) Hitting Chain 300 as a bard puller... okay, you can't do that in XIV. That'll remain a precious XI-only memory.
Edited, Jan 27th 2015 11:51am by Lyrailis


To be frank it wasn't the best MMO on the market and still at it's height it wouldn't win an all time great award. This is me it's coming from, I loved XI and it won my heart over when comparing to the actual great MMO at the time WoW (which I hated by the way). Greats are usually considered those that sell and make huge profits, also accessible to most people. XI was a great game at it's peak but not the greatest, it may be voted in the top 10 but would be lucky to hit top 3. The money WoW made when compared to XI is enough alone to prove that.

I also don't agree that constructive criticism is the same as some one whining. Ever done reports of pros and cons that have to go to management? I have and you have to word it in such a way that doesn't look like it's some one complaining for the sake of it. If I had started off this thread I would have said there are a lot of things I love about this game but not sure of the below or not a fan of: Insert list and keep it simple.

Teleporting - I miss the large amount of forced travel
Dungeons - Be nice to have random mobs that roam and maybe respawn
Zone size - Now with the game over 1 Year old 2.0, perhaps some large zones that are a lot bigger than the current ones. Without the copy and paste as well please.
Bosses - Add some random moves, instead of a pattern which is repetitive.
Punishment - Perhaps add a form of punishment for wiping, weakened state for a few minutes?

These are only ideas but what do people think? will SE add them in few years time?

Not really hard that, I have pretty much put what one person was complaining in 6 lines instead 50 and I have put it in such a way it seems like ideas and not whinny. It also doesn't look like I am attacking the core fundamentals of the game or even trying to make it more like XI.
#140 Jan 28 2015 at 8:22 AM Rating: Excellent
You do realize there is a weakness if you die and are raised mid-battle already. Adding a weakness for whole party wipes on top of that would just mean people stand around and do nothing for a few minutes while they wait to unweaken. Which is what we did in XI. Waste time.
#141 Jan 28 2015 at 8:54 AM Rating: Good
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GiftedChild wrote:
I like these two posts, spoken my mind almost exactly the way I would put it.. My apologies though if these seems too long to read :)

In my opinion, FFXIV can certainly improve by taking elements from FFXI, not just WoW alone.

Someone wrote on another forum, what defines FFXI for what it is:
Quote:

Burden of Knowlege - The game forces you to learn it yourself/from other players, it doesn't teach you.

FFXI supplies ample different combat and non-combat systems and quirks, the vast majority of which are never explained to you or have no actual visual in-game notifier, or both. Player Effort and Time became king here for simply learning all the ins and outs of the game.

Nothing Should Be Free - Mistakes are harshly penalized, and the world is out to get you.

Accidentally aggro a mob in FFXI? It'll chase you across the entire zone, murder you, and maybe your whole party. Which means you lose 10% of your EXP, and get sent back to your home point, which is probably a 30 minute run away. Lose a BCNM? You just lost your entry item which may have cost you a few million Gil. The examples are endless.

In FFXI, everything you might want in the game (Levels, Gear, Gil, etc.), was a struggle to obtain, almost always involving both time and group effort. You were forced to not only invest a huge amount of time to advance in the game, but you were forced to do so while relying on other players to help you.

Enemies not truly 'meant' to be killed

Many HNMs in FFXI were thrown together with nigh hilarious stats and abilities, and were more designed to be a wall to kill the players rather than a monster or challenge to be defeated. Many times through FFXI's lifespan, the first and only kills on many HNMs for a long time involved crazy strategies players came up with to try to work around murderous boss power levels. (Sac pulls, zombie cannonballs, out-of-alliance healers, K-Club/Blood Weapon dark knight zerg, Alexander zerg, glitching terrain, DoT Kiting, Chainspell-Stun, etc.)

Players had access to 'Overpowered' abilities

Every job had access to a 2 hour cooldown ability, unique to their job, which by any normal standard would be unbelievably OP (WHM had full party instant full heal and cleanse). While this may sound like it would make the game easier, each had their own failings and quirks (WHM's Benediction generated a massive amount of enmity, usually killing the WHM immediately after), and the developers used these as a balancing point to make fights even harder. Likewise, they often contributed very heavily to players developing insane and weird strategies, and encouraged creation of them due to the benefit of combining many 2-Hours skills with other edge cases in mechanics.

In short. FFXIV takes an attitude of 'We're here for the players to play and beat, eventually.' FFXI had an attitude of 'We're here to kill the players. It's your job to find a way to survive.'


Another poster said:
Quote:
FFXI was one of the most, if not the most hardcore MMO. At least back in the day, haven't played it in years so don't know about now.
The game gave you nothing, period. Zero hand holding, zero hints. You started the game and it's like "Welcome to Vana'diel! Here's a ticket you can give to some guy for 50 gil, go **** yourself." That's the entirety of the intro you get.
You want to know where you are? Better go find a ******* map. Oh they don't sell that map, well hopefully you can find someone that will give it to you after a tedious quest. Quest markers? What are those? You want to find a point on the map? Well pull out your map and mark it yourself like a real ******* adventurer.
Speaking of quests who do you get quests from? Not a ******* clue, better talk to everyone. Hope you remember where they are too.
The game didn't even give you spells. You learned spells for casters from scrolls which you had to buy or quest. If you're poor or can't do the quest, good luck being a gimp mage.
No fast travel except for teleports to crystals that you had to have visited. You also had to get a white mage to teleport you unless you did it yourself. Airships, buy a ticket and hope you didn't miss your ride, otherwise you get to wait. You could take a boat to some places, but that's even slower. If I remember right the boat to one of the expansion areas was like 30 min trip. 30 real life minutes.
In order to play XI you had to either play with people who knew and memorize everything, or have a computer on hand to look it up. Soloing was impossibly slow except for maybe one or two jobs. The land was huge, ******* gigantic and it was ******* dangerous. No running straight through mob packs to get where you need to go. You either go around, try to kill them and hope you don't die, which you will if it's more than "tough", or wait for somebody else to take care of it. Before they added leashes, if you aggroed something and wanted it off you, time to walk all the way back to zone or die.
Oh and death? If you die you lose 10% of the exp needed for that level. You could actually delevel if you died shortly after leveling. Getting a level, one level, in the 60s and 70s could literally take a full day of partying.
Despite all of this and more, I ******* loved XI. Once you got into it, you really felt like an adventurer if that makes sense. Now games have to give you everything, but I guess I can't blame the companies for doing that. Making the games easier for the casual players, probably the biggest customer base makes them more money. The time of hardcore MMOs have come and passed
.


I want a FFXI with FFXIV graphics overhaul, I'm not going to get that, I get it done deal.

What ticks me off, is when you flat out reject ANYTHING that is from FFXI, be it a good thing or bad, doesn't matter, as long as it's from FFXI, it's evil.... This is something that I would argue till the end of time.

Yes, FFXI =/= FFXIV, they are two different beasts but says who that one game cannot borrow small elements from another? Would you truly change the entire nature of the game? By implementing something so small? For a smaller niche crowd? Niche market?




I missed the post I highlighted in blue some how, but that sums FFXI up...

Maybe its not the game but some of the gamers nowadays. They just want end results and dont care how they get there, they just want the shiny new gear to show off and shiny graphics. They dont care about challenge anymore, imagination, depth or adventure. They just want to stand around Revenant's toll showing of the new gear.

Honestly after 50 crafting is pretty challenging as far as crafting goes.. . I really enjoy crafting in this game, I just wish the markets were a little better and RNG was better. RNG offers some unnecessary challenge sometimes. Seems SE always want to mess with the markets.. If they want to do something go after all the bots instead.

I Left FFXI because work got to much and wanted something simpler, myself.. I just want to see something different and maybe we still will. In FFXI pretty much every new expansion added something totally new to the game,some good and some bad. I just worry that it wont be this time witht he new expansion. I am afraid it will be dungeons, fates, primal just like before with a new quest line just like the major updates. I look forward to a new quest line. But they have not really talked about anything really new that hasn't been in the game. Golden saucer does sound interesting to me but that's not in the expansion, but I welcome some new stuff..



Edited, Jan 28th 2015 10:35am by Nashred
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#142 Jan 28 2015 at 9:16 AM Rating: Decent
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Seriha wrote:
One could say I'm on the record for feeling the game could benefit from some more randomization, but done intelligently.
It's pretty unreasonable to ask for more challenging gameplay when the playerbase isn't even competant enough for the current gameplay. I mean, one could say you're on the record for comments about an inability to find people to complete content as well.
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#143 Jan 28 2015 at 9:49 AM Rating: Excellent
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lolgaxe wrote:
Seriha wrote:
One could say I'm on the record for feeling the game could benefit from some more randomization, but done intelligently.
It's pretty unreasonable to ask for more challenging gameplay when the playerbase isn't even competant enough for the current gameplay. I mean, one could say you're on the record for comments about an inability to find people to complete content as well.


I think it memorization and pretty much every group does boss fight pretty much the same, either you memorize the fight or you cant. Every time you fight garuda every party does pretty much the exact same thing, its a memory thing.. Either you memorized the fight or you didn't and that why people fail.

There are different kinds of challenges that can make a fight challenging. With bosses in this game you go to youtube to learn a fight so you can memorize the fight. so who ever makes one of the first videos that is pretty much how every fight after goes.
Most people cant beat something because they have not researched the fight. Most cant learn the fight in the game because most dont have the patients to let them learn in the game. I dont think it has much to do with challenge.

It is really hard to explain but there are so many more skills that can be used other than memorizing a pattern..


PACMAN is a good example. You can play it and it can be really challenging but once people learn there is pattern because the game did the exact same-thing it no longer was challenging, it basically was memorizing a pattern..



Edited, Jan 28th 2015 11:09am by Nashred
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#144 Jan 28 2015 at 10:13 AM Rating: Excellent
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lolgaxe wrote:
Seriha wrote:
One could say I'm on the record for feeling the game could benefit from some more randomization, but done intelligently.
It's pretty unreasonable to ask for more challenging gameplay when the playerbase isn't even competant enough for the current gameplay. I mean, one could say you're on the record for comments about an inability to find people to complete content as well.

The issue there goes beyond simple skill level, however, which is where I generally evoke concern. Yeah, encountering bad players is bound to happen, but for those generally stuck more at off-peak times or has a schedule unreliable enough to not be able to commit to weekly things, getting those bad parties is also more damning since regrouping is likely to take even longer. Perhaps those frequently stuck in this cycle wind up more patient players, but it's also understandable if they also wind up more frustrated since what takes one person X amount of time could take them X^3 due to factors they simply can't control. So, while some may continue to confuse bringing this up with asking for hand-outs or other negative MMO rhetoric, it's really just asking for something meaningful to do for those who don't fit into or simply dislike the proverbial mold.
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#145 Jan 28 2015 at 11:06 AM Rating: Good
It seems a lot of people romanticize FFXI pre-Abyssea. Since I played right on through Abyssea on up to the 99 cap and SoA and its endgame, a lot of the things people miss about FFXI no longer apply.

For example, FFXI used the aetheryte method of teleportation in SoA, throughout all the zones. Waypoints and Bivouacs meant that you only had to traverse a nasty zone once; after that, you could just Waypoint yourself within a short hike of your destination.

To me, it shows that SE wasn't afraid to bring over some of the good ideas they included in FFXIV to FFXI, as well. (Did you know there are iLvls in FFXI now? Since they have a hard cap of level 99.) They also went back and modified some of the more annoying battle structures from the old game to be more solo and pickup group friendly. Even my beloved Dynamis was completely overhauled.

The FFXI everyone pines for doesn't even exist any more. You can never go back.

Edited, Jan 28th 2015 1:56pm by Catwho
#146 Jan 28 2015 at 4:07 PM Rating: Good
Nashred wrote:
PACMAN is a good example. You can play it and it can be really challenging but once people learn there is pattern because the game did the exact same-thing it no longer was challenging, it basically was memorizing a pattern..

This is the one single thing I don't like about XIV, and was better in FFXI(*). Make people work their jobs, not see who could be the most bot-like doing exactly the same thing by timestamp or by boss %.

I hate Memorize-to-Win.

So maybe Titan table flips three times in a row. Maybe he Landslides three times in a row. Maybe he drops bombs three times in a row. Adapt, deal with it. It might need a little longer casting time on his abilities so the party has a chance to react, and maybe certain situational conditions about which ability might be used, but it would make the fight much more interesting and (to me) a lot more fun.

And in XIV there's barely any penalty to running into the bad luck party wipe sequence of abilities. Chances are you still have time left, and if you don't all you have to do is queue again; it's not like you have to spend another 6 hours farming a pop item. It would make people play their jobs instead of the clock. I'd love that.


(*) The randomness of the fight mechanics themselves was better in FFXI, not the slog to get to the fight. I wouldn't want to go back to that.
#147 Jan 28 2015 at 5:34 PM Rating: Good
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Catwho wrote:
It seems a lot of people romanticize FFXI pre-Abyssea. Since I played right on through Abyssea on up to the 99 cap and SoA and its endgame, a lot of the things people miss about FFXI no longer apply.

The FFXI everyone pines for doesn't even exist any more. You can never go back.

Edited, Jan 28th 2015 1:56pm by Catwho

No they can't go back. Fortunately, there is big rumor of an offline pseudo FFXI/FFXII offline game releasing called FF16. Supposedly will be open world and way bigger world than Skyrim. The alleged director is Hiroyuki Ito, the director of FF6,IX, and FFXII. Supposed to be a innovation of the ADB battle system.

Maybe it will have crafting and co-op, who knows?
#148 Jan 29 2015 at 8:50 AM Rating: Good
Catwho wrote:


The FFXI everyone pines for doesn't even exist any more. You can never go back.

Edited, Jan 28th 2015 1:56pm by Catwho


Yep!

The OPs are talking about long travel times which isn't as bad as it used to be.
They also mention the Mob chasing you all the way from one end of a zone to another - This no longer happens ever since the hate change.
Spending hours and hours at a camp site for that 1 level - again doesn't exist.

I do miss the old XI but as you said - it's gone and unless it comes back in some form it's gone for good.

The main reason XI was changed was to keep old people interested and allow the game to adjust for casuals. Like it or not XIV has had to take ideas from XI (Job Class system prime example) and improve on those ideas. They took ideas from WoW to give it that HARD mode feeling for CORE gamers but allow casuals.

One thing that people need to realise is MMOs are finding it hard to exist - the competition is huge compared to when XI was released. Not to mention the F2Ps and games like MineCraft/FIFA/COD - all being Multiplayer.

SE wants a chunk of money otherwise there is no point in them doing a game, they are a business. At the end of the day SE wants a Profit from a game, not one that just survives. Why do you think SE had to do Server merges, to cut down maintenance from their end (GMs, Support as well) not just to keep numbers high so people can play.

This is a market, an ever changing one and is not easy to exist - KOTR is a prime example, cost a fortune to make, was going to be brilliant - sadly its now FTP, laid off half the Staff and the new content has been average.

XIV is a success even if the few don't like it, its 1 Year old now - like I said come back in a few years time and see if its a game for you. If not, uninstall and don't come back because its not XI or WoW for that matter.

Edited, Jan 29th 2015 10:14am by Lonix
#149 Jan 29 2015 at 10:16 AM Rating: Excellent
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It would be interesting to see the sub numbers for XI before they started to change it and after, because if they did it to keep people playing I doubt it had the effect they were looking for. I could be wrong of course, I have not seen any numbers on it (have not looked either), but my own experience with it was that most of my LSs and people on my friends list dissapeared. I mean of course the numbers had been steadily declining, but that is when it just took a nosedive from my perspective at least.

Since I am one of the people who don't enjoy XIV (although it is a good game mind you) I am a bit sad that they also decided to change XI in ways that are more like XIV because it more or less drove me away from XI as well. I might be in a minority there too though of course, but I would not have minded if the argument "if you like it so much go play it" actually worked even if it isn't a good argument in itself and I don't think it should be used when discussing games.

About MMORGPs I get what you are saying Lonix and I've mentioned before that I think XIV made the right choice in their design on XIV simply because it entailed the least risk of all options. However, the industry as a whole I don't really feel the same way with. The design of MMORPGs have been too narrow and limited in scope ever since WoW made a big splash.

I think the industry needs to move away from having every game follow mostly the same concepts. I mean the argument that nothing else works might have some truth to it, but the fact of it is that I can't think of a single AAA MMORPG that has even tried anything else (XIV was a fail for so many reasons that had nothing to do with trying to be different in terms of mechanics/systems). There is a reason so many are bunny hopping between MMORPGs and most of them have problems with player retention. There are few MMORPGs people can even point to as real successes and amongst them is one that is quite different (EVE online), despite the amount of games following the standard formula compared to different. I think there is room for standard and different, but since WoW there are not a whole lot of developers who even tries to not be standard and personally I think it is hurting the industry. I would love to play an MMORPG at the moment, but there are no games out there for me.

The way it looks I think it is about to change somewhat which is nice. Hopefully more AAA developers can start to widen their scope so we get more variety in the industry because yes there are a lot of people who play and enjoy themepark MMORPGs made to the standard formula, but honestly there are those playing them who would actually go play something else if they had the option. There is a market for both and I think developers can earn good coin regardless of which type of game they choose to make, especially considering how many standard games that fail rather fast it might not always be such a safe bet.

Edited, Jan 29th 2015 11:20am by Belcrono
#150 Jan 29 2015 at 11:21 AM Rating: Excellent
The big exodus in FFXI occurred with Abyssea, once SE started releasing new gear that was better than the 75 cap stuff people had fought over for years.

The arguments boiled down to this:
- I don't like how easy it is for people to earn exp now (sorry, bird camps weren't going to accommodate all 3000 endgamers on each server trying to get from 75-99)
- Abyssea should not have been accessible at level 30 (This is one criticism I agree with. It should have been accessible at 60. It was abused. Heck, I abused it too.)
- It's unfair how easy it is to obtain the new gear and weapons (sorry, the 75 cap gear system was really unfair to the majority of players)
- I don't like the Abyssea NM system (it was the same as {sea} pretty much....)
- I don't like how irrelevant the old content is now (which is why SE went back and revamped everything from Dynamis to Nyzul Isle)

Much of the complaints stemmed around SE shaking up the status quo. But I think the population had been dropping steadily prior to that. Abyssea was exactly what SE needed to extend the life of XI. Sure, a huge chunk of people left because they lost their special snowflake status, but a lot of us stayed because, once we dug into what they'd given us with Abyssea, we started having fun again. The exp flowed like water, allowing us to play on jobs we'd never had time to level before. Gil was suddenly easy to obtain via the chocobo blinker conversion (which SE left around for over a year before patching.) Most importantly, you could earn some of the best gear sets in the game by doing solo daily quests, or by forming a 4-man farming party and targeting smaller NMs that were too tough to solo, but not too tough for a 4-man group to tackle at level 80-85. (By 99 many jobs could solo them easily.)
#151 Jan 29 2015 at 12:05 PM Rating: Good
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Catwho wrote:
The big exodus in FFXI occurred with Abyssea, once SE started releasing new gear that was better than the 75 cap stuff people had fought over for years.

The arguments boiled down to this:
- I don't like how easy it is for people to earn exp now (sorry, bird camps weren't going to accommodate all 3000 endgamers on each server trying to get from 75-99)
- Abyssea should not have been accessible at level 30 (This is one criticism I agree with. It should have been accessible at 60. It was abused. Heck, I abused it too.)
- It's unfair how easy it is to obtain the new gear and weapons (sorry, the 75 cap gear system was really unfair to the majority of players)
- I don't like the Abyssea NM system (it was the same as {sea} pretty much....)
- I don't like how irrelevant the old content is now (which is why SE went back and revamped everything from Dynamis to Nyzul Isle)

Much of the complaints stemmed around SE shaking up the status quo. But I think the population had been dropping steadily prior to that. Abyssea was exactly what SE needed to extend the life of XI. Sure, a huge chunk of people left because they lost their special snowflake status, but a lot of us stayed because, once we dug into what they'd given us with Abyssea, we started having fun again. The exp flowed like water, allowing us to play on jobs we'd never had time to level before. Gil was suddenly easy to obtain via the chocobo blinker conversion (which SE left around for over a year before patching.) Most importantly, you could earn some of the best gear sets in the game by doing solo daily quests, or by forming a 4-man farming party and targeting smaller NMs that were too tough to solo, but not too tough for a 4-man group to tackle at level 80-85. (By 99 many jobs could solo them easily.)

I'm not sure i can agree entirely with that.

For me it had to have been Adoulin. Once they started implementing ilevels and got rid of horizontal progression entirely, the game was beyond unplayable for me. It went from being about the stats to merely being about the ilevels. Good competent players in "good" gear who would have had no trouble partaking in any of the "new endgame" fights were suddenly excluded because people were requiring specific ilevels for stuff. I had an Aegis for crying out loud myself, but no. Since i didnt have the flavor of the week shield to go with the "super upgraded sword" instead of the regular endgame sword (hint: you cant get it if people dont let you join...) i suddenly wasnt allowed to come anymore even though it would have been easy beyond belief still. We went from a nice horizontal progression to needing to have the latest and greatest gear or you werent invited anymore. Gjallarhorn? That's too bad. You should have grinded for the harp instead.

Sure, we had some elitism like that before. But never on levels this bad. I put a good 11 years of my life into the game. But i never once regretted quitting when i did. Never looked back. Never returned. The game lost all glamour and magic for me the day they, for all intends and purposes, sold out.

I was deeply saddened when at the start of 2.0 Endgame was starting to go that way as well. It just became toxic. People were being excluded over the silliest things. It's less so the case now for some reason, people quieted down and all is good except for one or two people or maybe a despised FC somewhere. Still, it's all the influence of other MMO players that migrated to XIV i bet :/

To keep on topic, i never once felt there was any elitism in 1.0, ofcourse i did quit that when they went paid (and ruined that as well) so i dont know what happened in 1.23 eventually.
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