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Only for XP and simple quests, nothing else. Also earn more xp/hour if your group instead of solo to promote grouping.
Yeah, that was what i tried to imply. If i could have it as an ideal (and this is my opinion only) all classes could solo / quest to level cap. Doing missions or story line would require a group. Doing any NM's or BCNM's should require a group.
Doing something like earn a transportation method should
never require a group. Not particularly the case in ffxi, but something i felt should be mentioned.
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It's done already in FFXI, most of the high end content nowadays are instance based but I still like those few outdoor to remain, as it adds a flavor to the game that WoW does not have.
Yeah, to expand on my post (since i was running out of time on lunch break):
The world should be seamless - the boss / dungeon content should be instanced. To put this in an example in ffxi - Davoi, Castle Ort, etc should be instanced.
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If you make them respawn faster there is no point in them being a NM, the NM tag indicates that it has potentially really good item and thus it’s hard to get. If everyone could just stay in a line and get it without even breaking a sweat on endure any kind of competition over it then it would really be meaningless. Also you refer to the outdoor NM:s now, and once again most of the high end content nowadays in FFXI is instance based. There will be some gear you need to get from these NM:s but the majority of your gear will come from instance based events, we do want a healthy mix of both type of events, instanced and outdoor.
People will camp them regardless. it's just whether or not they sit around for 1-4 hours doing so, or if they actually have control over it. In that sense, it is a choice of whether you make the fight challenging or if you simply make it take a long time to get (by making respawns longer or drop rates smaller). I think the vast majority of players would rather be engaged in a skillful battle with an NM for an item rather then sitting around for hours on end hoping for claims / drops.
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Again this is a system that WoW has adapted, and not FFXI, both system works in their own way, and you want that FF should copy WoW in this matter, but I have to disagree here since I think the current FF11 works fine. WoW on the other hand resets your gear every 6 month, no thanks to that. That’s one of the point in playing another MMO, you don’t want a copy of another MMO, at least try to make it as different as possible.
You misunderstood. In wow, gear eclipses the character. In Age of Conan, gear is near meaningless in most cases. FFxi falls somewhere inbetween, and this is something i like about the game. However what i do not like is the general progression of the gear. As i said - a lvl 20 item should be replaced in a timely fashion. It should not last you til near endgame.
At endgame, well I think that there should simply be different variations on gear. But mmo's tend to present the carrot on a stick formula (like wow) but i would prefer other means.
But like i said - gear should progress, but not eclipse the character.
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To some degree yes, but not as WoW has turned out, where its player base naggings on the forum have made Blizzard change the game into a mess it is today
Yeah, first step i think would be for SE to actually make an offical forum (or use this one) and have a community representative to talk to us regularly and listen to the constructive posts.
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You mean homogenize the classes so that they are in the end exactly the same thing? Since FF14 will not focus on PVP that is not needed thank god. Instead, there will be divided into the standard, tank, dps, healing, support and hybrid classes.
Not really. What i meant was if you are a dd you are just as viable in almost all situations as another dd. For example - a dk's dps and utility are equal to a drg's dps and utility. A pld is just as good at tanking as a ninja.
Currently, there is job imbalance. Certain jobs just do not perform equally compared to their counter parts in a large number of situations. This is a problem, a problem that should be addressed.
Basically, if you follow the same setup as ffxi - dd, tank, healer, support - then every dd will do the same amount of damage and offer equivalent utlity in almost every fight. The difference between the dd's is both their mechanics and playstyle. Not their effectiveness. Likewise for all other archtypes.
There should be no "best at dd / healing / tanking / support" class. Peoples insentive to play a class should not be "if you want to deal the most damage, you play a <x>" or "if you want to tank effectively or on this encounter, you play <a - tank class> not <b - tank class>" it should be "well, i like the mechanics and playstyle of <y>"
Edited, Jun 5th 2009 7:06pm by KacesofCaitsith