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#77 Jan 29 2014 at 11:50 AM Rating: Excellent
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I do see shouts all the time for FC that are recruiting on our server though.


Yeah, for sure... but I think it's because there are a ton of small FCs that want to get bigger, but because everyone is invested in their FCs, nobody wants to leave.

If people had the freedom to join more than one FC, you'd have way more people interacting with each other, and the FC system overall would be much healthier.
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#78 Jan 29 2014 at 12:31 PM Rating: Decent
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Thayos wrote:
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I do see shouts all the time for FC that are recruiting on our server though.


Yeah, for sure... but I think it's because there are a ton of small FCs that want to get bigger, but because everyone is invested in their FCs, nobody wants to leave.

If people had the freedom to join more than one FC, you'd have way more people interacting with each other, and the FC system overall would be much healthier.



I do not disagree with this. But it is only part of the of the problem and does not solve the rudeness over duty finder. It may help so you dont have to use duty finder though.
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#79 Jan 29 2014 at 1:34 PM Rating: Excellent
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IMHO it makes no sense to restrict DF to same server only - this is what PF already does.

I only ever use DF for duty roulette bonuses. Everything else I join or start via PF - there is just so much more control over what you will get, everyone is on your server and in my experience has been overall more friendly. Anything like Garuda EX - don't use DF for it, use PF. You can start your own party, make it so that only people with a certain ilvl can join, you can tell people right up front if it is a more casual run/learning run and get like-minded people to join. Alternatively there are messages to notify would-be joiners that you prefer a more serious run with people who have high gear, if you want to do multiple runs for loot farming etc.

PF is a godsend.
#80 Jan 29 2014 at 2:12 PM Rating: Good
My social linkshell is much bigger than my FC.

Thing is, we're a crafting linkshell. We've talked about expanding to a FC (considering we're maxed out on people 99% of the time) but 1. People are already invested in their FCs, as Thayos said and 2. There is absolutely no benefit whatsoever to having a crafting based FC over a battle based or social based FC.

We're still thinking about doing it anyway, if for no other reason than we're the richest people on the server and we could get a nice big house. But for what end? Until there's a crafting bonus attached to the house, it's just e-peen.
#81 Jan 29 2014 at 2:28 PM Rating: Good
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Canadensis wrote:
IMHO it makes no sense to restrict DF to same server only - this is what PF already does.

I only ever use DF for duty roulette bonuses. Everything else I join or start via PF - there is just so much more control over what you will get, everyone is on your server and in my experience has been overall more friendly. Anything like Garuda EX - don't use DF for it, use PF. You can start your own party, make it so that only people with a certain ilvl can join, you can tell people right up front if it is a more casual run/learning run and get like-minded people to join. Alternatively there are messages to notify would-be joiners that you prefer a more serious run with people who have high gear, if you want to do multiple runs for loot farming etc.

PF is a godsend.



While I agree with party finder being better most parties require you too have experience with the fight if you want to join one. Where are you going to have to turn to get that experience? Duty finder. Hard to get experience in DF with everyone yelling and blaming each other and rage quitting after 10 minutes.. Of coarse you can start your own party.
Anyway your post pretty much says everything I say about not using DF .. My post was how to make DF better.

I do get the point about PF.

Edited, Jan 29th 2014 3:54pm by Nashred
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#82 Jan 29 2014 at 2:57 PM Rating: Excellent
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Nashred wrote:
Canadensis wrote:
IMHO it makes no sense to restrict DF to same server only - this is what PF already does.

I only ever use DF for duty roulette bonuses. Everything else I join or start via PF - there is just so much more control over what you will get, everyone is on your server and in my experience has been overall more friendly. Anything like Garuda EX - don't use DF for it, use PF. You can start your own party, make it so that only people with a certain ilvl can join, you can tell people right up front if it is a more casual run/learning run and get like-minded people to join. Alternatively there are messages to notify would-be joiners that you prefer a more serious run with people who have high gear, if you want to do multiple runs for loot farming etc.

PF is a godsend.



While I agree with party finder being better most parties require you too have experience with the fight if you want to join one. Where are you going to have to turn to get that experience? Duty finder. Hard to get experience in DF with everyone yelling and blaming each other and rage quitting after 10 minutes.. Of coarse you can start your own party.
Anyway your post pretty much says everything I say about not using DF .. My post was how to make DF better.

Edited, Jan 29th 2014 3:32pm by Nashred


I see parties for learning groups in the PF quite frequently. Also, if you don't see one there yourself - start one. It is really quite simple. That is literally how I got my Garuda EX experience. I formed a learning group. We eventually cleared it, then I formed some "Please have EXP clearing it" groups with a higher ilvl and farmed it for my ring. Its a pretty natural progression.

Garuda EX is just one example. I also would recommend only using PF for runs like Titan HM, the other EX primals, Ultima HM etc. Even BC when it gets added to DF - I would likely stick to running it with the FC or maybe PF to catch up, but not DF.
#83 Jan 29 2014 at 4:10 PM Rating: Good
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XIV would have a hell of a lot to gain if they implemented the means to befriend and party with folks on other servers at whim. It's honestly one of those features I'd say a modern MMO needs to have nowadays simply because it can make running content finders more rewarding socially. And building from that, free world transfers with a weekly restriction. People finding a good home really shouldn't involve lobbing even more cash at SE just to test the waters of a server.
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#84 Jan 29 2014 at 4:21 PM Rating: Excellent
Seriha wrote:
XIV would have a hell of a lot to gain if they implemented the means to befriend and party with folks on other servers at whim. It's honestly one of those features I'd say a modern MMO needs to have nowadays simply because it can make running content finders more rewarding socially. And building from that, free world transfers with a weekly restriction. People finding a good home really shouldn't involve lobbing even more cash at SE just to test the waters of a server.


The problem with the server transfers being free is this: 1. Someone could make off with an entire FC bank, transfer to another server, and have no repercussions right now. If the process was free, we'd see it happening more often. 2. It actually is a bit of work for them. It's a database splice and dice, and there is a risk that they can crash the entire damn game if they make one teeny mistake in execution. They don't want people doing it willy nilly.

#85 Jan 29 2014 at 4:36 PM Rating: Good
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FC banks need expanding. With that, leaders can better decide what's important enough to lock off while the cheap stuff can basically remain free access. I'd also consider putting a 24 hour cooldown on the ability to transfer if you took something out of an FC bank. Plan B is just call a GM and get the punk busted for griefing. If restores aren't possible in a case like this, they very much should be.

As for servers going kablooey, I'm skeptical. And I'll just say Rift actually does transfers like I mentioned and their servers haven't imploded from it.
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#86 Jan 29 2014 at 5:24 PM Rating: Excellent
I've begun to feel a little burned out myself.

While there is certainly a buttload of "things to do" by the numbers, the real meat and potatoes of FFXIV boils down to running dungeons and acquiring gear. I have three jobs I need to gear up. My WAR is going from DL to Allagan directly. My SMN is getting pure Myth. And my SCH is currently doing endless CT runs for a robe that won't ever drop.

The thing is, it has started to dawn on me that acquiring all this gear, this new "power source", as it were..... just to keep doing the same content. Over and over. Only a little easier from the stat boost. When that dawned on me I kinda went O.o;;;

I.... don't have anything to look forward to. Back in XI I had so many "far off, impossible" goals that there was always something to strive for. "Oh I'll probably never see Sky" I said as a level 40 SMN in the Nest. "Oh I'll never get around to beating Promy: Holla" I said as a level 50 RDM. "I'll probably never even SEE a fight against Kirin" I said the day I dinged 75. "I'll probably never get a complete relic armor set" I said as I started my first Dynamis run.

FFXI took long term planning. Long term planning meant long term goals. That meant a long term reason to log in. Because TODAY might be that one in a million shot where someone will invite me on an Ohat run. Or when I got my Carby Mitts. Or maybe TODAY is the day I'll finally get claim on Shikigami Weapon.

And one by one as the years went by I gradually ticked things off of that list. And there were always plenty more to follow. "Wow I finally made it to Tavnazia! Now I get to try for Sea access." "Wow I got my Relic boots! Maybe I CAN get a full set!" "I finally saved enough gil for a Vermillion Cloak! 2.5 mil!" "I finally saved up and bought a Kyudogi! I can sub /RNG on my SAM again!"

XIV has nothing like that. The list of "stuff to do" is all very finite. "Run dungeon for tomes. Buy item. Run CT for drops. Repeat til drop. Run Coil T1-T4. Roll on loot." Success in XI took time, but it also took perseverence and patience, and it had plenty of ways to unwind when you burned out on a goal. FFXIV requires only time. Finite, quantifiable repetition. There's no freedom to its form. No random chance to win the lottery. No far flung hope suddenly realized in an instant. No..... thrill.

That's all. That's really all there is. You can make "busywork" for yourself, sure. I could level CNJ to 50, and all the others and all the crafts. That would take up time. But I already have the three jobs I want. I don't like the others. When I got burned out in XI, I'd adventure off to some inhospitable hellhole in the world, like Toraimarai or the Den of Rancor, and I'd hunt random NMs with my 75 SMN. Solo. Peaceful, calm, focused, zen, Carby. I didn't care about the drop - I was having a little adventure in a dangerous place with a character I had poured my heart into. XIV doesn't even offer that.

I like XIV, but once you go on all the rides a hundred times, the theme park starts losing its luster.
#87 Jan 29 2014 at 5:38 PM Rating: Excellent
{sky} wasn't a thing until the first expansion of XI.

I am hoping that once we get the first expansion of XI, we'll have some long *** slog with a great story like the XI expansions did. (Well, Zilart's quest was closer in length to what we did for Crystal Tower.)

Then again, everyone will ***** and moan when the expansion content is inevitably released in dribbles and chunks. Smiley: rolleyes
#88 Jan 29 2014 at 5:43 PM Rating: Excellent
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FFXI took long term planning. Long term planning meant long term goals. That meant a long term reason to log in. Because TODAY might be that one in a million shot where someone will invite me on an Ohat run. Or when I got my Carby Mitts. Or maybe TODAY is the day I'll finally get claim on Shikigami Weapon.


When I left FFXI for good, my character still had the O-hat pop item in his inventory... never got my shot.

It is important to remember though that FFXIV (ARR) is still pretty new. FFXI took a long time to become what it was... also, MMORPG players weren't what we are today. We didn't know how to play the genre to our advantage. If we were all to restart FFXI again today, we'd blaze through the game much quicker. We're optimized. We know what to focus on, what not to focus on. We'd immediately start testing where we could get the fastest kills for the most rapid amounts of experience. We'd start skipping small gear upgrades in favor of buying better gear at the end. Ultimately, we'd all be level 75 (or 100 now, I guess), all jammed up against the same NMs, doing nothing but grinding out the same content against horrible drop rates.

I do agree that FFXIV needs to have different kinds of content with different kinds of goals. There's still plenty of time for that kind of stuff to enter the game... I'd honestly be shocked if all of those goals were in place so soon.

From my perspective, though, I still haven't done BC or extreme primals (or the moogle fight), and my FC still doesn't have a house (we're about 1/3 of the way toward getting a small house). These are all goals that we're shooting for... and reaching these goals will be very exciting for us. So, for the more casual/cas-hardcore players, FFXIV still offers a lot to shoot for.
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#89 Jan 29 2014 at 5:45 PM Rating: Excellent
I don't even know anymore what companies need to do. I chose XI at the time because I started playing prior to WoW releasing, and the look of WoW was a major turn off. To this day I still think it looks ridiculous compared to just about every other AAA MMO on the market. The problem is, you have way too many types of players. The super hardcore who enjoyed things like EQ and XI of old, wasting hours upon hours to reach their goals. These people are good as they tend to stick around for long periods of time, but they're usually few in numbers. Then you throw them into something like XIV with their time requirements, and they burn through content and up and quit a few months in. That's no better. On the flip side, they may re-sub with new content every now and then.

You have the very casual players who are usually big enough in numbers, want nothing to do with the likes of XI and EQ. They'll play WoW, XIV for a couple months, get nowhere and move on to the next big thing. These people to me are great for initial numbers and box sales, but not worth catering to in the long run.

Then you seem to have the aging population (aka myself), who USED to have oodles of time to sink into XI, but no longer can. We still want challenges and time sinks, but tend to wants thing to be reasonable which negates the hardcore crowd again.

So who the heck to you aim for as your target audience? WoW proved that going more casual with a semi-difficult approach seemed to garner tons of subs. That being said, anything that's tried to follow suit has not been so successful. So as a dev, what are you supposed to do? Which demographic to you appeal to? No matter what you do, you're going to **** off one of them. I think XIV has done a decent job of appealing to a broad audience, but negating the straight up hardcore crowd.

For everything someone wants to be added to a game, someone else thinks it's a bad idea. Want bigger maps? Oh that's nice, get to explore! Next person though, well I don't want to waste my time walking everywhere! DF breeds idiots! Without DF I can't seem to get much time with my time constraints. In the end, I really think SE has catered to the older players that were playing XI 10 years ago. We want something that's pretty challenging, but that's not going to waste our time every time we log on. That's just my perspective, I'm sure others will think differently, but that's why there's 100's of MMOs out there for everyone.

Edited, Jan 29th 2014 6:46pm by Montsegurnephcreep
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#90 Jan 29 2014 at 6:02 PM Rating: Excellent
I think something FFXIV could do that worked really well in XI is "Trials" content, where you work over long periods of time to upgrade weapons and armor with really cool stats.

For example, imagine if you could upgrade a weapon for your job that would be on par with a relic, but not require you to go through Titan. The time sink on creating this weapon could be huge... and the weapon could be made upgradable somehow with each patch. This way, you could either go for the primal win or the trial completion, and there would be incentive to do both (can't upgrade the relic, but you can get it faster with a good party). Perhaps the trial gear could even have job ability bonuses, or something like that.

The problem is that XIV would have to have some kind of slow-moving content to make this a true time sink. The game has no NMs, FATEs pop too fast and dungeons can be spammed like crazy. The only way to pace things out would be lockouts, which players don't like.

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#91 Jan 29 2014 at 7:26 PM Rating: Excellent
Thayos wrote:
I think something FFXIV could do that worked really well in XI is "Trials" content, where you work over long periods of time to upgrade weapons and armor with really cool stats.

For example, imagine if you could upgrade a weapon for your job that would be on par with a relic, but not require you to go through Titan. The time sink on creating this weapon could be huge... and the weapon could be made upgradable somehow with each patch. This way, you could either go for the primal win or the trial completion, and there would be incentive to do both (can't upgrade the relic, but you can get it faster with a good party). Perhaps the trial gear could even have job ability bonuses, or something like that.

The problem is that XIV would have to have some kind of slow-moving content to make this a true time sink. The game has no NMs, FATEs pop too fast and dungeons can be spammed like crazy. The only way to pace things out would be lockouts, which players don't like.



20 Titan story modes to avoid one Titan hard mode? I'd do it.
#92 Jan 30 2014 at 7:42 AM Rating: Excellent
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Thayos wrote:
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This is a easy fix, and that is make DF server specific. That will make people care more about their reputation because they may run into those people again. Will that mean less chance of a party? No because at the rate it is going people are starting to avoid DF.


I think having a cross-server duty finder is still totally fine and helpful for farming purposes. I'll even go so far to say that having DF pull from within servers wouldn't really improve the social scene.

In my opinion, one of the biggest problems with the social aspects of FFXIV is that you can only be in one FC. When hanging out in cities, I don't see anyone shouting about looking for or starting up new linkshells, nor do I know anyone who even uses linkshells anymore. People only care about their FCs, and the game restricts us to having just one. Especially with people saving up for housing, players are literally becoming financially invested in their FCs, making them less likely to ever leave to try other groups.


It's actually the opposite for me.

I have a linkshell that contains a group of players I first met in this game when I joined my first FC. We went our separate ways when we wanted to raid but, thruogh this LS, we keep in contact all the time despite being in different FCs.

I really like my FC but at the same time, that LS contains members that I would consider family.

You can see it around your server too. There is most likely an Odin/Behemoth watch LS. There probably is a LS that recruits only a certain race just for fun. So on and so forth. However, you will probably never see people advertise for these LSs (except for Odin/Behemoth watch). I find it a little sad. :\ People should treat LSs as ways to bridge the community.

But there aren't many things you can do within your LS besides seek people for help on certain things if you don't know them personally already. Crafting FC? Most people are self-sufficient right now with crafts. Weekly event static like Assault and the like? No content like that so no point. I suppose you could form a static of people you want to farm mythology with.

Outside of that, there isn't really a reason. You do what your FC is doing because you're locked out (coil) or you don't do what they're doing because you don't need them. This is where socializing would come into play...but that role has been taken up by duty finder.



As for which demographic to choose...

I touched upon this topic in another post. Right now they're trying to cover all demographics...which is fine: if they had the resources to do so. This approach might get you some money off of the initial purchase and sub for a few months but that's it.

What you desire is long term players. To do this, you need to have two separate teams working full time on both casual and hardcore aspects of the game (much like WoW does). You can't just decide to cater to one demographic one patch and then another demographic the next. You lose people this way: especially when you wait 3 months between patches!

2.1 gave us a hint about possible directions this game is going. 2.2 is going to tell us a lot about this game in a very obvious way.

Edited, Jan 30th 2014 8:51am by HitomeOfBismarck
#93 Jan 30 2014 at 8:34 AM Rating: Decent
HitomeOfBismarck wrote:

As for which demographic to choose...

I touched upon this topic in another post. Right now they're trying to cover all demographics...which is fine: if they had the resources to do so. This approach might get you some money off of the initial purchase and sub for a few months but that's it.

What you desire is long term players. To do this, you need to have two separate teams working full time on both casual and hardcore aspects of the game (much like WoW does). You can't just decide to cater to one demographic one patch and then another demographic the next. You lose people this way: especially when you wait 3 months between patches!

2.1 gave us a hint about possible directions this game is going. 2.2 is going to tell us a lot about this game in a very obvious way.


As far as I am concerned they are catering to casuals in every patch. First a CT instance, then a nerfed CoB, then another CT instance, then another nerfed CoB (and so on). Plus the complementary content like instances and primals obviously.

Well, at least I am getting my money's worth with every patch, as even though the first 5 turns are already there they might as well not exist for me as a casual player before 2.2.

2.0 to 2.1 was rough but I've taken my time in getting to the level cap so I can't say it bothered me. Just my personal experience, nothing more.

Also doesn't Blizzard release major patches every 6 months?

Edited, Jan 30th 2014 5:39pm by Hyanmen
#94 Jan 30 2014 at 8:53 AM Rating: Decent
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As for Titan I dont want to avoid it. I just want it fixed so that lag isn't a issue for loosing...

But I have to say this. I think we realize that this is a new game and it will change and there is less content in the beginning... Tes and I were talking about that last night how in a year or two this might be different.


I was excited about the new live letter and again nothing new and nothing we did not know about, More hard mode dungeons and primals and the same story line.

Nothing about housing, nothing but dodging the questions, no talk about any type of new content, no talk of the economy. Like has been mentioned before I think they are so far behind and trying to play catch up right now and trying to fix the holes in the game.. No talk of expansions really, how do you hold on too people that long. The only thing I am excited about is the hildi story and a summoning bell in RT, and new coil turns. They need to start talking beyond patches and give us some sort of road map, something to excite people.

Thaos trials is a good start and easy to add... Tes used to spend so much time on those trails, nothing hard they just used up time. There was several weapons in the trials, elemental which were easiest, the the fake empyrean and the real empyrean which was the hardest.
I agree with what you said earlier that the real problem is people got to end game to fast with not allot of end game content.. Trials is a good start instead of the beast quest which are pretty much the same thing.

They can fix the market by not making all pieces of gear available by tomes or dungeon drops. Like you cant get hands and legs except through crafting, this gives crafter something to make and sell... Make people use food by giving it better stats that can really make a difference. Make potions that work like echo drops again, silent oil, prism powder.

Sometimes it is not good to release a game without enough content or some extra content in the pipe.. now it feels like they are just rushing to put contention out with the least amount of effort.

To bad they could not updated FFXI and dump the ps3.. Graphic update, make the crafting like this game.. See what happened is one game is too much too the right and the other game is too much too the left. We need something right in the middle to satisfy most people.. This whole thing of not being like FFXI but then having the same character models doesn't work.. If they really wanted to not be compared to FFXI then they should have made the game completely different.

Edited, Jan 30th 2014 10:11am by Nashred

Edited, Jan 30th 2014 10:12am by Nashred
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#95 Jan 30 2014 at 9:03 AM Rating: Good
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Thayos wrote:

It is important to remember though that FFXIV (ARR) is still pretty new. FFXI took a long time to become what it was... also, MMORPG players weren't what we are today. We didn't know how to play the genre to our advantage. If we were all to restart FFXI again today, we'd blaze through the game much quicker. We're optimized. We know what to focus on, what not to focus on. We'd immediately start testing where we could get the fastest kills for the most rapid amounts of experience. We'd start skipping small gear upgrades in favor of buying better gear at the end. Ultimately, we'd all be level 75 (or 100 now, I guess), all jammed up against the same NMs, doing nothing but grinding out the same content against horrible drop rates.


I don't entirely agree with this. XI was just a lot more time consuming. The players might be faster to catch on to what is important and such today, but the fact of the matter was that back in the day 4k/h was a regular exp party and levels required large amounts of exp. It would take quite a while to get that kind of experience even if we knew everything to begin with, especially if we had to, like then, find people from the same level range.

It took a long time to get to max then because it was made to take a long time, but at the same time it was made to give you things to do/reach for during that time. The reason people in general would not skip small gear upgrades is that since leveling took such a long time, every little bit you could do to help it go faster was usually worth it. Especially if the item you upgraded to was a good one that lasted many levels, then you could even think it was worth to spend quite some time hunting an NM for it (and that might be part of your short term goal). If anything, with todays idea that you actually can skip a lot of small upgrades because it does not matter (partly because small upgrades does not do much to enhance your performance, but also because it will be outdone quickly and leveling is fast no matter which route you choose), leveling would be even slower. Leveling in XI back in the day with pimped out people made a huge difference compared to those who skimped on most things.

I mean, this is assuming we are talking about FFXI as it was, not what it is turning into because then you are right. If we were to go into FFXI now and start from a level 1 character it would be pretty fast to cap.

That said though, I agree that ARR is pretty new and comparing it in terms of content to XI NA/EU release is difficult since XI had an expansion already. Maybe ARR will get the more different kinds of content with different types of goals, I believe so, but it is a completely different game from XI so what is long term goals here will most likely be on a different scale compared to what XI considered long term. Which I think has its good and bad sides. :)
#96 Jan 30 2014 at 9:09 AM Rating: Excellent
I just checked the dates from XI. The NA version was released about 1.5 years after the JP version, with the first expansion included. (I don't know whether the JP players got the expansion any earlier, as the JP release date is simply "2003".)

The content infusions we've been getting so far are on pace with what gets released in XI. Thing is, XI's content patches often contained totally useless and unexciting crap too. We all remember the "/bell" fiasco.
#97 Jan 30 2014 at 9:47 AM Rating: Good
I know the comparison to XI is a well-beaten dead horse. However, comma,

Even with the NA release including RotZ, I personally didn't see any of the RotZ content, save maybe Kazham and Delkfutt's, for nearly a year into the game. I spent my time EXPing, farming, and NM camping. And making friends, natch. None of that required RotZ, and if they had pushed the expansion pack back a year for the US release, making our content on par with the JP launch, I don't think I would have really noticed.

We all explored the heck out of Vana'diel, but I think that also serves to fuzzy our memories a bit as to just how bloody BIG that world was. A guy could literally kill weeks - WEEKS in East Saruta alone camping the 2 NMs there for some starter gil on a new job. Or Wild Onions in the Horototo Ruins. You could have shrunk the whole game down to nothing but any one starter city and the zones around it and still had a month's worth of stuff to do before really running out.

FFXIs endgame was the only part of the game that ever got old to me. Forced pop HNMs and all the drama and cheating really did suck hard. Dynamis got old after 3 years. Getting bored waiting for interesting shouts in Whitegate and catching warp to Tavnazia to beat on up Ziphius in peace and quiet for the hundredth time? That never got old. Mining in the Cauldron with Carby watching my back? Taking a stack of picks to Palborough looking for a lucky Platinum strike? Volunteering to go Ifrit the hell out of skeletons in Toraimarai for some poor SMNs coffer keys, and bodyguarding him to the chest since I actually had the map unlike half the server? Oh yes. Those were indeed the days, and I miss the hell out of them. Yes, the odds of doing any one particular thing successfully were often dismal - but you had so much sheer VARIETY that even a 1% chance multiplied by that kind of volume would get me an occasional payoff. And that was always enough to keep me playing for the next one. FFXIV needs more endgame instances, sure - but they need some seriously compelling midlevel content too and quickly. I wouldn't even mind it in the form of lvl/ilvl capped optional zones, something like Cape Riverne, as long as it had something to do that takes a long time and would be worth it.

#98 Jan 30 2014 at 9:55 AM Rating: Excellent
Keep in mind that in two years from now, midlevel content will include things like choosing a GC, getting a chocobo (which does require grinding seals), avatar fights, and (stage 1?) relic.

But yes, the game needs more goals available off the beaten path. Not sure how that shapes up though. Again, if we all went back in time with the knowledge we know now, nobody would probably spend days in Saruta camping a NM with a measly level 10 drop (with no endgame use). Part of the reason we explored so much in XI is we simply didn't know where to go. Now, we know what's logical and what's not, and the overall experience isn't new.
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#99 Jan 30 2014 at 10:10 AM Rating: Good
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DarkswordDX wrote:
A guy could literally kill weeks - WEEKS in East Saruta alone camping the 2 NMs there for some starter gil on a new job. Or Wild Onions in the Horototo Ruins. Bold Text


See here,,, I did that. I literally spent 2 week farming wild onions to make meat mithkabob to buy a piece of evasion gear that cost 5 million..
I didn't mind that and you know why? I was doing a job that made me gil that was actually worth something to craft something that was actually worth something to buy a piece of craft-able gear that was near the best in the game and was actually worth something too..

Grinding can be ok if the end result is worth it. Grinding for something not worth it is a different story. Everything in this game is too easy to get too. We needed dermite webs the other day for Tes so we went out and had a stack of 99 in less than a hour.. what? No wonder everything sells for less than you can npc it for.

People can hate grind all they want but it is the filler in the game to keep those with more time to play something to do...

Edited, Jan 30th 2014 11:15am by Nashred
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#100 Jan 30 2014 at 10:32 AM Rating: Decent
Nashred wrote:

People can hate grind all they want but it is the filler in the game to keep those with more time to play something to do...


While quite effectively making sure that nobody without a lot of time on their hands will never be on-par.

Which raises the question on whether to throw these kind of people a bone in the first place.

ARR's bone is the Housing feature, which is completely optional side-content and to top it off pretty much for vanity purposes with few additional perks.

If the matter of the fact is players were to be divided between those with plenty of time and those with limited time, I'd rather have this divide be related to optional side-content than the driving force behind playing the game (becoming stronger). Lots of time on your hands = be stronger than everyone else? Nope, not cool.

Edited, Jan 30th 2014 7:33pm by Hyanmen
#101 Jan 30 2014 at 10:37 AM Rating: Good
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Hyanmen wrote:
Nashred wrote:

People can hate grind all they want but it is the filler in the game to keep those with more time to play something to do...


While quite effectively making sure that nobody without a lot of time on their hands will never be on-par.

Which raises the question on whether to throw these kind of people a bone in the first place.

ARR's bone is the Housing feature, which is completely optional side-content and to top it off pretty much for vanity purposes with few additional perks.

If the matter of the fact is players were to be divided between those with plenty of time and those with limited time, I'd rather have this divide be related to optional side-content than the driving force behind playing the game (becoming stronger). Lots of time on your hands = be stronger than everyone else? Nope, not cool.

Edited, Jan 30th 2014 7:33pm by Hyanmen


That is already happening.. People with time on their hands got to end game way faster and have nothing to do but hate on noobs and boot you from doing end game content because they are bored.
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server: Ultros
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