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#127 Jan 31 2014 at 4:46 PM Rating: Good
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FilthMcNasty wrote:
There are many other games that restrict you to a single class, but have enough content that you could level the same class 4 of 5 times and have a unique experience every time. XIV allows you to level every class if you want, but the content dries up before you're finished with the second class.

This is one of my biggest issues with leveling currently. The lack of quests to level more than one class. I don't expect there to be enough quests for someone to level every class 1-50, but it's baffling to me that a game designed around leveling everything on one character would only have enough quests to level once.
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#128 Jan 31 2014 at 5:59 PM Rating: Good
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Karlina wrote:
FilthMcNasty wrote:
There are many other games that restrict you to a single class, but have enough content that you could level the same class 4 of 5 times and have a unique experience every time. XIV allows you to level every class if you want, but the content dries up before you're finished with the second class.

This is one of my biggest issues with leveling currently. The lack of quests to level more than one class. I don't expect there to be enough quests for someone to level every class 1-50, but it's baffling to me that a game designed around leveling everything on one character would only have enough quests to level once.


Leveling all classes on one character is optional and it's definitely not the only viable approach. You can create up to 8 characters on the same server and up to 40 worldwide without paying extra, and between the different starting towns and class/job quests, you could honestly say it's more like there's enough content for 3 "unique" leveling experiences, at the very least. And it's more if you switch how you focus your XP gain between Fate, Leve, Hest, quest, hunting, and dungeon grinding if you want to completely ignore the differences between the classes.
#129 Jan 31 2014 at 9:11 PM Rating: Excellent
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Xoie wrote:
Leveling all classes on one character is optional and it's definitely not the only viable approach. You can create up to 8 characters on the same server and up to 40 worldwide without paying extra, and between the different starting towns and class/job quests, you could honestly say it's more like there's enough content for 3 "unique" leveling experiences, at the very least. And it's more if you switch how you focus your XP gain between Fate, Leve, Hest, quest, hunting, and dungeon grinding if you want to completely ignore the differences between the classes.

Making alts is an idea, but you're still going to go through all the same quests, leves, guildhests, ect. Plus it doesn't really line up with the idea of being jack of all trades.

What I meant by unique was that in other games you can take any of several routes when you level through questing. There might be 3-5 areas that are all suitable for players within a specific level range until you start getting to endgame. WoW WotLK as an example, you could level from the previous cap without setting foot in a dungeon and you'd still end up skipping over several zones worth of content. If you had an alternate character you could go through again making sure to visit somewhere you missed the first time, second time... ect.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#130 Feb 01 2014 at 12:47 AM Rating: Excellent
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FilthMcNasty wrote:
Xoie wrote:
Leveling all classes on one character is optional and it's definitely not the only viable approach. You can create up to 8 characters on the same server and up to 40 worldwide without paying extra, and between the different starting towns and class/job quests, you could honestly say it's more like there's enough content for 3 "unique" leveling experiences, at the very least. And it's more if you switch how you focus your XP gain between Fate, Leve, Hest, quest, hunting, and dungeon grinding if you want to completely ignore the differences between the classes.

Making alts is an idea, but you're still going to go through all the same quests, leves, guildhests, ect. Plus it doesn't really line up with the idea of being jack of all trades.

What I meant by unique was that in other games you can take any of several routes when you level through questing. There might be 3-5 areas that are all suitable for players within a specific level range until you start getting to endgame. WoW WotLK as an example, you could level from the previous cap without setting foot in a dungeon and you'd still end up skipping over several zones worth of content. If you had an alternate character you could go through again making sure to visit somewhere you missed the first time, second time... ect.


You're comparing a vanilla MMO with 50 levels of content for 8 classes (19 if you count DoH and DoL), and 9 jobs to an MMO 2 expansions in which only had to cover 10 levels of new content and one new class in that particular installment.
#131 Feb 01 2014 at 4:01 AM Rating: Decent
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Xoie wrote:
FilthMcNasty wrote:
Xoie wrote:
Leveling all classes on one character is optional and it's definitely not the only viable approach. You can create up to 8 characters on the same server and up to 40 worldwide without paying extra, and between the different starting towns and class/job quests, you could honestly say it's more like there's enough content for 3 "unique" leveling experiences, at the very least. And it's more if you switch how you focus your XP gain between Fate, Leve, Hest, quest, hunting, and dungeon grinding if you want to completely ignore the differences between the classes.

Making alts is an idea, but you're still going to go through all the same quests, leves, guildhests, ect. Plus it doesn't really line up with the idea of being jack of all trades.

What I meant by unique was that in other games you can take any of several routes when you level through questing. There might be 3-5 areas that are all suitable for players within a specific level range until you start getting to endgame. WoW WotLK as an example, you could level from the previous cap without setting foot in a dungeon and you'd still end up skipping over several zones worth of content. If you had an alternate character you could go through again making sure to visit somewhere you missed the first time, second time... ect.


You're comparing a vanilla MMO with 50 levels of content for 8 classes (19 if you count DoH and DoL), and 9 jobs to an MMO 2 expansions in which only had to cover 10 levels of new content and one new class in that particular installment.


Yeah, well... we're comparing games with single class characters against XIV which lets you do everything. Vanilla TERA has several areas to level in as well as PvP, dungeons and BAMs. Vanilla WoW had much more leveling content than XIV 1.0 did. I only really used WotLK because most people in these forums like to think of ARR as an expansion. I could have easily used TBC to prove the same point. Cataclysm took it a step further and Blizz completely reworked all of the lower level questing.

If it makes sense for single class games to develop enough content to level your characters several times over; why wouldn't a game that allows you to level several classes have at least as much content if not more? Nevermind the other games, it just makes sense when you only consider XIV specific class mechanics. You're given the option to level 8 classes and 9 jobs, but the means to level only a few. Does not compute.

Just to be clear, I'm not asking SE to make enough quests for you to level every class and job without touching FATEs, dungeons, leves, and guildhests. I just think it makes sense for them to keep adding to early game, especially when you consider the game structure and the fact that more classes and jobs will be added.

Edited, Feb 1st 2014 5:03am by FilthMcNasty
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#132 Feb 01 2014 at 6:18 AM Rating: Default
FilthMcNasty wrote:
I only really used WotLK because most people in these forums like to think of ARR as an expansion.


Who would those be exactly? There is literally as much in ARR resembling 1.0 as there is in ARR resembling FFXI. Is ARR an expansion of XI?

Well, aside from the lore that is. Which doesn't make the game an expansion, unless we like to think Dark Souls 2 as an expansion to Dark Souls.
#133 Feb 01 2014 at 9:48 AM Rating: Decent
The poster you quoted is the only one, actually. He's projecting.

Edited, Feb 1st 2014 10:49am by Catwho
#134 Feb 01 2014 at 12:30 PM Rating: Good
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Hyanmen wrote:
FilthMcNasty wrote:
I only really used WotLK because most people in these forums like to think of ARR as an expansion.


Who would those be exactly? There is literally as much in ARR resembling 1.0 as there is in ARR resembling FFXI. Is ARR an expansion of XI?


The discussion you pulled this quote from is about games having an excess of content players can use to progress their character levels. Vanilla WoW, TBC, WotLK, Cataclysm(especially) and MoP all had that. Vanilla TERA and TERA Rising have that. RIFT has that. There are several other games(both vanilla and expacs) that followed the same formula.

FFXIV does not have that, but would probably benefit even more from it because of the class system. Having the ability to level a lot of classes is reason to have a means to level those classes effectively.

Is ARR an expansion of XI? What the **** does that have to do with anything? Smiley: rolleyes
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#135 Feb 01 2014 at 1:12 PM Rating: Decent
FilthMcNasty wrote:
Hyanmen wrote:
FilthMcNasty wrote:
I only really used WotLK because most people in these forums like to think of ARR as an expansion.


Who would those be exactly? There is literally as much in ARR resembling 1.0 as there is in ARR resembling FFXI. Is ARR an expansion of XI?


The discussion you pulled this quote from is about games having an excess of content players can use to progress their character levels. Vanilla WoW, TBC, WotLK, Cataclysm(especially) and MoP all had that. Vanilla TERA and TERA Rising have that. RIFT has that. There are several other games(both vanilla and expacs) that followed the same formula.

FFXIV does not have that, but would probably benefit even more from it because of the class system. Having the ability to level a lot of classes is reason to have a means to level those classes effectively.

Is ARR an expansion of XI? What the @#%^ does that have to do with anything? Smiley: rolleyes


You sound angry. I questioned your statement that most people here consider ARR as an expansion. So did Catwho. I am not sure why s/he understood me perfectly but suddenly you have no clue what I am talking about Smiley: rolleyes.

Since you compared ARR to many expansions (and games with many expansions) the validity of the quote is quite relevant to your argument.


Edited, Feb 1st 2014 10:13pm by Hyanmen
#136 Feb 01 2014 at 3:52 PM Rating: Decent
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Hyanmen wrote:
Since you compared ARR to many expansions (and games with many expansions) the validity of the quote is quite relevant to your argument.


I only compared them in regard to how much leveling content they have. Why? Because it's relevant to the discussion.

No, I don't have scientific proof that more people think of XIV as an expansion. It doesn't matter. How many people think XIV is an expansion or not has nothing to do with leveling content.

I'm not mad, just amazed at the thickness here sometimes.






Edited, Feb 1st 2014 4:52pm by FilthMcNasty
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Rinsui wrote:
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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#137 Feb 01 2014 at 5:13 PM Rating: Excellent
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I'm with Belcrono on this one. Content in FF11 stayed relevant due to the fact that leveling (job progression) was separate from everything else. You didn't need to do the main storyline missions to level. You 'could' do the main storyline in order to open up more areas (Rank 3 for Kor. Tunnel to Altep, Rank 6 for Dynamis and Sky, CoP for Sea, etc.) But those areas weren't required if your goal was to just level, though it would be tough going.

Even quests were optional. Lv18 Subjob quest 'could' be skipped (though that would be silly). The only quests you needed to do to reach the level cap was the Level Limit break quest line in Jeuno.

Because leveling took an extended amount of time, collecting decent gear for the next couple of levels actually added value since you could be in that gear for quite some time. Taking a break in your level 30's or 40's didn't hold you back from anything, you could stop and "smell the roses" so to speak and take a look around; do some quests, do some BCNMs, do some storyline missions, craft, HELM, etc. Each was a separate set of content, this is what FF14 doesn't have.

If you just ignore DoH/L jobs for a moment, all content in FF14 is centered around gaining experience points to advance your DoW/M job. Just running around gets you experience points (random quests, FATEs, story missions). At some point, rather quickly I might add, you will be capped and doing the current capped content which is all a gear chase. Once the level cap is increased, will there be any value added to do the older content at all?
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#138 Feb 02 2014 at 9:17 AM Rating: Decent
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Are we trying to imply that FFXI content was never exhausted because the overall pace of the game was slower? Because that is most certainly a lie. Content is only as important as someone's perceived need of it, be it gear, building "friendships", or just killing time. Participating in the story isn't required to level in XIV. It does make it easier, of course. Just as I could've played XI and never get Sky/Sea access if I didn't care to, or more personally, not rush into HNMs because I didn't want the game dictating my life schedule even though it would've been profitable in-game. And if someone just wanted to be a WHM/SMN, well, you could pretty much say all the other jobs didn't exist for them personally, which is likely to mean quests and other related content not done.

To imply XIV has nothing to do or no milestones of its own is really quite untrue. The rub is more likely to lie in the fact that the reliance on others isn't so strict while coming together for specific tasks is also far easier than XI due to the DF/PF, whereas XI was basically just shouting in Jeuno or sitting with a flag up with an EXP comment and praying. What DOES hurt XIV is how lop-sided current dev focus is toward dungeons/raiding/primals. Getting to 50 on your own and not really having anything to do on your own is a problem. I know it's easy to say to fluff the mid-levels or make TNLs even bigger, but that doesn't change the fact people will eventually max a job if they're trying and those earlier levels will become useless in their own ways. And come level cap raise, I certainly don't want see the same stuff I did at 50, just in Hard/Extreme/Ultimate/EatUrFace modes. A lesson a lot of XIers couldn't take with its own growth and advancement is that letting go isn't a bad thing. This sadly applies to other MMOs, too. Just look around and see some mad that Allagan gear won't be top dog come 2.2.

Perhaps in a more roundabout way, I question if MMOs are truly giving players the most bang for their buck.
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#139 Feb 02 2014 at 9:28 AM Rating: Decent
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DrCapricious wrote:
It was a world that I simply wanted to log into and exist in. It wasn't so much about what I was doing in game, but more so just being a part of the world and existing in the environment.

FFXIV is seemingly turning into an incredibly large and beautiful instance lobby server.

I am also growing tired of the “daily“ system of modern MMO's. While their design is intended to help more causal players keep up with the hardcore players, for me, it makes the game feel like a job.

I logged in just once last week, and when I logged in I immediately qued for the high level DR. Pharos Sirius popped four times in a row. The first three times everyone dropped from the party immediately, without so much as a hello, as soon as they saw what instance popped. The 4th group decided to stick it out, but had a BRD that was a first-timer and was having a hell of a time with the instance. We did our best to help him along and teach him all of the fights, but he just wasn't up to the task on Siren. We eventually timed out on Siren, and then I just sat there and realized that I had wasted 2 hours of my life and accomplished absolutely nothing. I didn't even enjoying running the instance. I was just doing it because I had to earn tomes. It was like work.

You can feel like you feel and I or no one else can change that. What I am getting here is that you want an open world game and dislike daily structured routines. I see you imply the game feels like work, wasted two hours of your life,accomplished nothing,didn't enjoy running the instance, & doing it just to earn tomes.

The underlying truth is that ARR was and is a heavily instanced game. Random people will be more inclined to check out sooner due to the convenience of getting another party fast. Though that can be circumvented by being in a strong group of friends or guild who static content.

It could be the game's fault or maybe it's just an all encompassing perception by you. But when you do anything in this life not enjoying the process and only see the end result. A negativity slowly builds and snowballs further and further until every last drop of joy is obliterated. Take measures to find what you seek in a videogame and find delight in that game. The ironic truth clouded by our perceptions is everything in this world is a waste of time. The question is do you enjoy wasting that time or loathe it?
#140 Feb 02 2014 at 1:32 PM Rating: Default
FilthMcNasty wrote:
Hyanmen wrote:
Since you compared ARR to many expansions (and games with many expansions) the validity of the quote is quite relevant to your argument.


I only compared them in regard to how much leveling content they have. Why? Because it's relevant to the discussion.

No, I don't have scientific proof that more people think of XIV as an expansion. It doesn't matter. How many people think XIV is an expansion or not has nothing to do with leveling content.

I'm not mad, just amazed at the thickness here sometimes.


If in reality nobody (but you) consider ARR an expansion and yet you compare ARR to expansions of other games, that doesn't kinda defeat your argument?

Allllright then, please carry on.
#141 Feb 02 2014 at 3:14 PM Rating: Default
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Hyanmen wrote:
FilthMcNasty wrote:
Hyanmen wrote:
Since you compared ARR to many expansions (and games with many expansions) the validity of the quote is quite relevant to your argument.


I only compared them in regard to how much leveling content they have. Why? Because it's relevant to the discussion.

No, I don't have scientific proof that more people think of XIV as an expansion. It doesn't matter. How many people think XIV is an expansion or not has nothing to do with leveling content.

I'm not mad, just amazed at the thickness here sometimes.


If in reality nobody (but you) consider ARR an expansion and yet you compare ARR to expansions of other games, that doesn't kinda defeat your argument?

Allllright then, please carry on.


No, the argument is not defeated. As I said before, vanilla WoW, TERA and RIFT all had more than enough leveling content. Whether or not you consider the game an expansion or a new game, the fact still remains that it lacks leveling content.

Compare it to another game that doesn't have an expansion(if you think of XIV as new) and you find that XIV lacks leveling content. Compare it to expansions(if that's how you think of ARR) and you find that XIV lacks leveling content. If you've never played another MMO before but you're trying to level more than 1 job, you will find that XIV lacks leveling content.

I'm sorry you're too ignorant to grasp something that's so common sense. On the bright side, you've joined a short list of select people who are lucky enough to call themselves ignored. Congratulations. Smiley: glare

Edited, Feb 2nd 2014 4:15pm by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#142 Feb 02 2014 at 11:16 PM Rating: Good
Thing is, in XIV, there's nothing stopping you from forming a 4-8 man party and just nuking the snot out of some mobs over and over again like we did in XI.... because XI totally lacked any kind of leveling content whatsoever besides killing mobs in a party.

Lest we forget.
#143 Feb 02 2014 at 11:34 PM Rating: Excellent
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Catwho wrote:
Thing is, in XIV, there's nothing stopping you from forming a 4-8 man party and just nuking the snot out of some mobs over and over again like we did in XI.... because XI totally lacked any kind of leveling content whatsoever besides killing mobs in a party.

Lest we forget.

I must have slaughtered a zillionty crabs. How could I forget...

I was using leveling quests to mean anything you can do that advances your character with experience or rewards. Expiditionary missions and side quests, outpost garrison, BCNM, eco-warrior/escorts, ect. All of these things granted gil, gear, exp, exp scrolls and they were aimed specifically at players below cap. Not everyone participated in all of those on their way, but it was certainly an attractive option.

Edited, Feb 3rd 2014 1:10am by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#144 Feb 02 2014 at 11:52 PM Rating: Excellent
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Catwho wrote:
Thing is, in XIV, there's nothing stopping you from forming a 4-8 man party and just nuking the snot out of some mobs over and over again like we did in XI.... because XI totally lacked any kind of leveling content whatsoever besides killing mobs in a party.

Lest we forget.


"Ahh after 10 levels I'm finally out of that zone. I hope there are some cool monsters in this new place, I'm so tired of- MORE CRABS ARE YOU EFFING KIDDING ME?!?!?"
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#145 Feb 03 2014 at 12:59 AM Rating: Good
BrokenFox wrote:
Catwho wrote:
Thing is, in XIV, there's nothing stopping you from forming a 4-8 man party and just nuking the snot out of some mobs over and over again like we did in XI.... because XI totally lacked any kind of leveling content whatsoever besides killing mobs in a party.

Lest we forget.


"Ahh after 10 levels I'm finally out of that zone. I hope there are some cool monsters in this new place, I'm so tired of- MORE CRABS ARE YOU EFFING KIDDING ME?!?!?"


A great example of what happens when the devs don't offer any kind of structure or guiding in the leveling process.

It's not like FFXI didn't have a zillion mob types but the crabs, crawlers and bats were the most efficient things to kill. You leave the process to the players and that is what will happen.

The devs could have endlessly tweaked mob parameters but that would just have changed the MoM (monster of the month) ad infinitum.

In the case of MMO's you just can't ignore the social scientific aspects of the design. You need to know sociopsychology, economy etc. to (try) to predict player behavior, but even still sometimes you just have to try and see how the community reacts.
#146 Feb 03 2014 at 5:28 AM Rating: Excellent
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Seriha wrote:
Are we trying to imply that FFXI content was never exhausted because the overall pace of the game was slower? Because that is most certainly a lie.


I wouldn't never say that content wasn't exhausted, it's just that we exhausted it at a much slower rate. Though we prayed to the SE RNG gods for our Utsu: Ni drop in countless BCNM40 runs, the day you were able to use that scroll was a glorious one. Think back on your RDM journey, the day you put that Pimp Hat on for the first time....remember that? I do...same as I did when I could drop using the elemental wheel on NIN when I could wear a hauby and spam Blade: Jin. These were milestone events in our character's growth. However in FF14, I've yet to have those same moments (gear/ability wise). I collected quite a bit of RA/EX gear from v1.0 days and looked forward to wearing it on my DRG that I planned on leveling. By the time I could wear said gear, within a few hours I was already upgrading.

I believe this is what some people are looking for. Collecting tomes day after day reaches a goal, but for me doesn't give me that 'earned' feeling like certain gear in FFXI did. (note: earned for myself and not to gloat over others) Maybe when I start doing CT/Coil and having to pray to the RNG gods again will give me that feeling back, but for now...the road to the current content seemed rather brief and empty.

I will say I'm actually looking forward to doing my relic weapon quest line that I started last night. I actually have that bit of "can't wait" feeling.
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#147 Feb 03 2014 at 5:38 AM Rating: Good
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*snickers* My thought then was something along the lines of, "Thank god I don't have to drag a bunch of people to Fei'Yin to kill Murphy again..." Which unfortunately sums up a lot of XI things for me, more relief than elation.
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#148 Feb 03 2014 at 5:54 AM Rating: Decent
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klausneck wrote:
Seriha wrote:
Are we trying to imply that FFXI content was never exhausted because the overall pace of the game was slower? Because that is most certainly a lie.


I wouldn't never say that content wasn't exhausted, it's just that we exhausted it at a much slower rate. Though we prayed to the SE RNG gods for our Utsu: Ni drop in countless BCNM40 runs, the day you were able to use that scroll was a glorious one. Think back on your RDM journey, the day you put that Pimp Hat on for the first time....remember that? I do...same as I did when I could drop using the elemental wheel on NIN when I could wear a hauby and spam Blade: Jin. These were milestone events in our character's growth. However in FF14, I've yet to have those same moments (gear/ability wise). I collected quite a bit of RA/EX gear from v1.0 days and looked forward to wearing it on my DRG that I planned on leveling. By the time I could wear said gear, within a few hours I was already upgrading.

I believe this is what some people are looking for. Collecting tomes day after day reaches a goal, but for me doesn't give me that 'earned' feeling like certain gear in FFXI did. (note: earned for myself and not to gloat over others) Maybe when I start doing CT/Coil and having to pray to the RNG gods again will give me that feeling back, but for now...the road to the current content seemed rather brief and empty.

I will say I'm actually looking forward to doing my relic weapon quest line that I started last night. I actually have that bit of "can't wait" feeling.

That's true in a way. There's nothing really unique at the moment that you can work towards and that a lot of people wont get.
50 all crafters? Who hasnt by now.
Get your relic? Yeah, that's pretty much on the story path these days.
Coil/Myth gear? Takes a while, sure, but everyone has it.

I'm not saying i'm longing for the days where i have to grind something for several hours a day for a year just to get a spiffy item that is barely outclassing alternative options but that very few other people have. But it would be nice if there was something to work towards, outside of the silly beastmen reputation thing which i'm not even going to bother with. Some cool trophy piece that would be rare and noteworthy perhaps.

It's just dull right now. Get myths on monday/tuesday, get CT piece that same day, sit around wondering what to do the rest of the week. It's not exactly hard now if you can simply cap out with 8-9 dungeons these days. You can easily do that in 3,5 ~ 4 hours.
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#149 Feb 03 2014 at 6:25 AM Rating: Decent
The main problem with FFXIV is simply that the dev team are trying to do too many things at once and seem to think they have all the time in the world to add content.

They don't seem to understand that Wildstar, ESO, Everquest Next, Bless, B&S, Archeage, Black desert etc are all coming out this year to steal away large numbers of players with each release. The fact that so many players are taking breaks and/or going back to FFXI due to boredom at such an early state of the game speaks volumes for FFXIV.

They are trying to sort out the PS4, sort out DX11, Chinese FFXIV etc all while putting out feeble patches like 2.1 (which was months late). FFXI was so successful more because of the time it launched, something many players don't seem to get. In FFXI times you could get away with almost anything and players were still happy, that is not the case anymore.
#150 Feb 03 2014 at 6:53 AM Rating: Decent
And yet, we begged and begged for "incrememental progress" stuff in XI, and got it with Abyssea and SoA, and thanked them so profusely for giving is a means of collecting things to achieve a goal instead of making us wait 6 months for a drop.

I guess if the thrill of learning Utsu:Ni after six months was what made you love the game, you were one of the folks that hated Abyssea. I personally loved it - you mean I can get 10 little seals from various sources and save them up for an item instead of praying for a drop? I'm in. Seal farming parties formed as the classic trinity in a 4-man way just like XIV, funny enough, in which BLU/NIN or THF/NIN or MNK/NIN became your tank, with a WHM, a BLM/BRD and a THF or BLU (whichever wasn't the tank, if it wasn't the MNK) on the side.

Edited, Feb 3rd 2014 10:05am by Catwho
#151 Feb 03 2014 at 8:57 AM Rating: Decent
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preludes wrote:
The main problem with FFXIV is simply that the dev team are trying to do too many things at once and seem to think they have all the time in the world to add content.

They don't seem to understand that Wildstar, ESO, Everquest Next, Bless, B&S, Archeage, Black desert etc are all coming out this year to steal away large numbers of players with each release. The fact that so many players are taking breaks and/or going back to FFXI due to boredom at such an early state of the game speaks volumes for FFXIV.

They are trying to sort out the PS4, sort out DX11, Chinese FFXIV etc all while putting out feeble patches like 2.1 (which was months late). FFXI was so successful more because of the time it launched, something many players don't seem to get. In FFXI times you could get away with almost anything and players were still happy, that is not the case anymore.



I agree with most of this. They are also trying to do too much and still trying to fix all the problems that were created.
SE also is still cashed strap even though FFXIV made them profitable the years of millions lost has still got them under limited resources. They are playing catchup.. It is still a new game. Problem still is the 0-50 content was too easy and people leveled to fast, for some reason I dont think they thought people could do it that fast..
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