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Eorzea feels...Follow

#1 Jan 18 2015 at 8:54 AM Rating: Decent
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... Tiny, cramped and kind of awkward? I'm sure I'll get rated down for this but I just want to get it off my chest.

I know 1.0 had it's problem's but it seems Square Enix just got all buttmad at the entire 1.0 crew and almost want to take vengeance on them and all their ideas. Even things like the music which was done by legendary Uematsu was scraped for overly generic sounding themes. My favorite zone, Coerthas went from being an incredibly vast and mysterious land with a mysterious and majestic castle at it's center to your A-typical MMO Snow Dungeon. I mean, it's very obvious, the current director/producer was brought in and told to make it work and fast so they took what worked from other games and added an absolute ton of fanservice just to get subscribers. Everytime I see some one ride by on a sparkling unicorn, or riding a ahriman, or armor on a chocobo to make it look like a horse I just feel... Weirded out? Even most of the end game armor has that overly-huge-gaudy super-gown-mega-feather look, meaning it's just so bulky looking. The biggest thing, or should I say smallest is the world itself.

Eorzea feels small, like there's not much to explore and it's very uninteresting. In FFXI Vana'Diel felt like this huge world, full of unknowns and adventure. After much careful exploration you might happen up on some hidden village with interesting characters and quests. In Eorzea it feels like every 100 feet or so there's another "camp" that you can just instantly teleport to. You never quite feel "remote" and it feels like one of those backyard sandboxes with a whole bunch of toys in it. Seems like most people just want to rush to 50 real fast and grind instance after instance after instance. It feels like the ADHD of gaming.

Eorzea is certainly beautiful and seems to hold a ton of potential, there was of course a ton of stuff in 1.0 that just needed to be done away with, but it feels like they just threw everything out of the window, even the good ideas and went a completely other direction.

I do wish there were more BIG zones to explore, zones that felt a bit more realistic instead of DUNGEON and CRYSTALS, CRYSTALS EVERYWHERE. I'm sure most will say I'm in the wrong MMO and to go back to FFXI, but FFXI is certainly starting to feel it's age and having much more updated graphics is much easier on the eyes. Things like the Crafting and Gathering systems are really cool, if maybe they could be a bit more useful. I dunno, I just don't feel much "immersion" and feel kind of the same as when I played Aion or WoW. It just feels like your common cookie cutter MMO in certain ways when there is so much potential for it to be more. It's like Square Enix is scared now to try ANYTHING that isn't PROVEN to be 100% successful and the new director is just copying everything from other games.

Alright, go ahead and rate me down now because FFXIV IS BEST EVAR, NAKED KITTIES LOLOMG ^__________^ GET OUT >______< etc.

Edited, Jan 18th 2015 9:55am by AlmightyApkallu
#2 Jan 18 2015 at 10:01 AM Rating: Good
Heavensward is supposed to address that. As for FFXI, I'll admit the first few times through a zone were always fun. After awhile though, all you kept thinking was, $*%( I have to walk through all of this again! Mind you, had the walk speed/chocobo speed been faster, they might not of seemed as big. Hurray for teleporting just about anywhere now!

As cool as Coerthas was, Gridania, Limsa and Ul'Dah were bland and repetitive as hell...especially Gridania, what a mess. I remember 0 landmarks or areas from those zones, where in 2.0, I remember several unique locations. It doesn't help that the zones were divided into Eastern, Western, Northern, Southern instead of one big area. Most people have a hard time picturing it as one big area.

Either way, you can't win. You make massive zones, people complain about needless travel, you make them too small, people complain there's not enough exploration and travel. Both XI and 2.0 seem to have a lot of little unique things. If they could meet halfway, that would be the way to go.

https://www.youtube.com/watch?v=iesY1XssACM I hope in a few years, we can do the same with XIV (which you probably already could.)
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#3 Jan 18 2015 at 10:17 AM Rating: Good
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It's not just MMO's, our whole world has gotten that way. Everyone is in such a rush, not realizing that it's not always the destination, but the journey itself.

Everyone wants to rush through a zone, rush to level cap, rush through content. Then what? You're done, or you do it again. It's about what you do along the way and how you get there. People are obsessed with taking huge aircraft, the faster the better. 1 hour from New York to Los Angeles? WIN! Quickest route to your destination? WIN! As an avid motorcyclist I love taking the long way, the back roads and not at a fast pace but slowly, stopping along the way to take in the sights. A MMO is no different, yes it took time to get to places but who cares, it's all just virtual succession anyways. WHY do people need to HURRY UP and finish that quest so quick just to do another? A big part of the fun and the accomplishment was actually getting there.

I miss having to run around for a long time, sneak my way through some where like Uggelepih to finally get to a boss or complete an interesting quest or story. I did enjoy standing at the edge of Jeuno, chatting with people on my LS as I looked out across the sea thinking "what a huge world that awaits me." Even to this day, 11 years later I still discover places in FFXI I've never been before and it amazes me.

People always "think" they know what they want, then they get it and wonder what's missing when they had it all along.

Edited, Jan 18th 2015 11:18am by AlmightyApkallu
#4 Jan 18 2015 at 11:08 AM Rating: Good
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Remember also that the PS3 and PS4 clients have to be able to LOAD these zones with their limited memory. Having massive outdoor zones ala 1.0 creates a huge problem there when you realize how much memory is being taken up by the zone itself.

FFXI's zones only seemed huge because of the amount of time it took to travel across them. That has more to do with run speed than it does the size of the zone itself.
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#5 Jan 18 2015 at 11:39 AM Rating: Excellent
Haven't we seen this thread before?

I'm excited to see what kinds of zones come in Heavensward, but to me, the zones in ARR are waaaaaaaaay better than the zones of XI. Yes, I wish they could be just a little bit bigger... but they're far from being dull. If anything, they're a little too lively at all times, and it's harder to feel the sense of isolation you often felt in XI.
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#6 Jan 18 2015 at 11:43 AM Rating: Decent
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I actually agree with the OP. It's the reason I log in maybe once every 2 weeks. And that's only to see friends. FF14 just isn't final fantasy, which is ironic. It looks the part which fools you for a while, but then you realize the truth.
#7 Jan 18 2015 at 11:49 AM Rating: Decent
Keysofgaruda wrote:
I actually agree with the OP. It's the reason I log in maybe once every 2 weeks. And that's only to see friends. FF14 just isn't final fantasy, which is ironic. It looks the part which fools you for a while, but then you realize the truth.


So what IS Final Fantasy exactly?
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#8 Jan 18 2015 at 12:09 PM Rating: Good
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Final Fantasy is a story that you explore through.
Final Fantasy has steampunk influences, but usually remains embedded in Fantasy.
Final Fantasy has iconic jobs, with iconic 'outfits', and iconic named weaponry.
Final Fantasy has Chocobos.
Final Fantasy is a self-contained world. (Mistakes happen, like X-2, XIII-2,3, etc.)
Final Fantasy has recurring Character names.
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#9 Jan 18 2015 at 1:11 PM Rating: Excellent
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Thayos wrote:
Haven't we seen this thread before?

Dare we speak their name 3 times?!
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#10 Jan 18 2015 at 1:16 PM Rating: Decent
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Montsegurnephcreep wrote:
Keysofgaruda wrote:
I actually agree with the OP. It's the reason I log in maybe once every 2 weeks. And that's only to see friends. FF14 just isn't final fantasy, which is ironic. It looks the part which fools you for a while, but then you realize the truth.


So what IS Final Fantasy exactly?


Every game in the series allows you to explore large worlds (for their respective era) and fight tough enemies. There are quests to do (real quests) which are interesting and more varied. FF14's cut scenes are skippable. You're not missing out if you decide not to follow the story. Which is terrible since the main story is actually good, but there's so much filler that the story feals very disjointed.

Then there are the social aspects of the game which is nonexistent. Only FF11 had social aspects, but nobody can deny that FFXI had a very good social structure. Going to merit parties weren't the most fun thing in the world, chatting it up with a bunch of people all gathered to slay hundreds of monsters together, made it enjoyable. FF14 just doesn't do a good job of getting people to socialize. When someone does socialize, it's usually to trash talk people. Dungeon runs no one talks, and you can even get through the game with almost no social interaction to get the gear you want. Only coil boasts enough coordination to warrant talking to people.

Another MMO trait is having a reputation in game. FFXIV also lacks in this department. It's why there are way more mean people than in FFXI. In 11 if you had a bad rep for being a **** head then it meant exclusion from content from certain people. We all had those people who we just would not party with. In 14 I feel it doesn't really matter. I'm usually nice, but sometimes I'll just ***** around and can be a **** at times. But who isn't at least sometimes? So many failed primal fights from just a sheer lack willingness to learn and trolling. The people starting up duty finder and then removing themselves repeatedly is testament to that.

Gear is uninteresting, and for a game that is about the loot just as much as the adventure, it is one of the worst loot in the entire final fantasy series. Surpassed only by possibly FF13). When you play final fantasy, no matter which one, you find some cool weapons and armor that will help you on your way. There are a wide range of stats and builds to explore. ranging from evasion builds, to resist builds, to damage builds, to tanky builds, to hybrid builds, or just all around fun stuff. FF14 gives you almost no freedom of experimentation. There is no epic build to find to make your class play even better than though possible. Instead, You collect the same gear with the same stats on them from ilevel 1 to 130. A leather cap is just really crappy version of a high allagan helmet. An exalibur is a souped up bronze dagger. Nothing sets gear apart, which every other final fantasy game does. The feeling you get when finding something awesome never happens because nothing is awesome when everything is the same.

The difficulty in FF14 also seems to have only 2 settings: So-easy-a-jar-of-mayonnaise-can-play-it, and So-tough-that-I-ate-a-bowl-of-nails-for-breakfast...without-milk. Theres no difficulty curve it's just easy and hard. The stuff that's too easy isn't fun because if the challenge level could go below 0 it would, and the stuff that's too hard makes you progress so slowly that it could take weeks to complete a single encounter. Not only that, but those hard fights are simply memory games. Theres no randomness to the fightswhich makes them interesting. You know when an attack is coming so you can easily counter it with a cure and stoneskin/adlo. As long as you follow the pattern you win. In no FF game that I can remember playing, did you ever know when attacks were coming up. You knew the boss had them, but you never knew when. When bosses had really nasty combos they could pull on you, it was player skill that determined if a fight was a wipe or a win. Now it's all about not standing in the circle. You're not fighting a boss, you're fighting a robot. You're like those mice in the board game mouse trap.

And yes they made the game very casual friendly. And there's nothing wrong with that. But difficulty doesn't have to be sacrificed for the game to be playable by casual gamers. Every final fantasy installment besides Lv75 era ff11 had challenging bosses that didn't take massive chunks of your life to beat. Everything usually went down within a day, only with the most hardcore bosses extending that. I believe they made the same mistake with FF14 like they did with mystic quest. They believe the casual gamers are incapable of anything harder than pressing 1-2-3. The majority of the game is like that, except for the hardcore content. When a casual gamer wants to get into raiding they have a very hard time getting in because the game does a VERY poor job of getting you into the mechanics. The guildhests are a complete joke and serve basically no purpose to the game that people wouldn't learn by simply getting to 50.

Even the music is very hit or miss in 14 unlike the other games in the series. Boss music is generally good, but area music is just bland as hell. It sounds generic, and doesn't really make you feel down for an adventure. Of course with music it's all about a persons taste so although I dislike it, others may enjoy that style so the music category gets exempt from criticism.

I played FF14 hardcore from 1.0 launch until turn 9 (few weeks in). I haven't played much since. What the game offers is the exact same thing over and over. Some people like that. Some don't. But like everything else, if you do something too much, it looses it's luster. FFXIV as of now hasn't changed at all since 2.0 launch. It's the same boring gameplay with the same boring gear, and the same boring dungeons, and the same boring quests, and the same boring story. Maybe the new expansion will change all of that. But didn't we hope for that already once before? That they would make an epic comeback? Well, they did make a comeback since FF14 seems to be popular. But it just shouldn't have taken the final fantasy name since it is the farthest away from a final fantasy game they could have made. I'm curious to know how the game would have done if it wasn't called final fantasy.
#11 Jan 18 2015 at 1:23 PM Rating: Good
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Yeah, I sure miss those long rides through miles of nothingness in Gustaberg, Meripataud Mountains, Pashow Marshlands, etc. So much to see and do! /sarcasm.

You talk about exploring an area and stumbling across different towns, camps, etc scattered around the zones. I don't remember any of that in FFXI. I remember huge, empty zones... but hey, they were big! Meanwhile, look at the zones in FFXIV. Take any zone for example. Take a ride through Western Thanalan and you'll pass come across the Silver Bazaar, Horizon, Vesper Bay, Camp Westwind, that fort that I don't remember the name of, that little fishing town off of the footfalls... the zone feels alive. Take a ride through, I dunno... Lower La Noscea and you'll find Red Rooster Stead, Moraby Bay, you'll find mines, you'll find bridges, and you'll see NPCs scattered throughout the zone. You mentioned Coerthas - there are three towns (the Observatorium, Dragonhead, and Whitebrim front, only ONE of which has a crystal), there are caves to explore, mountains to climb (snowcloak), an abandoned castle (Steel Vigil), a bridge to Ishtar, forested areas, open areas, mountainous areas, rivers... tons of variety and things to see. The zones in FFXIV feel way more alive than the zones in FFXI ever did.

Wasted space is wasted space. Eorzea, IMO, doesn't have much. This is a good thing.
#12 Jan 18 2015 at 1:40 PM Rating: Good
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Quote:
You're not missing out if you decide not to follow the story.


You're certainly missing out on the story, which as you said is pretty good. Maybe I'm just not understanding what you mean by this. If you skip the story, you don't get the story. If you mash A through the dialog boxes in FF6, you also don't get the story... what's the difference?

Quote:
Then there are the social aspects of the game which is nonexistent. Only FF11 had social aspects, but nobody can deny that FFXI had a very good social structure. Going to merit parties weren't the most fun thing in the world, chatting it up with a bunch of people all gathered to slay hundreds of monsters together, made it enjoyable. FF14 just doesn't do a good job of getting people to socialize. When someone does socialize, it's usually to trash talk people. Dungeon runs no one talks, and you can even get through the game with almost no social interaction to get the gear you want. Only coil boasts enough coordination to warrant talking to people.


This hasn't been my experience at all. I'll get dungeon runs where people are silent as rocks, sure. I'll also get dungeon runs where people chat with each other. It all depends on the people you're with; the game has very little to do with it. Same with people trash talking. I've seen people do it, and I've seen people be helpful and supportive.

"More mean people" could mean anything. There are, flat out, more people in FFXIV than there are in FFXI. So as a whole number, yes there are probably more meanies in XIV, but I don't think it's by an unusual ratio. I also met plenty of jerks in FFXI when I was playing that. The elitism in that game was insane.

Quote:
The difficulty in FF14 also seems to have only 2 settings: So-easy-a-jar-of-mayonnaise-can-play-it, and So-tough-that-I-ate-a-bowl-of-nails-for-breakfast...without-milk. Theres no difficulty curve it's just easy and hard.


This is something that will get better as the game ages. Right now the dev team is still in the process of learning what their players can do. If you remember the recent NIN nerfs for instance, they were due in part to the fact that the rotation players were using was different than the one the dev team expected. Difficulty balance goes through the same process. And Heavensward seems to be taking that into consideration by now offering two difficulties for raids.

Quote:
They believe the casual gamers are incapable of anything harder than pressing 1-2-3.


The more recent HM dungeons and even ST would seem to disagree with this, but I'd be happy to hear any specifics you'd care to cite. The game definitely goes through an extended tutorial phase where it teaches players the basics of playing an MMO. This is probably entirely necessary when you consider how many people would be picking this game up as their first MMO versus another game like Rift that probably wouldn't have that problem. The max level content definitely requires more than just standing around pounding out a rotation. But, once again I'd be happy to discuss specifics here.

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Even the music is very hit or miss in 14 unlike the other games in the series.


I love the music in XIV, but absolutely every game on the planet is going to have some tracks that people like and some they dislike. Not really even sure why this was brought up.

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What the game offers is the exact same thing over and over.


That's what an MMO is. This reminds me of an earlier discussion where people were asking for "something new" but failing to expand on what that could possibly be other than content.

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FFXIV as of now hasn't changed at all since 2.0 launch.


Except for all the new things?

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It's the same boring gameplay with the same boring gear, and the same boring dungeons, and the same boring quests, and the same boring story.


I thought you liked the story. And once again, this is pretty much how MMOs work.

Quote:
But it just shouldn't have taken the final fantasy name since it is the farthest away from a final fantasy game they could have made. I'm curious to know how the game would have done if it wasn't called final fantasy.


I'm not sure what this means. You haven't really answered the original question which was "what is Final Fantasy."

It seems to me that Final Fantasy is whatever Square tells you Final Fantasy is. If you don't like a particular entry in the series (and there are entries I dislike) that doesn't make them NOT Final Fantasy. It just makes them games you don't like.
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#13 Jan 18 2015 at 1:51 PM Rating: Decent
Quote:
Every game in the series allows you to explore large worlds (for their respective era) and fight tough enemies. There are quests to do (real quests) which are interesting and more varied. FF14's cut scenes are skippable. You're not missing out if you decide not to follow the story. Which is terrible since the main story is actually good, but there's so much filler that the story feals very disjointed.


FFXIII probably has the worst world exploration of any FF game. Chapter 11-13 is a joke really.

Quote:
Then there are the social aspects of the game which is nonexistent. Only FF11 had social aspects, but nobody can deny that FFXI had a very good social structure. Going to merit parties weren't the most fun thing in the world, chatting it up with a bunch of people all gathered to slay hundreds of monsters together, made it enjoyable. FF14 just doesn't do a good job of getting people to socialize. When someone does socialize, it's usually to trash talk people. Dungeon runs no one talks, and you can even get through the game with almost no social interaction to get the gear you want. Only coil boasts enough coordination to warrant talking to people.


This is related to MMOs more then anything (only comparable to XI in terms of FF). My social interactions have been fine. Heck just this whole weekend of doing Shiva Extreme through PF has been nothing but shooting the **** and having some laughs. All I remember from XI was silent meripo's and dictators and their ls'. Ok, not all I remember, but it was a big part of the game.

Quote:
Another MMO trait is having a reputation in game. FFXIV also lacks in this department. It's why there are way more mean people than in FFXI. In 11 if you had a bad rep for being a **** head then it meant exclusion from content from certain people. We all had those people who we just would not party with. In 14 I feel it doesn't really matter. I'm usually nice, but sometimes I'll just ***** around and can be a **** at times. But who isn't at least sometimes? So many failed primal fights from just a sheer lack willingness to learn and trolling. The people starting up duty finder and then removing themselves repeatedly is testament to that.


Again, more MMO related then FF. Names get around, on Balmung there's a ton of people I will avoid if they're in a part/pf.

Quote:
Gear is uninteresting, and for a game that is about the loot just as much as the adventure, it is one of the worst loot in the entire final fantasy series. Surpassed only by possibly FF13). When you play final fantasy, no matter which one, you find some cool weapons and armor that will help you on your way. There are a wide range of stats and builds to explore. ranging from evasion builds, to resist builds, to damage builds, to tanky builds, to hybrid builds, or just all around fun stuff. FF14 gives you almost no freedom of experimentation. There is no epic build to find to make your class play even better than though possible. Instead, You collect the same gear with the same stats on them from ilevel 1 to 130. A leather cap is just really crappy version of a high allagan helmet. An exalibur is a souped up bronze dagger. Nothing sets gear apart, which every other final fantasy game does. The feeling you get when finding something awesome never happens because nothing is awesome when everything is the same.


FFVI, everyone was after the same thing, Genji gloves with offering, Ultima with economizer, etc. You're always after that one best item regardless of the game. Sure you can play with gear in different ways, but they're not all efficient.

Quote:
The difficulty in FF14 also seems to have only 2 settings: So-easy-a-jar-of-mayonnaise-can-play-it, and So-tough-that-I-ate-a-bowl-of-nails-for-breakfast...without-milk. Theres no difficulty curve it's just easy and hard. The stuff that's too easy isn't fun because if the challenge level could go below 0 it would, and the stuff that's too hard makes you progress so slowly that it could take weeks to complete a single encounter. Not only that, but those hard fights are simply memory games. Theres no randomness to the fightswhich makes them interesting. You know when an attack is coming so you can easily counter it with a cure and stoneskin/adlo. As long as you follow the pattern you win. In no FF game that I can remember playing, did you ever know when attacks were coming up. You knew the boss had them, but you never knew when. When bosses had really nasty combos they could pull on you, it was player skill that determined if a fight was a wipe or a win. Now it's all about not standing in the circle. You're not fighting a boss, you're fighting a robot. You're like those mice in the board game mouse trap.


No FF game has ever really been hard. Most of the bigger optional bosses required either time investment for leveling or gearing up with optimal stats. Some of them people would just find loop holes to beat. Ruby weapon and Emerald weapon come to mind...

Quote:
And yes they made the game very casual friendly. And there's nothing wrong with that. But difficulty doesn't have to be sacrificed for the game to be playable by casual gamers. Every final fantasy installment besides Lv75 era ff11 had challenging bosses that didn't take massive chunks of your life to beat. Everything usually went down within a day, only with the most hardcore bosses extending that. I believe they made the same mistake with FF14 like they did with mystic quest. They believe the casual gamers are incapable of anything harder than pressing 1-2-3. The majority of the game is like that, except for the hardcore content. When a casual gamer wants to get into raiding they have a very hard time getting in because the game does a VERY poor job of getting you into the mechanics. The guildhests are a complete joke and serve basically no purpose to the game that people wouldn't learn by simply getting to 50.


Ya, cause AV and PW went down in no time. Farming stuff for them was a breeze. Easily done in a day. Hell even Sky at the 75 cap was a massive time sink just to farm the 4 gods to then farm Kirin.

Quote:
Even the music is very hit or miss in 14 unlike the other games in the series. Boss music is generally good, but area music is just bland as ****. It sounds generic, and doesn't really make you feel down for an adventure. Of course with music it's all about a persons taste so although I dislike it, others may enjoy that style so the music category gets exempt from criticism.


Music as you said is completely based on opinion. 2, 6, 7, 11 were good. Everything else was just unmemorable.

Quote:
I played FF14 hardcore from 1.0 launch until turn 9 (few weeks in). I haven't played much since. What the game offers is the exact same thing over and over. Some people like that. Some don't. But like everything else, if you do something too much, it looses it's luster. FFXIV as of now hasn't changed at all since 2.0 launch. It's the same boring gameplay with the same boring gear, and the same boring dungeons, and the same boring quests, and the same boring story. Maybe the new expansion will change all of that. But didn't we hope for that already once before? That they would make an epic comeback? Well, they did make a comeback since FF14 seems to be popular. But it just shouldn't have taken the final fantasy name since it is the farthest away from a final fantasy game they could have made. I'm curious to know how the game would have done if it wasn't called final fantasy.


Again, this is most MMOs in general. It almost sounds like you didn't want XIV to be an MMO and by that token, XI to be an MMO either. FF to me is story, lore and rpg mechanics of some sort. This game touches on all those points and even pays tribute to older games which I love. As for all the mechanics, ya, some are bad. The same can be said for many of the previous FFs though.

edit: And Callinon beat me to the punch ...damn tablet typing taking forever.

Edited, Jan 18th 2015 2:53pm by Montsegurnephcreep

Edited, Jan 18th 2015 2:55pm by Montsegurnephcreep
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#14 Jan 18 2015 at 2:07 PM Rating: Default
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desmar wrote:
Final Fantasy is a story that you explore through.
Final Fantasy has steampunk influences, but usually remains embedded in Fantasy.
Final Fantasy has iconic jobs, with iconic 'outfits', and iconic named weaponry.
Final Fantasy has Chocobos.
Final Fantasy is a self-contained world. (Mistakes happen, like X-2, XIII-2,3, etc.)
Final Fantasy has recurring Character names.

1.Doesn't any rpg qualify for that?
3.Many jobs can be found in other games and D&D. What makes the jobs special is the abilities/traits created by Square.
5.Other rpgs do this too.
6.Other rpgs do this too.

Here is my opinion on what Final Fantasy is and what make it feel unique:
1.Final Fantasy comes up with some of the most original, deep, engaging combat systems in each iteration.(Though that changed less in the first ten FF.)
2.Final Fantasy has always been at the forefront of beautiful visuals in terms of art style and technology.
3.Final Fantasy usually has some original gameplay systems for equipment, stat progression, etc.
4.Final Fantasy has very emotional moving stories, but the writing has gotten weaker in previous years according to reviews.


I have never really gotten lost in a Final Fantasy as I might in an Elder Scrolls srpg or Dark Souls. Because Final Fantasies tend to be linnear versus open world. I enjoy both ways of experiencing story. While the open world might have a more enriching feeling progressing on the whole. I like the fast pace and beauty of FInal Fantasy cutscenes.
#15 Jan 18 2015 at 2:44 PM Rating: Default
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"Except for all the new things?"

that's exactly my point. nothing new is really new. slightly different mechanics, same ****.
#16 Jan 18 2015 at 2:45 PM Rating: Default
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"Ya, cause AV and PW went down in no time. Farming stuff for them was a breeze. Easily done in a day. **** even Sky at the 75 cap was a massive time sink just to farm the 4 gods to then farm Kirin."

you clearly can't read because I said except for 75 era ff11
#17 Jan 18 2015 at 2:59 PM Rating: Default
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AlmightyApkallu wrote:

Eorzea feels small, like there's not much to explore and it's very uninteresting. In FFXI Vana'Diel felt like this huge world, full of unknowns and adventure. After much careful exploration you might happen up on some hidden village with interesting characters and quests. In Eorzea it feels like every 100 feet or so there's another "camp" that you can just instantly teleport to. You never quite feel "remote" and it feels like one of those backyard sandboxes with a whole bunch of toys in it. Seems like most people just want to rush to 50 real fast and grind instance after instance after instance. It feels like the ADHD of gaming.

I don't remember a hidden village in FFXI? But I do agree that camps seem too close together. In my opinion, the space apart doesn't matter. My issue is all those camps offer similar content across the board. This applies to most mmos not just ARR. If there were more differentiation of activities at multiple locations I wouldn't mind so much. For example, one camp might have a jousting tournament, one might be having a great hunt(where you track and hunt wildlife with bow & arrow system), the next a boxing match, a murder mystery, horseback riding, etc. Every event would involve different mechanics. But most mmos are guilty of mass producing standard mmo content.

AlmightyApkallu wrote:
Eorzea is certainly beautiful and seems to hold a ton of potential, there was of course a ton of stuff in 1.0 that just needed to be done away with, but it feels like they just threw everything out of the window, even the good ideas and went a completely other direction.

I do wish there were more BIG zones to explore, zones that felt a bit more realistic instead of DUNGEON and CRYSTALS, CRYSTALS EVERYWHERE. I'm sure most will say I'm in the wrong MMO and to go back to FFXI, but FFXI is certainly starting to feel it's age and having much more updated graphics is much easier on the eyes. Things like the Crafting and Gathering systems are really cool, if maybe they could be a bit more useful.
Edited, Jan 18th 2015 9:55am by AlmightyApkallu

Eorzea is beautiful. The crafting and gathering are solidly implemented but not fun, what rpg has fun crafting though? They should make some endgame for crafters. Not only make their crafts more useful but have specific content designed for crafting classes. Maybe some new hand class like Magitek Mechanic or Airship mechanic.
#18 Jan 18 2015 at 3:05 PM Rating: Good
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Keysofgaruda wrote:
"Except for all the new things?"

that's exactly my point. nothing new is really new. slightly different mechanics, same ****.


At the risk of poking this particular hornet's nest again, what would you consider new enough to count as new?
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#19 Jan 18 2015 at 3:27 PM Rating: Good
Keysofgaruda wrote:
"Ya, cause AV and PW went down in no time. Farming stuff for them was a breeze. Easily done in a day. **** even Sky at the 75 cap was a massive time sink just to farm the 4 gods to then farm Kirin."

you clearly can't read because I said except for 75 era ff11


I...can't read or write, you caught me. Ok then, weapons from Abyssea, done in a day. Plates needed for O-chain, quick and easy. Some of these bosses at 80 were not fun either. MMOs are time sinks, every, single, one of them. Just because the content you did/enjoyed was possibly done in a day, a ton of it was done over weeks/months, etc.

Edited, Jan 18th 2015 5:04pm by Montsegurnephcreep
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#20 Jan 18 2015 at 4:24 PM Rating: Decent
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Archmage Callinon wrote:
Remember also that the PS3 and PS4 clients have to be able to LOAD these zones with their limited memory.


Also take into consideration players VOTED for these kinds of maps. Heavensward wouldn't have "huge maps" if PS3/PS4 were any part of the equation. FFXI has some significantly larger (and more detailed in ways) maps and it's a PS2 game ported over numerous times. So unless yoshida is flatout lying to us about large maps in order to make flying maps "have a purpose"..memory isn't the issue here. Remember: Developers are also a limitation because they either or do not want something. Yoshida was even push offish about another SE dev DARING to suggest a different attribute system for XIV ARR and I promise you it has nothing to do with PS3/PS4 lol.


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FFXI's zones only seemed huge because of the amount of time it took to travel across them.


They seemed large because they were large. It's like saying Texas only seems huge because you drove through it rather than flying over it - it doesn't change the fact it's damn large lol.

You also have to take into consideratiion FFXI had significantly more in the overworld (including dungeons) than XIV ARR does - Yoshida had his team designs the maps with "themes", which is why it feels cramped..they tried to shove anything into small "thematic" areas..but you also spend far less time in the overworld than 1.0 or XI for example.
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#21 Jan 18 2015 at 5:19 PM Rating: Excellent
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Stop by Sagoli Desert, ride from one end to the other of corethas (east to west) and take a trip into Behemoth's dominion. Look out from the Wanderers stone.

Eorzea isn't small. It's quartered off more. There are not as many areas where you can stop, turn around and see the vastness of it like you could in 1.xx, but I've found a few places. Like at the top of the fallen tree that branches off the low level are of Central Shroud from the high level. Look out from the top of the tower there and realize you're seeing about HALF the zone. But even then you can notice the tall tree lines and quartered off sections that are just invisible unless you physically go there.

You can't see the breath as you used to, but its there. In the details the nooks and crannies. The only things that were really taken away were the long corridors that were only there to serve as artificial loading times, and honestly I'm happy to lose that.

Edited, Jan 18th 2015 6:21pm by Hyrist
#22 Jan 18 2015 at 5:58 PM Rating: Excellent
The offer is still open to join us on Lamia. We can certainly solve the social interaction problem.

There are parts of XIV that we can't get to yet, and that to me is actually almost more exciting than having giant stretches of nothingness.

I took this screenshot today, while waiting for the FATE Air Supply: http://xivdb.com/?fate/633/Air-Supply


Screenshot

We can see that island, but we can't get to it. We can see the path! But it's hidden to us. Someday that island might open up for us. And that makes me really happy.

Edit: Another example is East Shroud. You can see where they could add back in some of the lost zone around the Slyphlands; the understory is still there. There's always the possibility we'll get that back some day.

Edited, Jan 18th 2015 7:11pm by Catwho
#23 Jan 19 2015 at 5:09 AM Rating: Good
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XI zones may have been a bit bigger, but there weren't many of them pre- ROTZ..Now, Vana'diel is a HUGE place. Eorzea will expand as all mmo's do in time.
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#24 Jan 19 2015 at 6:53 AM Rating: Decent
Teneleven wrote:
XI zones may have been a bit bigger, but there weren't many of them pre- ROTZ..Now, Vana'diel is a HUGE place. Eorzea will expand as all mmo's do in time.



This really should read pre-CoP Like it or not aRR has taken roughly as long as it took them to churn out RoTZ. While FFXIV suffer a major handicap by having to be remade from the ground up as their first expansion instead of a traditional one. Doesn't stop it from being it's 2.0

Also I don't think anyone arguing the amount of zones although I was skimming I could of missed that. They are arguing the SIZE of the zones.

In my Opinion I think the zones with some few exceptions are roughly the same size. Some Zones seem bigger then the average in XI there also some in the limited amount I saw in XIV I think are bigger then the average when mixing both games data into the pool. Where XI Curb stomps XIV in this category is dungeons. There are dungeons in XI That are easily twice the size of Zones in either game. However a lot of them, and a lot of zones used tricks to make them seem expansive. From some maps just not showing you where everything is(IE the jungles, secret beaches etc), a good amount of them used terrain as an extender IE those times when in XIV you would just be able to jump there but because there's a knee high wall you gotta walk 10 miles around), and finally when maps just made you walk back and forth to get to your destination.(Such as Glacier)
#25 Jan 19 2015 at 8:06 AM Rating: Default
AlmightyApkallu wrote:
... Tiny, cramped and kind of awkward? I'm sure I'll get rated down for this but I just want to get it off my chest.
Even most of the end game armor has that overly-huge-gaudy super-gown-mega-feather look, meaning it's just so bulky looking. The biggest thing, or should I say smallest is the world itself.

Eorzea feels small, like there's not much to explore and it's very uninteresting. In FFXI Vana'Diel felt like this huge world, full of unknowns and adventure. After much careful exploration you might happen up on some hidden village with interesting characters and quests. In Eorzea it feels like every 100 feet or so there's another "camp" that you can just instantly teleport to. You never quite feel "remote" and it feels like one of those backyard sandboxes with a whole bunch of toys in it. Seems like most people just want to rush to 50 real fast and grind instance after instance after instance. It feels like the ADHD of gaming.

Eorzea is certainly beautiful and seems to hold a ton of potential, there was of course a ton of stuff in 1.0 that just needed to be done away with, but it feels like they just threw everything out of the window, even the good ideas and went a completely other direction.

I do wish there were more BIG zones to explore, zones that felt a bit more realistic instead of DUNGEON and CRYSTALS, CRYSTALS EVERYWHERE. I'm sure most will say I'm in the wrong MMO and to go back to FFXI, but FFXI is certainly starting to feel it's age and having much more updated graphics is much easier on the eyes. Things like the Crafting and Gathering systems are really cool, if maybe they could be a bit more useful. I dunno, I just don't feel much "immersion" and feel kind of the same as when I played Aion or WoW. It just feels like your common cookie cutter MMO in certain ways when there is so much potential for it to be more. It's like Square Enix is scared now to try ANYTHING that isn't PROVEN to be 100% successful and the new director is just copying everything from other games.

Edited, Jan 18th 2015 9:55am by AlmightyApkallu


To be honest, FFXI felt big because travelling was nothing but a pain. Wanted to do Sky? well there was the OP to "Near" the zone or there was Choco from Jeuno. Remember grabbing a Tele to join VD party?

Now if you want to get to a zone it's tele, choco and doesn't take long to get from one side to another. To be honest though spending forever constantly travelling is not how I want to play the game, I want to play content. Not run the risk of being dead before I even get to the spot - remember attempting to run to camps avoiding agro? I hated it. Course I laughed when it happened to others.

Does a zone feel smaller than XI? well no. In fact if you went one corner to another with a choco you may find it's no difference.

"Immersion" well you are only ever going to feel that if you join new people. When joining a new Dungeon you tend to be with people who already have done it so you get no time to "explore" or "look around". Hell first time I did snow cloak some one almost died because I was looking around.

"Most people want to rush to 50"
Whats changed? nothing, only difference is XI (was) 75 (now) 99 and XIV is 50. No change there at all, people didn't "Rush" in XI back in what 7 years ago? maybe more?

XI wasn't full of unknowns, it was full of "Here is a MMO game, please enjoy, remember to have a life (family friends) but just an FYI - this game will require your life" It required you to often have a Webpage open (remember using windower because XI wasn't Windowed).... or a second machine just for Internet help...

SE isn't scared at all to try anything new, look at the Gold Saucer and Choco racing.

SE is very open to NEW ideas but frankly you have not offered anything but "Bigger zones". Where are all these so called ideas SE doesn't want to try if you are not willing to tell SE?

ps. I don't rate down I really don't care about the whole rating system. What I do like is constructive feed back, which is what I have attempted to give you.

FFXIV is a great game and I am very impressed with the way SE is pushing forward to give all sorts of content. I don't class my self as a hardcore player but I would like to be. I simply don't have time to live on the game.

As for your post it does feel like you are trying to find faults in the game but you're not even sure what the faults are.
#26 Jan 19 2015 at 8:59 AM Rating: Decent
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Archmage Callinon wrote:
Keysofgaruda wrote:
"Except for all the new things?"

that's exactly my point. nothing new is really new. slightly different mechanics, same ****.


At the risk of poking this particular hornet's nest again, what would you consider new enough to count as new?


how about dungeons that don't feel like "kill trash -> boss -> kill trash -> boss -> kill trash -> final boss". repeat this for as many dungeons as we have. same exact layout for every single dungeon. there's no variation and no surprises. those trash mobs could feel more than simply an annoyance too, if they actually did more than simply get in the way. And the insignificant amount of gil they drop doesn't count as "something".

The issue I'm having with all of this is that what we do is constantly the same. it's always "spam dailies -> cap weekly points -> raid". that formula has not changed and nothing new has been introduced. I've already voiced my opinion numerous times about how crafting is useless, so I don't even consider crafting part of the game. it's like it's own entity within the game, instead of being part of it. Why can't we have more activities and opportunities to aquire either fun or powerfull gear through other means, A la nyzul isle or assault. Those were pretty casual activities during ff11 and had nice stuff that didn't render end game obsolete. And then there are primals. These drop only accessories, and are usually outclassed by coil or upgraded tome gear, which renders them redundant. Interesting fights to beat once but I would never farm them.

I'm just tired of the same old same old. I'm not arguing that new fights aren't new, because they are different mechanics and visuals wise, but everything follows the same cookie cutter structure for the same rewards. dungeons don't matter, tomes matter. every single dungeon is a means to the same end. Theres no variety in that. opening a chest in hauke manor hard is the same as copperbell hard. Not only that, but once you get tome gear dungeon gear is obsolete until patch like 2.9. dungeons now are dropping what, 90 gear? I'm i110. that's a good 2 years if they continue this trend for dungeon gear to be irrelevant. This means every dungeon I run is for tomes is for the same gear. Whil were on this right now, like I said, gear sucks major donkey balls in this game. I can't believe people still defend our un-diverse gear choices. an Excalibur is just a really good iron dagger. you can make this comparison for every piece of gear in the game since every gear has the same stats on them. The gear hunt isn't fun because the gear isn't fun. No one likes this comparison, but a 0% haste ninja in FF11 is way less fun to play than a capped 25% haste ninja. Hell just because of that you can now do some pretty epic stuff solo wise that you couldn't before because of cooldowns and whatnot. FF14 gives the player no such diversity in their jobs. You play a job the only way it can be played. If tanks die it's almost guaranteed a wipe. No one else can tank because everyone gets one shotted. This creates no diversity in fights as well, and no opportunity for skill to come in. This whole memorization of fights throws skill right out the window. If you know the fight you win. doesn't matter how good or bad you are. If you know exactly whats coming you can counter it 100% of the time.

I'm an advocate for variety. maybe some of you are alright with doing the same mundane tasks over and over but I'm not. This is why I enjoyed older school MMO's to todays garbage. Only a select few games I play from time to time, but in the end it's all the same rubbish. The MMO market is stagnating because of a lack of advancement. All of this talk of "well every MMO does it" doesn't help the situation. the market needs to CHANGE not stay the same. Nothing in ff14 is unique to ff14 except the final fantasy tropes. Yoshi talked a lot about knowing MMO's and playing a whole bunch of stuff...and then he gives us an exact clone of whats wrong with the MMO market right now. He had a huge opportunity to do something really special and didn't go for it. Anyone who has a pair of white ravens, at one point in time, liked what ff14 was going to become. That fight had randomness to it and wasn't scripted 100%. nael could use a few skills at will, unlike t9 where the entire fight follows the same exact rails. FFXIV is the equivalent to an on rails shooter. You do what the game forces you to do, or you lose.
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