Thayos wrote:
I get why people think of it as 5 years old, but if you are going to compare this with FFXI in terms of accumulated content, then it only makes sense to compare at two years. This version of the game has only been out for two years, and it required the development cycle of a full new game. There wouldn't have been time or resources to produce a full game + an expansions worth of content... And ARR was still pretty big at launch.
But yes, the IP is five years old, and many of our characters are five years old too. So I get the argument. It just doesn't really make sense in certain comparisons.
Yeah, exactly why I say in the grand scheme of things it's 5 years old. ARR at launch still retained plenty from 1.x - If you take away the areas, jobs/classes, stoyline and lore and certain concepts like Hests and Leves..what exactly did ARR bring to the table on its own?
That's why I say no matter what..it's hard to really brush off the previous version. The garleans we got rid of in 2.0's storyline was a continuation of their conquest from 1.x. The Black Wolf didn't just decide to conquer eorzea 5 years after the events of 1.x, those 5 years actually existed. The main thing that bothers me is, as said, the fact they obsolete content. In XI content stayed relevant because the content wasn't obsolete when you got what you wanted/ People say it was due to drop rates..well, the same for XIV then - One can't state XI content only remained fresh or stayed relevant due to "low drop rate" or "spending a lot of time on x" when XIV is exactly the same way, but with the added benefit of your accomplishments and gear being thrown out the window every update. Hell the only reason 2.x content even had life was because they did what
most MMO gamers/gamers in general despise - forced us into content we have no reason to touch again.
If this was any other MMO, there would be a lot of angry people that we were going back into content that we left behind 1-1.5 years ago if not longer due to vertical progression. If it was like Guildwars 2 or PSO2, no problem that would be amazing:
"Yes you have to run the 2-5 year old Darkhold for relic item..but did you know? There's a section of it the garleans didn't discover despite it being their base of operations for 5 years..well before you ran them out that is?"
That's all Yoshi had to do, instead it's:
"Run all old dungeons for a CHANCE at the relic item to drop in the end"
Which some people spent months farming obsolete content that did nothing for them (lets face it, if you're working on a relic at the time you're already at the progression cap) just for a chance at an item to drop that should have been related to new content. So while XI's format wasn't everyone's cup of tea..XIV was no better in the fact they reused a lot of content for new content..which normally would be viewed as lazy design.
Why do you think people raised hell over SE releasing those 6 add-ons to XI that took place in Vanilla and at best, Zilart and CoP areas? Because it was reusing old content. It wasn't people being "entitled" or "upset over nothing"..normally when you see "new content" you're not expecting to run content/focus on something that existed 7 years prior (in XI's case). Same with WotG, the story fit but due to XIV 1.0's production (no matter how much people try to deny this), the expansion was bare so that upset people because we got content that took place in areas we had for 6 years already. This is why no matter what, XIV as a whole is indeed 5 years old, but when they obsolete content, this is why it feels like there's not much there if you actually play progessively, which most people tend to with MMOs. It kind of feels you're being told:
"Don't do progression and you'll have endless content to do."
Like..when has that idea ever been accepted and went over well? Even if Yoshi wanted us to play "casually"..I play GW2 casually and PSO2 casually and I'm not told: "Nope can't let you do that fox, go sit in a corner or level an alt while you're locked out for the week on loot on every system that's worth doing."
Like..I get the idea but all of the restrictions just feels like an artificial barrier to try to hide the fact there isn't that much content. Even HW was fairly barren in terms of systems and actual tangible content. Most of the content was the storyline itself..since all it did was readd Faction Leves to the game outside of that. As of 3.0 anyway. When you finished the storyline, be honest: How many people chillax in Goblinshire waiting for PF or to DF their alexander floors/turns for the week if they don't do gathering and crafting? HW was more of a reset than an expansion.
This is why I had high hopes for the dungeon design this time around because they shafted A LOT of development of 2.3-2.5 because: "We're focusing on 3.0 development." So it's not wrong to think that there would have been..more to HW than just 2.0 again. My main comparison of the 5 year vs 2 year thing is, in XI, it had Zilart and CoP and since if being technical, HW was mostly storyline for its content, so comparing it to 2004 era XI is actually perfect as well as there were still the vanilla/zilart content you could do also that still had relevance, e.g Sky and Dynamis. If "grinding content for x amount of times" is the rebuttal against XI's format..the same is true for XIV. Every major update..we're usually stuck grinding an ex primal or coil/crystal tower area. That's exactly the same..except as XIV move on, what you grinded before no longer has a reason to be touched by you compared to XI, you'll always go back to Dynamis or Sky not because "limited content" but because the gear will always benefit you. Whether you found that a good or bad thing..it at least felt like you had something to do that was relevant to you. You could say "only cuz of low drop rates!' XIV's content would have the least content shelf life of any MMO post SWG NGE if they didn't restrict us on everything. XI had its cooldowns, but when you did end-game content with a shell, it was scheduled anyway. Which was another amazing thing about XI I liked, was somehow for the most part your server community actually worked together if x LS did dynamis at x time..the other linkshells largely didn't try to impede you even if you got a late start kind of.
So honestly, I think the biggest part of XI's content format was the fact playing with people made even the zombie grinds feel enjoyable..meanwhile you can rarely load DF in some Datacenters and NOT have someone being an idiot or making the run terrible.
Also Hyrist - You likely DF at the right times, Since I'm usually done for the week by wednesday if I get on "to do something" in XIV and load up DF, it's usually as they call them "the leftovers" running the content and last night for example I tried tanking Alexander 4 normal and had to not only switch my spec from STR to Vit but I had to go full vit (which netted me 22.2k HP) and still kept dying due to the healers, in their Eso weapon, being absolute trash. Meanwhile the Eso NIN was outparsed by the Bismarck Nin by 690 DPS.
690.
A NIN with a whale ***** did more damage than a NIN with his uber weapon. I'd post the parse but I'm not sure if that's allowed. So while both games are "apples and oranges"...they're both MMOs by the the same development team, yet XI seems to handle and do certain things better. XIV largely feel like a regression not from just XIV (came out in 2010, so we have to keep this year in mind for XI as well) but from XI in certain aspects. ARR came out in 2013...and it is now 2015. In 2015 XI..they somehow manage to not only update the game despite almost no PS2 dev kits left, but do things yoshi said would flatout kill the server. I mean, most of XI's open world end-game for the LONGEST time is pop based but still overworld, which is why Hunts in XIV felt like...the ****? Especially when no one asked for it. Beta Phase 3 and early ARR people did ask for world spawns..simiilar to either Skirmish of 1.x, or the world bosses from 1.0 (which I guess yoshi misinterpreted) because for example Dodore was a ******* fun fight THM exploit aside. Hunt mobs were given too much relevance due to the seals being forced part of progression if you couldn't (or didnt want to) do the actual end-game content.
So that's why it feels like they do X in replace of actual content which is why I'd ever compare it to XI, because as of recent interview the last 2 weeks, it sounds like they're FINALLY going back to their XI ideology which can actually be good. the XI team did **** even if it ended up not working..yet I can load up XI now and actually partake in either successful or 'failed' content. Monstrosity for example, it's a COMPLETELY different way of progression while using the same systems in place for ages. Pankraton, was a fun mini game but didnt offer real rewards (the only reason content systems failed in XI). Which is why, in my belief and experience in development..you'd assume they'd take stuff like that and build on it. Golden Saucer was fun, but it died almost instantly when we had actual content to do..was that truly a coincidence?
I know they have their hands full, but in the end, XIV is indeed 5 years old and despite only 2 years of it being "relevant", the content base doesn't feel like because vertical progression does that depending on the style. If they did what PSO2 and GW2 did..XIV would honestly be the best modern MMO out but it feels either they can't do it or simply won't do it.