Lyrailis wrote:
Crystal Tower, however, is Lv50 (which means no going there for XP) and there's no reason to go there unless you either want Loot (which is obsolete), or you are *required* to, to get to Syrcus Tower (and anything gated behind Syrcus Tower).
Crystal Tower cannot be compared to Sastasha or any of the other Pre-50 Dungeons because of the fact that you get XP out of doing the low-level dungeons, which is most of the reason why people do it in the first place.
If this is true, then they need to create reasons to re-visit dungeons besides XP.
Possible solutions but SE could come up with more:
Gear could have diminishing attributes unless re-visiting content
Rare crafting items could be implemented in all dungeons
Specific hunt monsters spawning in dungeons
Nashred wrote:
One thing in FFXI is there were more stats/skills that meant something in FFXI like evasion, agility, Charisma, cure potency, enmity, Spell Interruption Rate etc.,
Each weapon had different stats too like axe skill, club skill, etc.
Magic had different skills too like enfeebling, enhancing, divine, elemental etc.. Now its just mind or int.
Different gear had different stats that enhanced different things you did in FFXI. Gear in this game is pretty much one size fits all and mainly because there is far fewer stats to enhance.
IF you were a whm going to cast a enfeebling spell you put on a enfeebling set. You were going to cast holy you might have a divine set or piece of equipment to swap.
There aren't enough unique player stats/skills or enemy weakness/strengths to encourage different builds in XIV. The situational awareness is confined to dodging for the most part. There are no skills to mitigate specific damage in specific circumstances for the most part. It creates a sense of a one style fits all rotation with less engagement in reacting or alternating styles of rotations.
Yeah XI can keep the weapon skill ratings, that is not a bonus in my book.
The materia system could serve as a horizontal compliment to the vertical gear progression. But they need to create more unique stats/skills/traits/all above versions of materia.
Nashred wrote:
Filler material is what this game kind of lacks right now.. different stuff to do for different people..
I think this game would really benefit with some of the gear coming from crafting.. It would give a reason for people to craft, a reason for people too need money so they do things to get money.
Right now every piece of high level equipment is gotten the same way, running dungeons and is boring.
My point is in FFXI there was more ways to get gear.. You didn't have to camp a nm if you didn't want too there was crafted gear that was good. If you wanted to camp something for days you could and you were rewarded for doing so... You could do quests for gear, you could do trials for gear, you could camp nms for gear, you could buy gear, you could do bcnms for gear etc, you could do dynamis for gear.
This is what Gold Saucer, chocobo racing, chocobo raising, airship construction, boat construction are all setting the pace to do. Only I don't call it filler material. One man's treasure of focusing on endgame raids is another man's bane. To them the raids are filler content.
But yeah I agree that XI had more avenues in the gear treadmill. It also has more development time in it's life time.
Viertel wrote:
As far as the different stats in FFXI it doesn't really matter. It was more of complication and needlessly copies of stats that do virtually the same thing but are on different pieces of gear to make you hunt longer.
INT, Magic Attack Bonus, and Magic Damage all do the same thing -- make your spells hit harder. They affect different parts of the damage calculation at different points and in different ways but ultimate it's the exact same function in the end: do more damage. MND, VIT, Healing Skill, and Cure Potency all do the same thing: make you heal more. They're simply split up into different stats to make people hunt more gear and keep playing longer.
No, if anything (as much as I don't like the direction the game's gone) I'd rather FFXIV take new stats in the expansion (supposedly we get any) in the direction that WoD in WoW is going. %Chance on ability to fire off again for free at a lesser amount, %chance on ability to do a portion of the damage to nearby targets, %chance on being struck to put up an absorbtion shield, etc. I'd like actual set bonuses to make the sidegrade gearing in a tier a bit more interesting (i.e. do I go for the secondary stats I prefer or the set bonus).
Sometimes the different stats/skills in FFXI did matter. If you wore a water resistant set to a fire damaging enemy, kind of worthless. If you cast barfire in a battle where water spells are prevalent it matter.If you casted fire against an enemy that resisted it or negated it, it mattered. If you hit an enemy weak to piercing with blunt it mattered. There was one enemy in sea I believe that changed weakness during the fight? Sure they could make shellra do all those task with one button and adapt to whatever the spell being casted is. But is that more engaging? If there were AoE damage mitigation skills for specific situations, do you think there would be as much frustration or wipes in ARR dungeon content?
I like interesting unique stats and gear sets with bonuses but not the random chance part. If I equip a gear, trait, skill, spell, weaponskill it needs to have concrete execution.
Lyrailis wrote:
You could hold the button down, but if the rod changed direction and you missed but a split second, the fish regained more than half of its health in the blink of an eye. It was very unforgiving.
If you mashed the button, you had a slightly better margin of error (the fish wouldn't regain as much health) and since your finger was rapidly tapping the button, your finger was already in motion and could respond to the change faster.
But, tapping the button rapidly made RSI problems worse.
I am not saying fishing didn't have some additional button presses in XI. But if you are going to make that point. FFXI had nowhere near the amount of button spamming that ARR has including all but inventory management. The pace of combat and dodging on this game is more akin to God Of War than an rpg. I think this is in part to a cool down based system which non ARR players are calling slow? Maybe it's just my experience but I also feel a hotbar/cooldown system requires me to watch the UI more and spam hotbars. This wait on cooldowns make the process feel slower to me even if I am pushing buttons more often.
Yes Xi had some cooldowns too. It had little spurts of spam, but the tp mp cost paced it for the most part. In ARR It feels like I am pushing some button at all times during enemy engagement with less on mind engagement because of the things I listed in other quotes.
Sometimes less is more but sometimes more is less and sometimes less is less and sometimes more is more.
The only alternatives I know of though is XI style and stamina systems. And the only stamina system I feel was done right is the souls series but that isn't an mmo.