Originally Posted by
Spider-Dan
People actively do not want the kind of experience that pre-nerf CoP main scenario questline provided. They didn't even want it back then, which was why it was nerfed. You had a vocal minority of ivory tower static groupers who were able to clear, and everyone else who thought it was a hellish grind of slogging handcuffed through useless levelcapped zones after grinding single R/EX battle items for each individual fight.
You might as well be arguing for a return to the days of leveling down on death (to make sure that people are properly motivated to stay alive).
I had no static group, at best I had maybe a couple friends who (back then) were as undergeared and meh as I was, and they didn't even progress with me post-Omega. Was it frustrating when we failed at the Promyvion fights? Yah, but it wasn't so hard that I didn't feel extreme joy stepping foot in Lufaise and hearing the music for the first time. Its a effort to reward balance that made it worth while. I know not everyone would clear as timely as me, but that exists in XIV already. Ever tried farming Triple Triad cards? You'll get in in a timely manner, or you'll go 0/800 or so and hate your life. We can pretend old XI grinds don't exist in XIV, but they do, so I'm not sure this "keep XI away" is justified when frankly its already here. Atma grinding, Alex grinding, TT Card collecting(which in good old XIV fashion has absolutely no purpose beyond the "stamp collecting" as Yoshi put it), so on. These huge grinds are already here.
But to the point of CoP. I managed to clean CoP Pre nerf in a pretty timely fashion I would say. Just like the official forums claiming that this newest trial is "too hard", its just bullshit. I mean can I truly say that I found every bit of CoP fun? No, I can't, but even the hard parts were fun enough that it felt rewarding when I won. Omega/Ultima, easily one of the most hated/difficult fights, I cleared in my second or third try. Tenzen I think I went 2/3, and I one-shotted the final boss lol, aside from my attempt to solo it on SMN... which I managed to get him to phase 2 >_>. The difficulty of the Pho. Aquaducts and places like the ... I draw blanks but the place with the Swift belt NMs... those places were super difficult I admit and not always fun, it was a chore to get the people if you missed the prime (which is why they were nerfed). Its not all fun, its not all great, some of it really sucked, but it doesn't mean the whole damn concept is bad.
I do not want FFXI HD (well, I wouldn't say no to it, but thats not what i want XIV to become at all), I'm only (trying to?) saying that there are some good ideas and concepts that XI developed over its over-a-decade long lifespawn that could be introduced into XIV while still keeping to XIVs gameplay. XIV borrows from a lot of MMOs already, I don't see why everyone fears borrowing from XI, its not like they would just Copy > paste everything, it would be repurposed to fit XIV. There's also a lot of good concepts from 1.0 that could be brought back with a new face.
This MMO rides the wave of Nostalgia, they even have models from XI's weapons and armor coming in. Its borrowed from other MMOs before. I'm not saying build the game again from the ground up as an XI clone, I'm saying some ideas XI had could make great events for XIV. As Arus said, randomized dungeons would be interesting, at least longer than the current model. I believe time-crunched stuff like Nyzul Isle could also be fun in XIV... Events like BCNMs would be cool... though I think trials are essentially BCNMs lol, but i'm thinking more of things you fight that drops multiple items/materials/etc/chanceatarare. GW2 Jumping Puzzles i bring up a lot, that would go a way to making the open world more fun. I mean, people jump around Mor Dhona to get to usually unaccessible places already, just make that a damn event/Puzzle and put a chest at the end that you can open once a week.