1. FFXIV Reset Timers
    Last daily reset was 0 hours, 30 minutes ago / Next daily reset is in 23 hours, 29 minutes
    Last weekly reset was 1 days, 17 hours, 30 minutes ago / Next weekly reset is in 4 days, 16 hours, 29 minutes
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  1. #81
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    It's just every thread with this whiny bullshit, give it a rest already. You guys have made it where you can't even say anything good about the game, its developers, its progress, or anything related to it without you fucks coming in and douching up the place. As far as skillful play I was talking in regards to the recast. People will hopefully try a little harder to not be piece of shit players who die constantly now since it could actually affect progress. I know why the game failed early on, we all do. There was no content and no point to progress. Not to mention the vast array of bugs due to at least a year early release.

    The game failing has nothing to do with my personal view on MMOs and what I like in them. I totally understand the need to add new things to games as time progresses, but do you have to bash every single thing that is from the older generation? There are quite a lot of people out there who like old-school mmo style and are happy to see that style applied in a new world and game they can explore.

  2. #82
    Relic Horn
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    If stating opinions and wanting the game to succeed by bringing it up to current standards is douching it up, then guilty.

    I'm more concerned as to why more people aren't as irate as i am that SE dicked around for 5 years and all we got was Leves.

  3. #83
    Dragoon Princess
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    Looking at both sides of the issue, I can understand wanting skillful play. However making people fearful of dying creates an environment that punishes a player from learning trying content. Also creating time limits on the player does the same. With a group having difficulty on content, they need time to learn it. Making them only able to attempt the content and then having to restart or wait a real life day ( what ever the timer ends up being) can be extremely discouraging. The recast timer makes the time they are allowed in the content shorter and more frustrating.

    If they are planing to make XIV more casual this is defiantly the wrong direction. This type of gameplay only caters to the old school / hardcore and it limits your market, which is what they have said they want to expand. If they want players to be skillful, give them incentive to play better without restricting new / casual players. This can be done by giving players more rewards for defeating the instance faster or creating "hard modes" that challenge the skill of the players. If people want a challenge make it an option and increase the rewards for the greater challenge.

  4. #84
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    Quote Originally Posted by Arximiro View Post
    It's just every thread with this whiny bullshit, give it a rest already. You guys have made it where you can't even say anything good about the game, its developers, its progress, or anything related to it without you fucks coming in and douching up the place. As far as skillful play I was talking in regards to the recast. People will hopefully try a little harder to not be piece of shit players who die constantly now since it could actually affect progress. I know why the game failed early on, we all do. There was no content and no point to progress. Not to mention the vast array of bugs due to at least a year early release.

    The game failing has nothing to do with my personal view on MMOs and what I like in them. I totally understand the need to add new things to games as time progresses, but do you have to bash every single thing that is from the older generation? There are quite a lot of people out there who like old-school mmo style and are happy to see that style applied in a new world and game they can explore.

    Are you fucking serious? This is the most whiny post i've seen since the Salvage bans. The game failed because they chose to ignore all the feedback they were given back in alpha. They could have released the game with 2-3 big time NM's done thru faction leve's that rewarded a bunch of diff gear, that would have been sufficient enough while they improved the game.

    The game fucking sucks, its an abomination, deal with it like everyone else has, it will take another year or so before they fix it. I believe it will become a solid game eventually.

  5. #85
    Yoshi P
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    There's always Lodestone and FFXIV core if you want a place to praise SE and high five each other.

  6. #86
    F5 Like A Boss.
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    Quote Originally Posted by fussel View Post
    D4? Did I miss a memo?

    /edit: Seriously, I know D2 from FF11 days, but where does D4 come from?

    Another thing about item durability: I hate it, because it's annoying. But I would like it, if they'd add permanent item damage on non-unique items, i.e. maximum durability goes down 1% each time the item is repaired. This would make 2nd hand stuff less valuable than freshly crafted stuff. This worked out pretty well in Neocron, where it wasn't even limited to common stuff, but also hit your rare weapons.
    Thats what we used to call death warping. D4ing. Not sure if this was a general term but it was pretty common on Midgard.

  7. #87
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    We called it D3 on Bismarck, same concept though.

  8. #88
    Falcom is better than SE. Change my mind.
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    I thought D3 was escape. All I remember is the JPs coined the D- term if memory serves me correctly.

  9. #89
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    We just said escape... there was no shorthand term for it on our server.

  10. #90
    the whitest knight u' know
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    I believe the original Japanese names of the Warp spells were some form of "dezone.". Hence the D.

    The thing about this way of restricting death warping/bloodporting/d4, or whatever you want to call it, isn't going to keep anyone from carrying around a shitty rank-1 weapon or tool, stripping naked and throwing a rock at the nearest Dodo to avoid durability hits on their good stuff when their 15min cool down on Return isn't up. I know I already kill myself less than 5min apart constantly from delivering Local Leve items to camps scattered on opposite ends of a map each reset.

  11. #91
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    Quote Originally Posted by miokomioko View Post
    I know I already kill myself less than 5min apart constantly from delivering Local Leve items to camps scattered on opposite ends of a map each reset.
    Seriously, fuck that shit. No point to it at all.

    "Local" leve my ass.

  12. #92
    The Defense is ready, Your Honor
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    Quote Originally Posted by Anthonystar View Post
    Looking at both sides of the issue, I can understand wanting skillful play. However making people fearful of dying creates an environment that punishes a player from learning trying content. Also creating time limits on the player does the same. With a group having difficulty on content, they need time to learn it. Making them only able to attempt the content and then having to restart or wait a real life day ( what ever the timer ends up being) can be extremely discouraging. The recast timer makes the time they are allowed in the content shorter and more frustrating.

    If they are planing to make XIV more casual this is defiantly the wrong direction. This type of gameplay only caters to the old school / hardcore and it limits your market, which is what they have said they want to expand. If they want players to be skillful, give them incentive to play better without restricting new / casual players. This can be done by giving players more rewards for defeating the instance faster or creating "hard modes" that challenge the skill of the players. If people want a challenge make it an option and increase the rewards for the greater challenge.
    I cannot say it any better than this. Thank you; you've captured my point entirely. The more of a penalty for death, the harder it is to design seriously challenging content because as soon as people die, chances are that its over, and when you throw in old-school concepts like weekly lock-out timers (which aren't in themselves bad, but are TERRIBLE when the content is on a freakin' timer), you have a hot mess. People tolerated it back then because they didn't know any better. That's all there was. At the time, it was "new-school". When people can try it again and again, you can make that encounter hard as fuck (try the original ICC hard modes - thrilling, yet goddammit when they first came out), because you know they can always try again until the players themselves burn out for the day/week. Plus, you can always tweak it later to make it easier or even harder. That's new-school and if you don't really like that style, then I don't know what to tell you.

    Times have changed, though, and if SE does not get with the times, they cannot be surprised when they fail. Just as those who created Duke Nukem Forever cannot be surprised that the game essentially flopped outside of initial hype, just like with XIV.

  13. #93

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by XalienLevi View Post
    According to the NA Lodestone, adding Triple Triad will make the game more fun.
    It wouldn't? Pretty poor example there.

  14. #94
    the whitest knight u' know
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    I never understood why they wouldn't implement either of their beloved in-game CCGs in either of their MMORPGs.

  15. #95
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    Quote Originally Posted by miokomioko View Post
    I never understood why they wouldn't implement either of their beloved in-game CCGs in either of their MMORPGs.
    Because they seem unable to design adaptative UI that could support such thing. Implementing something similar shouldnt be hard from a technical standpoint.

    It's a shame though, because cards games would be a great way to kill time, and gathering the cards itself could lead to interesting reward in normal contents (rare card packs that have a chance to drop good cards could drop in various place ...etc)

  16. #96
    Ridill
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    But remember we have Parley!

    Spoiler: show
    you know what, better to forget it

  17. #97
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    That's too much continuity. It would be vastly awesome to have it in-game. I remember this coming up in the old days of XI... It would have brought some really sweet content to the game. Not just playing it (like during those lame 27m at camps devoid of anything interesting), but also the means to obtain the cards and the variety of things they could have done with it. For example having special rules in different regions of the game for that authentic feel of culture in another part of the world.

    So much untapped potential.

  18. #98
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    Quote Originally Posted by Grey Jorildyn View Post
    That's too much continuity. It would be vastly awesome to have it in-game. I remember this coming up in the old days of XI... It would have brought some really sweet content to the game. Not just playing it (like during those lame 27m at camps devoid of anything interesting), but also the means to obtain the cards and the variety of things they could have done with it. For example having special rules in different regions of the game for that authentic feel of culture in another part of the world.

    So much untapped potential.
    So true. You could have a monster capturing method to gather cards from normal mobs, and NMs, also NPCs. That alone is casual, fun content. You should be able to lose them like in ff8 so you can regurgitate the gathering aspect

  19. #99
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    Quote Originally Posted by Lordender View Post
    Overall good mini changes, I am gonna die laughing at all the rage if/when conj becomes a whm when everyone only lvled it cause they thought it would be the eventual BLM.
    I've already gotten over the fact either CON or THM will become WHM with no alternative class (I've both at 50). I've no intention of ever playing WHM so I will be selling all CON gear when I log back in. Not that it's much different to my THM gear.

    SE really should have started CON with two jobs, WHM and BLM and then given THM two other jobs. It's not like we have a ton of mages in this game.

  20. #100
    Bagel
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    Quote Originally Posted by Lucavi View Post
    I cannot say it any better than this. Thank you; you've captured my point entirely. The more of a penalty for death, the harder it is to design seriously challenging content because as soon as people die, chances are that its over, and when you throw in old-school concepts like weekly lock-out timers (which aren't in themselves bad, but are TERRIBLE when the content is on a freakin' timer), you have a hot mess. People tolerated it back then because they didn't know any better. That's all there was. At the time, it was "new-school". When people can try it again and again, you can make that encounter hard as fuck (try the original ICC hard modes - thrilling, yet goddammit when they first came out), because you know they can always try again until the players themselves burn out for the day/week. Plus, you can always tweak it later to make it easier or even harder. That's new-school and if you don't really like that style, then I don't know what to tell you.
    Quit being a baby about it, seriously. Lock out timers and timed instances is the NEW school. Going back to things that were implemented 5 years ago is the NEW way to make things fun/interesting. At some point, everybody will understand (myself included) that this game is not going to be good and sadly, it'll likely end up getting shut down. These are opinions and the first few lines were completely sarcastic as well.

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