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  1. #5981
    Chram
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    Quote Originally Posted by Tyrath View Post
    It's not really nostalgia to say that FFXI had a game world you could get lost in. Not quite so with FFXIV. And I don't think it will ever be that way with today's MMO community and the way games have to work now to retain subscribers.
    While I emotionally want to agree with you, I'm not trying to 'relive the XI glory days.' I more agree with the previous statement:

    Quote Originally Posted by Uryuu View Post
    A lot of the "expansive zones" were added when Zilart came in. Remember, we got XI as a game with a full expansion tacked on. Give them time I would say.
    I also think its too early to tell. If they do indeed intend to make this game last a decade, then they of course haven't shown their full hand and I think it's hard to draw any conclusions on the full personality/philosophy of this game considering its so young (I don't think at this point its fair to link ARR to 1.0 anymore).

  2. #5982
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    Quote Originally Posted by Ksandra View Post
    I am sorry Niiro, this is just too fucking funny.
    Quote Originally Posted by Uryuu View Post
    I'm still confused about that. Seems like the same thing to me, but...
    I'm saying that in many aspects XIV is lacking compared to an 11 year old game and that's a problem.

    Comparing XIV to XI and saying "well at launch XI...." is a bad excuse because XIV should be outperforming XI at launch for a large number of very good reasons.

  3. #5983
    Chram
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    Quote Originally Posted by Niiro View Post
    Comparing XIV to XI and saying "well at launch XI...." is a bad excuse because XIV should be outperforming XI at launch for a large number of very good reasons.
    With the way the JP diaried (sp?) FFXI at launch, it seems like it is.

  4. #5984
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    None of this would be rag-worthy if SE had to power to push out content patches once or twice a month. They do not have the team (or the speed) to keep a game like XIV relevant for today's audience.

    The nostalgia is hard this last page; XI had very obvious lobbies during it's prime.
    Jeuno, WG, and Western Adoulin all say, "Hi."

    Quote Originally Posted by Niiro View Post
    I'm saying that in many aspects XIV is lacking compared to an 11 year old game and that's a problem.

    Comparing XIV to XI and saying "well at launch XI...." is a bad excuse because XIV should be outperforming XI at launch for a large number of very good reasons.
    Reread that contradiction above. Fuck.

  5. #5985
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Niiro View Post
    I'm saying that in many aspects XIV is lacking compared to an 11 year old game and that's a problem.

    Comparing XIV to XI and saying "well at launch XI...." is a bad excuse because XIV should be outperforming XI at launch for a large number of very good reasons.
    Holy shit Niiro. You are better than this. Amazing contradiction.

  6. #5986
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    Quote Originally Posted by Taruina View Post
    The nostalgia is hard this last page; XI had very obvious lobbies during it's prime.
    Jeuno, WG, and Western Adoulin all say, "Hi."
    If someone actually said "XI had no lobbies!" in the last page you can ignore the following.

    You're comparing Central hubs for people to gather and group up for events, to an entire world being a pretty waiting room for Dungeons. FFXI, while having these Central Hubs/Lobbies, still had an open world that, if you chose too, could explore and find actual content. Chests, Coffers, NMs, HNMs, Strange Apparatus... Even some of the more lol things (Luck Runes) gave the world a feeling of actually being worth its existence.

    FFXIV's open world is a FATE grinding Exp waiting room with pretty scenery.

    FFXI did not perfect any of the things I listed, but its stupid they're almost completely thrown away in XIV. FFXIV could use open world content that actually makes the world worth existing. Its got some of what made FFXIs open world interesting (minning and such), but thats only because its pretty much 100% Staple for any MMO.

  7. #5987
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Not going to lie I actually kinda hated the overall FFXI world. The zones were really nice designs, but fucking made no sense in my mind whatsoever.

    THE WHOLE DAMN WORLD HAS ONE ONE FARM AND IT'S IN THE MIDDLE OF FUCKING NO WHERE BEING TAKEN CARE OF BY MOBS.

    I always appreciated WoW's map design because it had a feel of realism (several small villages, farms inbetween, etc.). And I think 14 got closer to that.

  8. #5988
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    Quote Originally Posted by Karbuncle View Post
    If someone actually said "XI had no lobbies!" in the last page you can ignore the following.

    You're comparing Central hubs for people to gather and group up for events, to an entire world being a pretty waiting room for Dungeons. FFXI, while having these Central Hubs/Lobbies, still had an open world that, if you chose too, could explore and find actual content. Chests, Coffers, NMs, HNMs, Strange Apparatus... Even some of the more lol things (Luck Runes) gave the world a feeling of actually being worth its existence.

    FFXIV's open world is a FATE grinding Exp waiting room with pretty scenery.

    FFXI did not perfect any of the things I listed, but its stupid they're almost completely thrown away in XIV. FFXIV could use open world content that actually makes the world worth existing. Right now it could easily be replaced with a 19 square foot room with a "Waiting..." sign on the wall that randomly spawned a fate every couple seconds and serve the same purpose as FFXIVs current open world.
    Coffers and chests don't count as actual content. Let's not forget how poorly it was balanced as well. Weren't a THF? Good luck killing mobs solo to get a chest worthwhile. Couldn't solo? Good luck finding people to help you do it. There was hardly anything you could do on a whim without having prepared thoroughly for it beforehand, there was hardly anything you could do quickly either without at least a few hours to spare.

    You didn't leave Jeuno on your own unless you were farming or just fucking around, it's pretty much the same in XIV except the consequences of your actions don't cost you at least an hour and you can get shit done. You used the hubs to help form parties and look for people to do shit with. Difference is XI's world was dangerous and XIV's just isn't. I can appreciate the danger aspect but everything else just seems like a wash in terms of open world content.

    I think at this point we can all agree a middle ground is the best option.

  9. #5989
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    Quote Originally Posted by Elcura View Post
    C
    I think at this point we can all agree a middle ground is the best option.
    It definitely is. Unfortunately, 14 is nowhere close to getting there.

  10. #5990
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    I miss the old XI glory days where mobs didn't leash. Not sure why we can't have that in this game as it is. Let mobs leash after reaching a zone line or town making them invincible on the way back, and unpullable. Kind of like they are now, but I feel they would add a real threat, more so than now. A hybrid of the two systems.

  11. #5991
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Waraji View Post
    Not sure why we can't have that in this game as it is.
    1.Pull mobs needed for fates
    2. Hide them so no one else can complete it
    3. ????
    4. profit

  12. #5992
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    Quote Originally Posted by Ksandra View Post
    1.Pull mobs needed for fates
    2. Hide them so no one else can complete it
    3. ????
    4. profit
    Ok but its certainly not all or nothing. Surely they can differentiate regular mobs from FATE mobs. Just make it so FATE mobs don't exit their fate radius while regular ones can.

  13. #5993
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    They could just leave FATE mobs as they are now..

  14. #5994
    You wouldn't know that though because you've demonstrably never picked up a book nor educated yourself on the matter. Let me guess, overweight housewife?
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    Quote Originally Posted by Intense View Post
    Ok but its certainly not all or nothing. Surely they can differentiate regular mobs from FATE mobs. Just make it so FATE mobs don't exit their fate radius while regular ones can.
    Oh I am sure, but that takes extra coding for something so small. With all the issues the game has, I doubt this would be high on a priority list.

  15. #5995
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    Quote Originally Posted by Intense View Post
    Ok but its certainly not all or nothing. Surely they can differentiate regular mobs from FATE mobs. Just make it so FATE mobs don't exit their fate radius while regular ones can.
    You think SE has the brainpower or foresight to distinguish between what should be done and what they're actually going to do? Discovering and applying said foresight would wind up pushing back content even further.

    Leashing mobs are of the design philosophy of keeping as little hindrances from completing quests as possible. I don't agree or disagree, as its irrelevant to me, but while I enjoyed watching a bunch of n00bs train goblin smithies to zonelines ad nauseum in XI, that shit's annoying when I'm there, trying to get shit done. I don't need applications of "skill" in what amounts to little more than time-wasting fluff content anyway. Said "skill" typically turns into designers spamming a bunch of the most annoying mobs around critical quest interactables on annoyingly short cooldowns (looking at YOU, undead repops in the plaguelands!) and even if you do wind up running away from the leashers, you have to re-clear them to get the quest done anyway.

    Some want leashing to go away. I'm not one of them. I just want the leashing to work properly, especially in end-game content.

  16. #5996
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    Quote Originally Posted by Elcura View Post
    Coffers and chests don't count as actual content. Let's not forget how poorly it was balanced as well. Weren't a THF? Good luck killing mobs solo to get a chest worthwhile. Couldn't solo? Good luck finding people to help you do it. There was hardly anything you could do on a whim without having prepared thoroughly for it beforehand, there was hardly anything you could do quickly either without at least a few hours to spare.
    I can't say i disagree. But I will fall back to the final sentences in my post, with emphasis on the Underlined.

    FFXI did not perfect any of the things I listed, but its stupid they're almost completely thrown away in XIV. FFXIV could use open world content that actually makes the world worth existing. Its got some of what made FFXIs open world interesting (minning and such), but thats only because its pretty much 100% Staple for any MMO.
    Basically i don't claim FFXI perfected open world content. But Its stupid almost all open world content is gone from XIV. So to your last sentence, Yah, I agree a Middleground is the best option. Its actually what i want in the long run

    You didn't leave Jeuno on your own unless you were farming or just fucking around
    Though of this one quote, Its largely based on how you played. I went into FFXI's overworld all the time with the intent to accomplish something. But I imagine you purposefully used the word "Farming" so it would cover a large scope. So if i say "Went to camp an NM" you can say "dats farmin". But i maintain i entered the Open world in XI more than enough times with the intent to accomplish something that the open world offered me.

    But regardless, I say that FFXI rewarding you exploring the open world simply "Farming or Fucking around" is the reason its open world is so much better than XIVs. Sure some people may have only went out there for sh*ts and giggles, but in the long run lots of times it led to fruitful ventures.

  17. #5997
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    Quote Originally Posted by Lucavi View Post
    You think SE has the brainpower or foresight to distinguish between what should be done and what they're actually going to do? Discovering and applying said foresight would wind up pushing back content even further.
    Personally I don't care if they're leashed or not either; I'll just adapt to whatever is done in this respect. I just didn't think that the comment I responded to was that solid of a deterrent to the guys suggestion.

  18. #5998
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    Sometimes I think people forget how bare bones true launch XI really was before RotZ. It was basically level to 50, do city missions, level up some crafts if you wanted to, indulge in terribad mining/harvesting, and enjoy the majesty of (H)NMs like Lumberjack, Roc, and Simurgh. In reference to 2.0, I'd say the games wind up fairly similar at launch regarding open-world content. I certainly want more to do out there that's worthwhile. I don't need giant zones or relentless mobs to pull that off. And I would hope many of us are sane enough to not want (H)NMs as XI depicted outside of popped scenarios, they're just hardcore/RMT/hacker bait. I guess I forgot BCs, but I suppose we have those via Primals. I'd just rather see Leviathan, Shiva, Siren, and Ramuh before they just regurgitate the current three with Insane versions or something.

    I hate saying things just need more time, especially if you're bored now, but that's what XIV needs. How Yoshi uses that time, however, will certainly affect the long term. People yearning for the old days are likely to never see them again, and honestly not because there's a glut of MMO "babies" out there ruining it for them, but more because the old days had their share of shitty design philosophies. And while I don't want to come off too white knight about this, this iteration is also an MMO that was basically built in 2 years, whereas most others tend to have more time under their belt. For that, I feel things could actually be a lot worse. Server hiccups at launch certainly didn't help content pacing, either.

  19. #5999
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    Quote Originally Posted by arus2001 View Post
    Sometimes I think people forget how bare bones true launch XI really was before RotZ. It was basically level to 50, do city missions, level up some crafts if you wanted to, indulge in terribad mining/harvesting, and enjoy the majesty of (H)NMs like Lumberjack, Roc, and Simurgh. In reference to 2.0, I'd say the games wind up fairly similar at launch regarding open-world content. I certainly want more to do out there that's worthwhile. I don't need giant zones or relentless mobs to pull that off. And I would hope many of us are sane enough to not want (H)NMs as XI depicted outside of popped scenarios, they're just hardcore/RMT/hacker bait. I guess I forgot BCs, but I suppose we have those via Primals. I'd just rather see Leviathan, Shiva, Siren, and Ramuh before they just regurgitate the current three with Insane versions or something.

    I hate saying things just need more time, especially if you're bored now, but that's what XIV needs. How Yoshi uses that time, however, will certainly affect the long term. People yearning for the old days are likely to never see them again, and honestly not because there's a glut of MMO "babies" out there ruining it for them, but more because the old days had their share of shitty design philosophies. And while I don't want to come off too white knight about this, this iteration is also an MMO that was basically built in 2 years, whereas most others tend to have more time under their belt. For that, I feel things could actually be a lot worse. Server hiccups at launch certainly didn't help content pacing, either.
    the only thing that I remember is a bunch of us trying to kill serket and it completely annihilating us over and over and over. (like a full alliance)

    That's really that only thing that i truly remember from the early early days

    Back on point, I agree with Elcura about a middle ground being needed.

  20. #6000
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    Quote Originally Posted by arus2001 View Post

    I hate saying things just need more time, especially if you're bored now, but that's what XIV needs. How Yoshi uses that time, however, will certainly affect the long term. People yearning for the old days are likely to never see them again, and honestly not because there's a glut of MMO "babies" out there ruining it for them, but more because the old days had their share of shitty design philosophies. And while I don't want to come off too white knight about this, this iteration is also an MMO that was basically built in 2 years, whereas most others tend to have more time under their belt. For that, I feel things could actually be a lot worse. Server hiccups at launch certainly didn't help content pacing, either.
    I agree, but a lot of those shitty design philosophies were good ideas implemented poorly, whether due to lack of tech or experience. More time won't make XIV less of a straight up theme park unfortunately. And while I love the scenery and the rides, I still wish there was some more substance/danger/purpose in the open world

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