I guess I'm just on the outside, because I personally don't care about realism in my games, I just want it to be entertaining. Does it make sense that I can carry 160 pieces of armor on me? No. Does it make sense that a bird can steal food from my stomach? No. Does it make sense that if a mob throws a fireball at me I don't keep burning until it's extinguished? No. Are gear swaps really any less 'realistic' than the rest of the fantasy game? No.
I hope they leave them in, the min/maxing of gear is one of the few aspects of the game that still holds appeal for me.
I'd honestly like to see how far we'd be in terms of Salvage discoveries without DAT mining. Sure, some aspects were easier than others, like knowing killing Mad Bomber would get you a Rampart (but here comes debate on how to get MB to appear before the 100% patch), but at most, the only "clues" we had about a particular NM were that they were on X floor because of mob listings. Commence random theories like having someone completely unlocked on zone up, having someone fully locked while everyone else logs, and so on. This isn't to say the spawn conditions for some NMs weren't reasonable, but some simply weren't.
Crappy puzzle setting aside, my main beef with Salvage was that it was an exclusive event and not an inclusive one. If you weren't the right job, you're not coming (Though I guess this is no different than the rest of the game. -.-). If you take too many people, suddenly cells aren't plentiful enough to make the group useful. Wanna fight X NM? Too bad, going for Y also leads to Z. Lucky enough to get 3 body pieces? Hope you like paying 15m on top of the craptastic drop rates.
I dunno, maybe games like Lufia II or Alundra spoiled me on puzzles.
1.
http://davidbuckenglish.com/yahoo_si...rge.093807.gif
2. Why is it every half-assed RPG fanboy thinks there needs to be jumping in an RPG game? I will never understand the logic that jumping in an RPG is supposed to make it better, somehow more appealing or functional.
FF games haven't had jumping because they don't need it. It's a senseless function for the series if you've ever played the games. They rely on storyline, beauty, and most of the time their combat system to make them good/successful. In this case, game content and ability to keep attention of the players for an extended amount of time as well. Explain to me how/what jumping adds to game content? Mostly all you get are noobs running around screaming "OMGF I CAN JUMP ROFL", and the actual function itself serves no purpose beyond that.
So, to me it's easy to see why it hasn't been used.
3. If you really think jumping is something that requires "uber technology" then you're more of an idiot than you sound.
/endrant.
tru story
>.> insulting grammar is never an acceptable thing. I thought people would have learned that by now. I do not know who to feel worse for. I could feel bad for the person who has difficulties with grammar. Or, i could feel bad for the ones who feel the compulsion to point out such dificulties.
BACK ON TOPIC:
Thank you for posting the thread man. Its nice to see some sort of information, even if it is not about the games content. Its a nice break from the speculation, brb skipping over to a speculation thread. I love those threads.
oopps, thought i was in a differant thread... i guess i missclicked.
I'm a fan of ffxi gear swapping because it allows for sidegrades.
I REALLY dislike that in wow there is a BIS and that's that. It's true in XI that shit like adaberk was hot as hell and whatnot, but it's simply not the best piece of equipment for every situation. I guess in ffxi there are BIS (haidate and whatnot), but idk... I focused more on overal utility in ffxi so it was nice to get a drop that wasn't "TANKING BIS!!!111" but still have it be useful for tanking. I like that I would swap from blood pants to omega pants depending on the situation. I feel if they take away gear swapping, they could take away a lot of the "shit's situational" that made gearing a lot more fun.
Gear swapping midfight can really take away from the "realism", but as an earlier poster said, you're carrying around how much crap in a "bag" that you never see, and never weighs down your character?
If they're going to take away gear swapping, I hope they add item weights in so you can at least manage equipment that way.
Idk, I'm kind of bitter that wow doesn't have many legitimate sidegrades. Yes, this piece has spirit on it instead of crit, but it's still better overall, and will increase my dmg overall, which is all i care about as all my character can do is pewpew.
I also really dislike that I spend a bazillion gold enchanting/gemming something to the nines, and it's USELESS a few weeks later. Not that it can be replaced in a situation, but USELESS.
meh
all of this is pointless.
*shrugs* 9 months 3-4 times a week was enough for me. I won't deny being a late starter to the event with more serious groups, in part due to my RL schedule not really meshing with other LS groups, but I was still keeping an eye on threads and talking shop with other shellmates. I think the fact some started to call it Slavage might have more to do with the design of the event rather than the eventual monotony, too.
Jumping, when done right, adds another level of immersion to a game. Its a shame that the people playing said game can rip the immersion right out and replace it with annoyance, but its no secret that designing an encounter that makes use of ledges and pits to jump across, and actually incorporates a range of altitudes and scales is quality design.
FFXI was fairly flat. The only time I can really remember where height played into a battle was Ballista matches out at Meri. Mountains. Traditionally, FF games were flat, but that was because they were mostly top-down games, but hell, even FF6 had jumping, though only at scripted events. Think of the train sequence with Shadow, Sabin, and Cyan.
I don't think there needs to be a jump button (though I have no problem if there is one), but I'd much rather see levels of gradation and terrain differences that can be scaled (even with a climbing animation, or different attack, defense and movement animations depending on the character has the high or low ground in as situation), than a flat, pancake world where the freedom comes only from being able to move from point A to B in a lateral sense.
Or shit, just give the Lancer job the ability to jump to the exclusion of everyone else. I'm selfish; I admit it.