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isladar, help
Cop wasn't hard and the last boss was lol. Also they nerfed it after untold amounts of QQ. Whoever made AV should be in charge of difficulty.
No one can save you now!
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Final Fantasy XI was not really difficult but it sure as hell did become difficult when you were surrounded by a bunch of stupid idiots that didn't know how to play their jobs. This was remedied though when the better linkshells had strict criteria for their recruitment. I'm exlusively talking about endgame events and HNM's as endgame determines the true difficulty of a mmorpg.
My first Kirin took something like 4 hours because we mana drained him to stop Stonega IV and Stone V. I agree with Lucavi that everything through CoP was fun but not exactly thought-provoking. The only really unconventional mechanic by comparison, was Aspid's shell-hiding regen, and I guess Jailer of Love, but I didn't really do anything in Al'taieu besides missions before quitting. The only fight worth mentioning was Divine Might, which I recall using the entire space available to do.
That said, it was still great fun at the height of sky to dick around while looking for gem keepers. Exploring Tu'Lia in general was pretty exciting on an aggro-avoiding level.
Don't think much can be said about how XIV is going to turn out, other than that the area available at the moment isn't particularly exciting to explore, but then, neither was Ronfaure, Saruta or Gustaberg.
Also, WoW really isn't a good rubric to measure FFXI (and possibly XIV) as the battle mechanics and pacing are vastly different.
stop posting in this piece of shit thread
hmmm. i feel the opposite. i don't fucking care one second about Endgame. Either i wanna do an Event or not. Doesnt matter to me. but hey you can always do some fun stuff with your WoW buddys. what's that called again? Ah yes instances. cool and what you do?
ah, ok kill mobs, well that's a change; didnt seem that one coming.
to topic: FFXIV is going to be easy at start. For God's Sake SE learned that a mmorpg can't really start the way it does in ffxi. i'm sure the're are a ton of people out there that didnt go on because they didnt know what to do. NO TO YELLOW "!" OVER NPC-HEADS.
Screw every other game i have more variety in ffxi than in every other fuckin mmo; and yes i did test WoW for 1 Week. And there will be the same amount of Content that will challenge you in FFXIV as in FFXI.
GTFO. The only BC they altered was Tenzen Fight and Snoll Fight. fuck off Boss go suck more.
Well, if its too easy people will stay/go back to Aiowow, and if its too hard the people who like difficulty will be content.
And yes FFXI is a hard MMORPG, no time investments don't count but people are lying to themselves if they didn't think certain aspects were hard back in 2002-2004. The longer you play a game the easier harder things become.
ESPECIALLY IN A FINAL FANTASY GAME.
Logic.
There are different types of "hard". Most everyone here is talking about "time-consuming != hard" but there's also another form of hard. And that is what you can do about an encounter.
There are 3 things to do when faced with something that is hard:
1) Get better gear. This wasn't really too possible/likely and for a lot of FFXI didn't even exist because of how they did gear progression, not until late ToAU was gear really that much better for end-game to 'trivialize' old encounters.
2) Get better at reacting to encounters. This was only slightly apparent in FFXI. Most FF mechanics were all-or-nothing (Spike Flail) or really easy to avoid (Citadel Buster) so there wasn't a whole lot to do here either.
3) Nothing you can do. This shit sucks. And unfortunately most of FF's difficulty lasted in here. I blame mostly two things: The pDIF/Accuracy penalty based on relative player:mob levels and the TP mechanic.
I'd really like to see TP moves still around and that to add randomness/dynamic-ness to things. Dynamic encounters are how you get true difficulty. But they need to also tune the encounters so that you don't instantly die from the stuff, you can't cheese mobs into never using their moves (SMN's!) and you have the ability to react to them. Tuning this right could right there make FFXIV as complex as any WoW encounter and give them the gateway to make it more difficult.
Eaglestrike seems to have the right idea. And XIV seems to be heading in this direction with reactionary abilities and positioning elements present.
But if you've played the alpha, it's readily apparent why there would be concerns that the game will be too easy. I feel that way too-- the alpha is definitely too easy. Hopefully that's just a temporary thing. But here are some problems:
Mobs are too easy to avoid. They show up on the minimap and you don't need to pay any attention to the environment to avoid them (which is extra lame, because you end up staring at the minimap rather than the lush world). Even if you catch their attention, they give all of three seconds of chase. There is basically no risk of death if you're just running from any given A to B.
No real incentive to party. Unless you want to? It would be better if there were leves that required parties and required solo play. This takes a lot away from the positioning elements of combat as well.
Battles are just too easy. It's pretty easy to just spam damage abilities and cures and win-- and may be the most effective. Stat growth is mostly equipment based, and attributes seem best spent on a single damage stat (STR/INT). All mobs behave basically the same.
It's alpha etc., so there's still plenty of room for tuning and a lot of unseen content, but as it is, there's much that needs to be changed if the game is going to be even remotely challenging.