
Originally Posted by
Lucavi
I dunno, I had a lot more fun playing Hunter from 1-30 than I ever did playing monk, theif, or warrior to those levels.
On the flipside, I had more fun playing blm from 1-30 than I did mage/lock in WoW.
For me, I think it was "which jobs had abilities to pick from instead of 1 thing over and over" in FFXI, and coincidentally, Mnk, Thief, and War had really only one ability. Monk punched, boosted, and WSed. Thief SAed and WSed. War zerked and WSed.
Blm had a lot of spells, and while you were always just using the next highest spell, I did have a lot of fun bursting Firaga on mandies around the 28 level range.
FFXIV seems to be fixing the "not enough abilities right out of the gate" problem, which I found to be extremely boring in FFXI, even when I first played it. It was more of the hopes of what was to come that kept me rolling through certain jobs, and a lot less of actually enjoying what I was currently doing.
But I dunno: people like to say that WoW's early game was EZ, but I just looked at it as fluid. Crafting, while simplistic at its core, was fluid. You get a few initial options, you can find recipes on people and in the wild, and you keep going. The only thing I really hated was how easy it was to smelt - just point, click, and go AFK.
If, and that's a big if, FFXIV can explain the nuances of crafting without purists crying that "OMG YOU'LL RUIN IT IF YOU TELL US HOW IT WORKS!!" and implement some sort of memory-based craft list, it should turn out pretty well. There's already a ton of potential, but clicking through 3,000 menus and confirmations before I can get to work is annoying as hell.
But every game has potential. Star Trek Online had potential. Vanguard had potential.