Sideways progression. You could always dedicate some extra effort on something off the beaten path to improve your character - it wasn't so linear.
There was an element of mystery and excitement to the game. You weren't just riding a train. There was stuff to explore and lasting rewards. You could do things in FFXI that gave you an adrenaline rush and that'd never forget. My first Leaping Lizzy claim comes to mind. Also the first time I got the drop.
The jobs also all felt unique and actions had weight.
It did a whole lot wrong too though.
Did FFXI have anything good other than the jobs?
I think AF is actually better than v1.0 GC gear, from what I saw for old armour the ranking goes: Darklight > Militia > AF > GC > crafted.
If we account for new items, both on dungeons/raids and higher GC ranks, then AF might still be further down the ranking.
Does anyone know what I can do to be able to play on the PS3 instead of the PC version? I've been in the PC beta since the beginning but I've been having issues with my PC recently and I really want to try it out on the PS3 :{
Did FFXI have anything good other than the jobs?
As long as the game has more interesting stats later on, I guess I don't mind as much. I just like when gear has special stats that add a bit of flavor to pieces of gear besides just "Oh, yay I get +2 more INT on this piece...." kinda thing.
Did FFXI have anything good other than the jobs?
Does anyone know what I can do to be able to play on the PS3 instead of the PC version? I've been in the PC beta since the beginning but I've been having issues with my PC recently and I really want to try it out on the PS3 :{
Eh, I've seen you bring up the NM thing quite a few times now, and I just don't see why you would want something like that to return. It breeds all types of bad game play in terms of gilsellers and further encourages creation and use of bots.
Any place still giving out keys?
This is for EU region SE accounts. http://eu.alienwarearena.com/giveaways/FINAL-FANTASY-XIV-A-Realm-Reborn-Closed-Beta-Key-Giveaway
3855 left it says.
You really felt like the world was alive since nothing was instanced, not even airships.
Progression wasn't on such a strict straight path. You could do missions (various paths), NMs, BCNMs, quests, crafting, farming and saving, etc. to obtain gear - and at all levels. You could do all of those things to various extents for one class for levels 20-30 if you really wanted to be as best as you could. How much is up to you.Aside from that, what could you do in FFXI off the beaten path to improve your character before hitting cap? Having played the game for 4+ years, only things that come to mind are crafting, leveling, NM camping and the odd BCNM here and there.
Shows 0 for me.
Um, the current max rank GC gear (from 1.x, so whatever that was Second Lt. I think? which is currently max in ARR but won't be for long since there are several more tiers of ranks visible at the GC shop) is actually much better than AF across the board even without Sanction (for applicable jobs--for example the LL GC longboots are a mage piece so you wouldn't wear the entire set on a melee job but those boots are better than BLM AF boots). Limsa's officer's coat provides 80 points of good stats for melee while AF body provides only about 70 (for comparison, DL corselet has 87).
Furthermore, the high-end (from 1.x) crafted gear such as Gryphonskin and Vanya, now that jobs can use it instead of just classes, are almost on par with AF without any materia and will easily beat AF once multi-melded.
Go to xivdb.com and do the compares and you'll see.
I like the idea of world NMs mainly being there to harass players and maybe to lock them out of something (a passage way, FATE, etc).
The only problem with NMs as FATE is that they lose a lot of character for not having some unique drops (or some kind of reward) associated with them. The larger problem though is that because gear in this game is so damn boring (even trying to examine differences between Lancer and Pugilist), what could you do other than "more main stats, more damage+"? Dungeon gear is already that.
Well, it's an instance in the sense that you can't look down and see other people going about their lives. That segment is definitely different then the rest of the world when you're on it, unless something changed after Aht Urhgan Expansion (Where I quit).
Even besides that, while a lot of the game wasn't instanced, I wouldn't say nothing was instanced. BCNMs, limbus, Dynamis and plenty of story battles were indeed instanced.
Edit -- I'm not trying to take anything away from FFXI btw, I loved that game to death and it consumed me for many years.
Progression wasn't on such a strict straight path. You could do missions (various paths), NMs, BCNMs, quests, crafting, farming and saving, etc. to obtain gear - and at all levels. You could do all of those things to various extents for one class for levels 20-30 if you really wanted to be as best as you could. How much is up to you.
In FFXIV the idea seems to be that you follow the main quest into the highest instances and that's your gear and your levels. You can't do anything extra to get something that not everyone else is getting.
https://www.youtube.com/watch?v=Jjoh3VEPyLU&t=15m55s
I am having fun with it but I just worry how long it'll last when it feels so episodic. I mean, it'll be hard to get very excited over obtaining anything in this game. I think that's important.
Granted, I like how easy it is to progress through the story and enjoy the main content. I don't mind that the way it is. I just wish there was some of the other stuff surrounding it.
The argument against it from Yoshi seems to be that he doesn't want min/max situations where everyone is required to put that extra effort in, but that's a big sacrifice to just not include it at all and I think the whole concept of the Duty Finder makes it moot anyway.
I do like the game and I am giving it as much of a shot as I can, but it feels rather cheap in some respects in terms of design and that's disappointing for a subscription MMO. It feels like they're taking the easiest possible route to gain the casual crowd instead of building a game that draws and keeps everyone. The comments about the limit break system and the blandness of the classes exemplifies this to me too. It's balanced I guess, but what a lazy way to do it.
/longpost
That is a concern of mine, about gear being sort of unexciting and readily available... I wonder what they have in mind to combat that problem, if any.
Bah, I figured out what I want to name my character going live, but it's going to require me to be a pugilist (was wanting to start in Gridania).
So right, what happened isn't that AFs aren't better than GC stuff, what happened is that my GC gear got gimped and now I don't have a decent body piece for MNK lol
The problem with this type of gear, at least from the perspective of a long time WoW player is that these set bonus' are very hard to balance properly and a lot of the time are out of touch with how you actually play the game. One class/job gets a bonus to their most used spell where some other class gets a bonus to something they used once every 30s. It becomes very imbalanced once those 2 classes are then compared against each other. Perhaps it can make a return when they can do it right.
V1.0 NMs were cool, as in they would repop at the minute 0 or 5, regardless of when you killed them (say you killed them at the minute 41, they'd respawn at 45, if you killed at at 19, they'd respawn at 20). So even with low drop rates and all, with that type of respawns and unique drops, they were hassle free.
Also I liked the pop NMs, the various kinds from XI and that's the only type of NMs I'd like to see in 14, open worlds with crazy respawn times are just a thing of the past from the Ultima, Everquest, FFXI days. I truly enjoyed playing them but I wouldn't at this time in life.
To make matters worse: skill speed and spell speed are both practically useless.
I'm pretty sure Dynamis weren't instanced, hence why couldn't enter more than 1 LS at time? You are right about the rest, though.
Progression wasn't on such a strict straight path. You could do missions (various paths), NMs, BCNMs, quests, crafting, farming and saving, etc. to obtain gear - and at all levels. You could do all of those things to various extents for one class for levels 20-30 if you really wanted to be as best as you could. How much is up to you.
V1.0 NMs were cool, as in they would repop at the minute 0 or 5, regardless of when you killed them (say you killed them at the minute 41, they'd respawn at 45, if you killed at at 19, they'd respawn at 20). So even with low drop rates and all, with that type of respawns and unique drops, they were hassle free.
Also I liked the pop NMs, the various kinds from XI and that's the only type of NMs I'd like to see in 14, open worlds with crazy respawn times are just a thing of the past from the Ultima, Everquest, FFXI days. I truly enjoyed playing them but I wouldn't at this time in life.
Yeah, I played both FFXI and WoW for years, so I know exactly what you are talking about. I think they could work on balancing them better so they could still add in some of those unique stats.
Agree with you on the v1.0 NMs - that was a nice way of doing FFXI style NMs without the annoyances. They had such quick respawns, you didn't mind fighting them over and over - it was fun actually. I'd go with a friend of mine and hunt them for various pieces of gear for our other classes, and a lot of the times, the fights would be pretty tough because we were trying to kill them earlier than we should have. Was very fun.
Honestly, in both FFXI and XIV 1.0, it was really exciting seeing some random NM walking through the world. The NMs in FATEs now just do not feel anywhere near the same... I saw some huge malboro NM in the Gridania area, and just said "meh, it's a FATE NM... who cares."
I don't think any of us are saying to make them NMs like FFXI - there are other ways to go about that. I just don't think the FATE NMs are all that interesting. I remember reading on one of the feedback lists that they didn't want to give FATE NMs items or gear because then people would camp for them. So I assume the FATE NMs will give nothing exciting and will really have no point in doing them besides seals and exp. And because they are done in FATEs, it's just a clusterfuck of people spamming every ability, so they aren't even that fun to do, anyways.
Oh and yeah, pop NMs are nice, too.
They could use some improvement and they don't do much for trash mobs but they're not useless in boss battles. One or two tenths of a second wouldn't have made any difference in 1.x with its laggy combat but it can with ARR's faster paced system.
The LAST thing this game needs is spell/skill speed shenanigans with huge impact right out of the gate. Kudos to SE for not making these stats overpowered. We don't need a repeat of XI's haste-cap-or-GTFO crap.
Now in ARR the tabard is nerfed down to a lower level item (with lower requirement too) so it kinda sucks, the boots are only good for mages, and the overcoat that I bought just for the hell of it in 1.x (during atomos event when it was raining seals) is now the best body piece for MNK that I have.
Honestly, in both FFXI and XIV 1.0, it was really exciting seeing some random NM walking through the world. The NMs in FATEs now just do not feel anywhere near the same... I saw some huge malboro NM in the Gridania area, and just said "meh, it's a FATE NM... who cares."
To make matters worse: skill speed and spell speed are both practically useless.
I've heard a rumor that enemy evasion is based on level too, which would make for even less stat management between encounters.
When the beta goes up again tomorrow, just sign in with your account. Unless you don't have the client on the PS3 well, i can help you with that since i have an extra beta client code for PS3 if you want it.
Ugh gamers and all there abbreviations. What are y'all talking about?
It's not really just about lists of words though. The fact is that in FFXI there was always something to work towards to make my character exceptional at any level. It was up to me how much time I dedicated into making my character more powerful, and up to everyone else how much time they dedicated to improve their character.One of which wasn't all that common considering BCNMs required Beastmen or Kindred seals, neither of which was that common.
Since they are adding like Lighting as a quest giver, I hope they give me the option to fight her eventually.
I wouldn't mind killing her over and over.
I feel like this is taking it to the extreme We can have casual, clear-cut story progression where people can enjoy the scenario and the dungeons without worrying about doing anything extra. But can't we also have that extra stuff for people who want to dedicate more effort into their characters for more reward? Why can't those cool mandragoras drop a rare item that pops an NM that drops a rare, lasting item for my character? That's such a good feeling, and it's not necessary for everyone if they don't want to do it.
Again, the only argument I've seen against this is that you don't want people locked out of content. To me, making everything equal seems like a cop out instead of trying to design the game better. But still, doesn't the Duty Finder already remove the issue of not being able to join a party anyway?
Since they are adding like Lighting as a quest giver, I hope they give me the option to fight her eventually.
I wouldn't mind killing her over and over.
snip
I've been holding out hope for end-game as well, especially since we keep hearing that everything gets better at [insert new goal post distance].I'm hoping that the kind of variety seen in FFXI has been shifted towards higher level content. Eventually FATEs and Hunting Logs will only get you so far. I'm holding my judgment on this until the full release and once they have a few post-release months to round-out endgame content.
I don't exactly recall needing the third step? You just login with your SE account on your PS3 when you reach a screen with FF14 on it and it asks for login details.Setup a SE account - Done!
Enter your registration code - Done!
Link your SEN/PSN account - How on Earth do I do this?
Progression wasn't on such a strict straight path. You could do missions (various paths), NMs, BCNMs, quests, crafting, farming and saving, etc. to obtain gear - and at all levels. You could do all of those things to various extents for one class for levels 20-30 if you really wanted to be as best as you could. How much is up to you.
Progression wasn't on such a strict straight path. You could do missions (various paths), NMs, BCNMs, quests, crafting, farming and saving, etc. to obtain gear - and at all levels. You could do all of those things to various extents for one class for levels 20-30 if you really wanted to be as best as you could. How much is up to you.
In FFXIV the idea seems to be that you follow the main quest into the highest instances and that's your gear and your levels. You can't do anything extra get something that not everyone else is getting.
I think that's an element of FFXI that I'd like to see in this game. I am having fun with it but I just worry how long it'll last when it feels so episodic. I mean, it'll be hard to get very excited over obtaining anything in this game. I think that's important.
Granted, I like how easy it is to progress through the story and enjoy the main content. I don't mind that the way it is. I just wish there was some of the other stuff surrounding it.
The argument against it from Yoshi seems to be that he doesn't want min/max situations where everyone is required to put that extra effort in, but that's a big sacrifice to just not include it at all and I think the whole concept of the Duty Finder makes it moot anyway.
I do like the game and I am giving it as much of a shot as I can, but it feels rather cheap in some respects in terms of design and that's disappointing for a subscription MMO. It feels like they're taking the easiest possible route to gain the casual crowd instead of building a game that draws and keeps everyone. The comments about the limit break system and the blandness of the classes exemplifies this to me too. It's balanced I guess, but what a lazy way to do it.
/longpost