Final Fantasy XIV: A Realm Reborn |OT2| Use a security token. Seriously.

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If there is any problem with having a job instantly at level 50 from leveling a class with another job, it is that job quests are throwaway and forgettable (the very last one maybe being an exception). This is just like virtually every quest in the game that isn't linked to some other form of content (i.e. dungeons or trials). Job quests were meant to be the method of progression for jobs instead of levels, but they were also designed so players can just mash throw them in an quiet evening.

I also question why you would want another class to level in a game that doesn't care about content pre-50 (aside from one's first time going through the main scenario). Want to do even more brainless, broken FATEs? This isn't very much like FFXI, where half the game existed outside endgame and was frequently revisited. They want the game to begin with the endgame. There, you'll be grinding lots for each job, likely be unable to play more than one unless they share sets.

Man, this is such a bummer. It's the truth, though.
 
If there is any problem with having a job instantly at level 50 from leveling a class with another job, it is that job quests are throwaway and forgettable (the very last one maybe being an exception). This is just like virtually every quest in the game that isn't linked to some other form of content (i.e. dungeons or trials). Job quests were meant to be the method of progression for jobs instead of levels, but they were also designed so players can just mash throw them in an quiet evening.

I also question why you would want another class to level in a game that doesn't care about content pre-50 (aside from one's first time going through the main scenario). Want to do even more brainless, broken FATEs? This isn't very much like FFXI, where half the game existed outside endgame and was frequently revisited. They want the game to begin with the endgame. There, you'll be grinding lots for each job, likely be unable to play more than one unless they share sets.

The biggest issue is that people don't learn their classes anyway really till endgame anyhow. Aside from healers & tanks, most of the classes just wail on people till endgame where people have to manage under some actual direction and communicate. Hell even then, most of the early tanking is just HIT MOB FIRST AND USE COMBO and the healers mostly just CUREBOMB TANK, AOEHEAL.

This really isn't XI where it requires people to know the inside and out. People will be terrible at endgame for all of what? A few hours before they get things down and suddenly the argument doesn't matter anymore.
 
The biggest issue is that people don't learn their classes anyway really till endgame anyhow. Aside from healers & tanks, most of the classes just wail on people till endgame where people have to manage under some actual direction and communicate. Hell even then, most of the early tanking is just HIT MOB FIRST AND USE COMBO and the healers mostly just CUREBOMB TANK, AOEHEAL.

This really isn't XI where it requires people to know the inside and out. People will be terrible at endgame for all of what? A few hours before they get things down and suddenly the argument doesn't matter anymore.

doesn't help that FATEs do nothing at preparing you for anything.
FATEs are pretty much the only time dps ever really should be using aoe attacks lo.
 
Honestly this game really shines for me as a Single player game more than an MMO at this point

The dungeons aside of course

I would say the majority of my fun and time has been dedicated to solo play to the detriment of my Free Company lmao

Pretty sure expanded content will aleviate that though
 
So it's now Tuesday, and I think to myself. Surely Square-Enix will have fixed the bugged NPC issue plaguing Francel in Coerthas and I would finally be able to continue my story-line quests [since I was effectively locked from progressing any further]. I mean, it's been going on for around 3-4 days now and it's a pretty massive issue [that directly impacts gameplay]. I'm sure everything is working as planned! I mean, it has to be...right?

*chrono01 logs in and attempts to talk to Francel*

*Francel still refuses to answer back*

*still no comment from Square-Enix regarding the issue*


iT8pury5csgjR.gif
 
doesn't help that FATEs do nothing at preparing you for anything.
FATEs are pretty much the only time dps ever really should be using aoe attacks lo.

Nope. But FATEs do suck for teaching people how to play.

That's what I loved so much about FFXI's exp parties. You would not have efficient EXP gain unless you absolutely mastered your job and your cooperation with your party. It was completely on you to improve your play if you wanted to progress further.
 
doesn't help that FATEs do nothing at preparing you for anything.
FATEs are pretty much the only time dps ever really should be using aoe attacks lo.

Even then, dungeons do the bare minimal as well till endgame. People like to make it seem like there's some deep underlying mechanics, but it really isn't much more than rote memory of X dungeon with Y strategy. After a few runs, most people get the basics at least. It's not a THF pulling SATA off a PLD or a group connecting skillchans and MBs that requires each person to know what works off of each skill. This game isn't XI and clearly hasn't been the case since 1.0. People need to stop treating it as such.
 
Nope. But FATEs do suck for teaching people how to play.

That's what I loved so much about FFXI's exp parties. You would not have efficient EXP gain unless you absolutely mastered your job and your cooperation with your party. It was completely on you to improve your play if you wanted to progress further.

Can't agree enough with this. In XI, even if someone was carried by their LS they still had to have at least some level of skill, communication ability, and gear, but because FATE grinding is so lucrative, a person could hit 50 and only party up for mandatory story fights. I also kind of miss going to a new area for the first time with a party and maybe wiping before you even got to camp lol...*old man memories

And DPS AOE has a lot of useful times...
 
So it's now Tuesday, and I think to myself. Surely Square-Enix will have fixed the bugged NPC issue plaguing Francel in Coerthas and I would finally be able to continue my story-line quests [since I was effectively locked from progressing any further]. I mean, it's been going on for around 3-4 days now and it's a pretty massive issue [that directly impacts gameplay]. I'm sure everything is working as planned! I mean, it has to be...right?

*chrono01 logs in and attempts to talk to Francel*

*Francel still refuses to answer back*

*still no comment from Square-Enix regarding the issue*


http://i.minus.com/iT8pury5csgjR.gif[/mg][/QUOTE]

Is this a common issue? Have others had it?

I assume your quest box says to talk to him?
 
The biggest issue is that people don't learn their classes anyway really till endgame anyhow. Aside from healers & tanks, most of the classes just wail on people till endgame where people have to manage under some actual direction and communicate. Hell even then, most of the early tanking is just HIT MOB FIRST AND USE COMBO and the healers mostly just CUREBOMB TANK, AOEHEAL.

This really isn't XI where it requires people to know the inside and out. People will be terrible at endgame for all of what? A few hours before they get things down and suddenly the argument doesn't matter anymore.

A lot of folks were super shitty in XI despite spending so long leveling it though and that game's individual class mechanics were brain-dead simple.It's just how it works for MMOs. Tons of shitty players all over the place that don't bother learning at all, no matter how simple it is. It's why I find the "Abyssea ruined XI" argument to be foolish. Most people fall back on that when discussing the points against that expansion.

My hope is that boss encounters will be more interesting going forward. Things like making a mob block huge amounts of damage from the front or DOTs being a huge source of damage, etc to get players to use the mechanics more. It's amazing how a lot of monks don't use DOTs in their rotation when they provide the most bang for your GCD. -_-
 
Is this a common issue? Have others had it?

I assume your quest box says to talk to him?
The official "In-Game Bug" forums are littered with others experiencing the issue.

http://forum.square-enix.com/ffxiv/forums/632

People have sent in tickets to which the Support Team told them to post on the forums. No answer at all regarding it and, apparently, it's been going on since Friday. Effectively, we are locked from progressing further into the story while our game-time slowly ticks away.

I was fine with it a couple days ago [since it was the weekend and all] but it's a Tuesday [now Wednesday in Japan]. There's excuse for an issue of this magnitude to remain this long. The game is broken for people doing the story-line quests in Coerthas. :(
 
Honestly this game really shines for me as a Single player game more than an MMO at this point

The dungeons aside of course

I would say the majority of my fun and time has been dedicated to solo play to the detriment of my Free Company lmao

Pretty sure expanded content will aleviate that though

I wish I could agree, but I find the solo content to be pretty deplorable. It is the dungeons and such that make the main scenario worthwhile.

Beta phase 3 showed us challenging instanced battles, but that didn't fall in line with the rest of the many, many MMO quests the main scenario is made up of, so they nerfed that into the ground.

What the main scenario ends up being is something where you can easily divide up dungeons and trials (difficulty spikes) and everything else in between and after. The former is a fun (co-op) game, the latter is only accepted by MMO players and would not fly very far in a single player game. Yes, you beat Titan (and optionally Temple of Qarn) and it made you a better player, but now I want you to kill four of this overworld enemy that would probably only be a challenge if I made you fight all of them at once (but I won't). Now do this cheapo MMO quest, and this one, and this one, and this one... dozens of fodder later, the game can be fun again with Stone Vigil/Garuda.

And what I'm describing is what makes this game a "Final Fantasy" in advertising. This is the area of the game that is suppose to subvert its stereotypical MMO nature and the image YoshiP was trying to push on the eve of release. Outside it, the primary method to level are FATEs. If FATEs were a single player game in itself, people would describe it as the worst musuo game to ever exist. Sony probably wouldn't let you publish that on the PSP in 2013. Thinking in terms of single player games though.
 
This game is really amazing seeing weere it started to what is it is now. Yoshi-P really deserves a big raise but If there is one thing he really fucked up on its this "endgame" and its overall lack of "time wasting material". Maybe its the nostalgia but this endgame is really really bad this farming of a 2 dungeons AK for mythology and CM for Philosophy. Everything revolves around these tombs, to get better gear you can either use mythology for AFv2 and 1+ relic or if you don't want AFv2 you can farm philosophy to get crafted HQ i70 gear. Its sad that all I do now is farm these 2 damn dungeons.

I also miss all the "time wasting material" FFXI had alot in place to give people alternatives for gear and to spend their time on. For example BCNM, Zeni NMs, Beastman Kings, smaller NMs, Assult zones, Salvage, and Nyzul isle. I know these things came with time before even vanilla FFXI I feel like had more stuff to do then FFXIV. Dunno right now I just don't see myself playing this game to long if it continues down this path. I want to see more of the good stuff FFXI had in this game.

When I used to play FFXI I had a ton to think about once I logged in, but for FFXIV all I got is thinking about how I need 4k in philosophy and capping my damn mythology for the week. Its really sad.
 
The official "In-Game Bug" forums are littered with others experiencing the issue.

http://forum.square-enix.com/ffxiv/forums/632

People have sent in tickets to which the Support Team told them to post on the forums. No answer at all regarding it and, apparently, it's been going on since Friday. Effectively, we are locked from progressing further into the story while our game-time slowly ticks away.

I was fine with it a couple days ago [since it was the weekend and all] but it's a Tuesday [now Wednesday in Japan]. There's excuse for an issue of this magnitude to remain this long. The game is broken for people doing the story-line quests in Coerthas. :(

Happening to me as well. The support is bush league. At least from what I have seen, seems to be limited to Ultros, which means probably a server restart would suffice. Square seems oddly hesitant to restart servers. Character progress just stopping for five days with no response is pretty annoying. Square really needs to step up their communication/support.
 
I also miss all the "time wasting material" FFXI had alot in place to give people alternatives for gear and to spend their time on. For example BCNM, Zeni NMs, Beastman Kings, smaller NMs, Assult zones, Salvage, and Nyzul isle. I know these things came with time before even vanilla FFXI I feel like had more stuff to do then FFXIV. Dunno right now I just don't see myself playing this game to long if it continues down this path. I want to see more of the good stuff FFXI had in this game.

When I used to play FFXI I had a ton to think about once I logged in, but for FFXIV all I got is thinking about how I need 4k in philosophy and capping my damn mythology for the week. Its really sad.

Keep in mind that when we got FFXI in the states it already had a full expansion under its belt. Vanilla FFXI had stuff like Expeditionary Forces and Conquest which few people even bothered with. I think in my entire history in that game I only met 1 or 2 groups who actually ran EFs. There really wasn't much content compared to A Realm Reborn's launch if I recall correctly. Dynamis didn't come around until 2005 and I would consider that the first really hardcore endgame content in FFXI.
 
This game is really amazing seeing weere it started to what is it is now. Yoshi-P really deserves a big raise but If there is one thing he really fucked up on its this "endgame" and its overall lack of "time wasting material". Maybe its the nostalgia but this endgame is really really bad this farming of a 2 dungeons AK for mythology and CM for Philosophy. Everything revolves around these tombs, to get better gear you can either use mythology for AFv2 and 1+ relic or if you don't want AFv2 you can farm philosophy to get crafted HQ i70 gear. Its sad that all I do now is farm these 2 damn dungeons.
.

Yeah, its really terrible and boring for me to think of running these dungeons any more. At no other point in the game do you have any desire to play the same instance 10 or even 5 times in a row. Total snoozefest after getting a relic weapon.
 
Happening to me as well. The support is bush league. At least from what I have seen, seems to be limited to Ultros, which means probably a server restart would suffice. Square seems oddly hesitant to restart servers. Character progress just stopping for five days with no response is pretty annoying. Square really needs to step up their communication/support.
The Francel issue seems to be on Ultros only, but other servers are experiencing bugged NPC's in Coerthas as well [Astidien, Carrilaut, Vivenne].

I'm not sure why that area seems to be plagued with bugged quests more than others, but it seems to be the case. It is ridiculous that this has gone on as long as it has, though. This isn't a small minor issue we're talking about. It directly impacts gameplay and is greatly upsetting me. What bothers me most, though, is their silence on the matter. Even a "We're working on it!" would be better than nothing.
 
I mean, it's kinda unfair that scholar gets two roles from leveling one class then.

It's not really. Sure, before 50 you can queue as either healer (SCH) or DPS (SMN) but at level 50 the gear diverges completely. That means to properly gear both Jobs you'll have to do everything twice, just as if someone were doing that for two separate Jobs.

I do suppose you could reuse a lot of the SMN gear as BLM and a lot of the SCH gear as WHM, but that's something else entirely.
 
Keep in mind that when we got FFXI in the states it already had a full expansion under its belt. Vanilla FFXI had stuff like Expeditionary Forces and Conquest which few people even bothered with. I think in my entire history in that game I only met 1 or 2 groups who actually ran EFs. There really wasn't much content compared to A Realm Reborn's launch if I recall correctly. Dynamis didn't come around until 2005 and I would consider that the first really hardcore endgame content in FFXI.

While that is true, ARR is designed so that FFXI's variety will never come to exist.

The first huge difference is that low level gear simply doesn't matter at all - so there is no room for BCNMs, etc. No one sane is going to create the materia-infused gear or seek out whatever O-kotes would be. There is no pressure from within or without the game to make that relevant (FFXI's pressure mostly came from other players as it was a group/community centric game), so even if you find something with a higher item level (it won't be something with unique stats, the game doesn't support that) it doesn't really matter. It may somewhat be a thing in dungeons, but you'll be doing FATEs anyway.

The second is that the endgame design is highly linear, with accelerated character growth and no customization. There is no reason to ever use items obtained at a lower item level dungeon. There can be no Dynamis + Sky + Salvage, etc. Only maybe Dynamis -> Sky -> Salvage. Second the way attributes work means you know exactly what you want from each set (assuming endgame gear doesn't already have all the relevant stats on every piece, but +1 from the last set) and it is generally +HP/+mitigation, +damage, or +healing in very basic terms. Even if they were to add gear swapping on the spot, it wouldn't change anything. Item level is the only thing on a piece of that matters. AF stopped mattering in a week and everything else follows suit (only it goes from week to "how long it takes to farm thousands of tomestones" from a small handful of dungeons).

I'm not even saying FFXI did a great job at this (I loved EFs, but they basically went away entirely once people became more concerned with their progression), but it was designed in a way to have the variety arise with each content update. Not the case with ARR. ARR is a rush to an endgame, then a rush to increase your average item level.
 
Yep. Not saying that XIV's current endgame state is beyond criticism - FFXI's variety and the slow crawl to cap gave every activity a sense of meaning, but I am cool with waiting to see what YoshiP does for 2.3 and beyond to add that kind of variety. Between a brand new dungeon, Crystal Tower and more Hard Modes I'm at least glad we'll have more options for grinding than AK and CM soon.
 
Had a few questions.

1. What is the best method of EXP grinding? I remember EXP parties were pretty baller in vanilla, but im not totally sure. Also doing levequests doesnt give the whole party an EXP reward for completing it anymore? Just the person whos quest it was? Are leves not really reccomendend for grinding?

2. Playing a Lancer this time around (decided to restart my character) are there any methods i should be employing from my newly found DPS class? Pretty new to standard MMO parties.

3. What level do i get a chocobo, and i used my little Legacy Mount Whistle as soon as i got it from the moogle, do i get the legacy Chocobo a different way?

Explain it like you would a toddler please :P

Thanks in advanced
 
Keep in mind that when we got FFXI in the states it already had a full expansion under its belt. Vanilla FFXI had stuff like Expeditionary Forces and Conquest which few people even bothered with. I think in my entire history in that game I only met 1 or 2 groups who actually ran EFs. There really wasn't much content compared to A Realm Reborn's launch if I recall correctly. Dynamis didn't come around until 2005 and I would consider that the first really hardcore endgame content in FFXI.

Oh dude, I remember doing EFs in my first days of FFXI. Fun times.
 
Had a few questions.

1. What is the best method of EXP grinding? I remember EXP parties were pretty baller in vanilla, but im not totally sure. Also doing levequests doesnt give the whole party an EXP reward for completing it anymore? Just the person whos quest it was? Are leves not really reccomendend for grinding?

2. Playing a Lancer this time around (decided to restart my character) are there any methods i should be employing from my newly found DPS class? Pretty new to standard MMO parties.

3. What level do i get a chocobo, and i used my little Legacy Mount Whistle as soon as i got it from the moogle, do i get the legacy Chocobo a different way?

Explain it like you would a toddler please :P

Thanks in advanced

1) if it is your first character story quests will do a great job leveling you up till the mid 20s. From there on doing fate's in parties is your best bet. Go to a zone for your level and just ask in /shout for a group and you should find one no problem.

2)Be ready to reposition yourself a lot on boss fights.

3) chocobo is 20 and you can't to my knowledge use the legacy one until 20 either. Open up your actions panel and click on mounts. If the legacy chocobo is there then you can use it.
 
This. While I actually am a fairly hardcore player (mostly by virtue of simply having far too much free time on my hands), My schedule is simply too erratic to do "scheduled" raiding like BC would require. Using DF with CT still allows me a sense of progression.



Not if it required you accepting a friend request to see any chat from your cross-server friend, like how Battle.net does it. (Not counting CRZ in wow, since thats glorified server merger stuff)

Forgive me. I haven't played WoW in about 5 years. I still think there'd be technical hurdles. What we'd probably start seeing then is the chat servers start crashing.
 
Keep in mind that when we got FFXI in the states it already had a full expansion under its belt. Vanilla FFXI had stuff like Expeditionary Forces and Conquest which few people even bothered with. I think in my entire history in that game I only met 1 or 2 groups who actually ran EFs. There really wasn't much content compared to A Realm Reborn's launch if I recall correctly. Dynamis didn't come around until 2005 and I would consider that the first really hardcore endgame content in FFXI.
FF11 did not even launch with subjobs.
 
While that is true, ARR is designed so that FFXI's variety will never come to exist.

The first huge difference is that low level gear simply doesn't matter at all - so there is no room for BCNMs, etc. No one sane is going to create the materia-infused gear or seek out whatever O-kotes would be. There is no pressure from within or without the game to make that relevant (FFXI's pressure mostly came from other players as it was a group/community centric game), so even if you find something with a higher item level (it won't be something with unique stats, the game doesn't support that) it doesn't really matter. It may somewhat be a thing in dungeons, but you'll be doing FATEs anyway.

The second is that the endgame design is highly linear, with accelerated character growth and no customization. There is no reason to ever use items obtained at a lower item level dungeon. There can be no Dynamis + Sky + Salvage, etc. Only maybe Dynamis -> Sky -> Salvage. Second the way attributes work means you know exactly what you want from each set (assuming endgame gear doesn't already have all the relevant stats on every piece, but +1 from the last set) and it is generally +HP/+mitigation, +damage, or +healing in very basic terms. Even if they were to add gear swapping on the spot, it wouldn't change anything. Item level is the only thing on a piece of that matters. AF stopped mattering in a week and everything else follows suit (only it goes from week to "how long it takes to farm thousands of tomestones" from a small handful of dungeons).

I'm not even saying FFXI did a great job at this (I loved EFs, but they basically went away entirely once people became more concerned with their progression), but it was designed in a way to have the variety arise with each content update. Not the case with ARR. ARR is a rush to an endgame, then a rush to increase your average item level.

Does the game actually not support higher/alternate stats, or is the current itemization flat? If it doesn't support it, is scaling a hard constant or a soft constant changeable/tweakable in patch?

I don't think any of us CAN know, but I'm guessing it's a combo of A and C.
Which makes it resemble launch FFXI a lot closer.

I don't think lowbie gear is going to be particularly useful unless the level sync formula is learned and we get Promy-style content with hard caps, and I don't think we're ever going to see the breadth of hilariously broken but fun shit that the dev team just rolled with, but even in the current system there should be plenty of technical room to boost a piece's Spell Speed by 10x or primary stat by 5x and make it a long-term keeper.
The bigger problem is that pieces like this pleased 500k FF11 players but annoyed 5 million WoW players. ;P
 
I mean, that's like saying we should make pld and blm by far the best tank and dd.

And this is good and ok because everyone can choose them, it's still stupid and unbalanced lol.

Other classes will get other jobs. ACN wont be the only class to have 2 jobs associated with it. SE had to throw in another healer, guess they thought it worked best with ACN, but someone had to have 2 classes.
 
Had a few questions.

1. What is the best method of EXP grinding? I remember EXP parties were pretty baller in vanilla, but im not totally sure. Also doing levequests doesnt give the whole party an EXP reward for completing it anymore? Just the person whos quest it was? Are leves not really reccomendend for grinding?

2. Playing a Lancer this time around (decided to restart my character) are there any methods i should be employing from my newly found DPS class? Pretty new to standard MMO parties.

3. What level do i get a chocobo, and i used my little Legacy Mount Whistle as soon as i got it from the moogle, do i get the legacy Chocobo a different way?

Explain it like you would a toddler please :P

Thanks in advanced
Okay... If that's really what you want.

1. You gotta kill the monsters lil'guy. Oh yes you do! Yes you do!

2. Hit the button...good job!!!'n

3. Dont worry my little man, you'll get the big bird soon!
 
It always weird me out when people complain about AOE reticules and lag. I have never, not once, witnessed lag with reticules except for the one time I was actually have connections issues via my ISP dropping packets.

I can avoid WotL from Titan if I move the second it pops, any later and I get it.

Hell, I've even timed AOEs to the point that I can walk back into the spot I was standing after the AOE disappears, get hit with the animation, but take no damage. I almost NEVER see players do this which shows me that a grand majority of players don't know how to deal with AOEs in this game at all.

Even in my BC raid group, players will dodge an AOE and sit there till the animation finishes before returning. This is a loss in DPS and efficiency. If you're a tank it causes the mob to move unnecessarily, etc etc.

They're either going to have to put reticules and animations more in sync, or people need to adjust. IMO I like it as it is currently.
 
Other classes will get other jobs. ACN wont be the only class to have 2 jobs associated with it. SE had to throw in another healer, guess they thought it worked best with ACN, but someone had to have 2 classes.

Ya but the guy said he hoped other classes didn't get more jobs (free level 50 of a new class)

I hope they do.
 
It always weird me out when people complain about AOE reticules and lag. I have never, not once, witnessed lag with reticules except for the one time I was actually have connections issues via my ISP dropping packets.

I can avoid WotL from Titan if I move the second it pops, any later and I get it.

Hell, I've even timed AOEs to the point that I can walk back into the spot I was standing after the AOE disappears, get hit with the animation, but take no damage. I almost NEVER see players do this which shows me that a grand majority of players don't know how to deal with AOEs in this game at all.

Even in my BC raid group, players will dodge an AOE and sit there till the animation finishes before returning. This is a loss in DPS and efficiency. If you're a tank it causes the mob to move unnecessarily, etc etc.

They're either going to have to put reticules and animations more in sync, or people need to adjust. IMO I like it as it is currently.

That's the other thing that throws some people off. I've seen people expect the damage tick in the middle or the end of the animation, rather than the beginning. Which can be pretty damn early on Titan, since it animates the landslide rushing at you, right?
 
Ya but the guy said he hoped other classes didn't get more jobs (free level 50 of a new class)

I hope they do.

Yeah I missed that, but I think it'll be a little while until we get a completely new class. The more they add the harder it is going to be to balance everything.
 
1) if it is your first character story quests will do a great job leveling you up till the mid 20s. From there on doing fate's in parties is your best bet. Go to a zone for your level and just ask in /shout for a group and you should find one no problem.

2)Be ready to reposition yourself a lot on boss fights.

3) chocobo is 20 and you can't to my knowledge use the legacy one until 20 either. Open up your actions panel and click on mounts. If the legacy chocobo is there then you can use it.

Awesome thanks :)

Okay... If that's really what you want.

1. You gotta kill the monsters lil'guy. Oh yes you do! Yes you do!

2. Hit the button...good job!!!'n

3. Dont worry my little man, you'll get the big bird soon!

This clears up so much O_O
 
While that is true, ARR is designed so that FFXI's variety will never come to exist.

The first huge difference is that low level gear simply doesn't matter at all - so there is no room for BCNMs, etc. No one sane is going to create the materia-infused gear or seek out whatever O-kotes would be. There is no pressure from within or without the game to make that relevant (FFXI's pressure mostly came from other players as it was a group/community centric game), so even if you find something with a higher item level (it won't be something with unique stats, the game doesn't support that) it doesn't really matter. It may somewhat be a thing in dungeons, but you'll be doing FATEs anyway.

Low level gear didn't matter in XI either except for a few rare pieces that had exceptional stats and could be used for a long time like O-Kotes. The same design can be done for XIV easily by providing unique pieces of gear that can be used for a long time.

BCNMs were much more focused on high-level players as the game went on with a huge number of the battles being at the cap and then later iterations of the seals being largely for cap players as well. There were very few worthwhile rewards in the lower level BCs other than a few specific items like Utsusemi: Ni or the Peacock Charm.

Both of these elements can easily be mimicked in XIV though it'd break the basic design style they've chosen for gear currently. It wouldn't be a bad idea for them to though.

The second is that the endgame design is highly linear, with accelerated character growth and no customization. There is no reason to ever use items obtained at a lower item level dungeon. There can be no Dynamis + Sky + Salvage, etc. Only maybe Dynamis -> Sky -> Salvage. Second the way attributes work means you know exactly what you want from each set (assuming endgame gear doesn't already have all the relevant stats on every piece, but +1 from the last set) and it is generally +HP/+mitigation, +damage, or +healing in very basic terms. Even if they were to add gear swapping on the spot, it wouldn't change anything. Item level is the only thing on a piece of that matters. AF stopped mattering in a week and everything else follows suit (only it goes from week to "how long it takes to farm thousands of tomestones" from a small handful of dungeons).

XI's content was linear at first as well until they began expanding it. It's not like Dynamis, Sky, and Salvage all came out at the same time. So arguing that there can't be all of those endgame activities already is utterly foolish. You don't know what's going to happen other than the Crystal Tower and anything beyond is pure speculation.

Side-grades in gear can happen, they may need to make a few formula changes to make it more alluring it but it's certainly possible to do so. Additionally, there aren't any unique skill modifiers yet and if they add those in, then it'll easily open up customization.
 
Side-grades in gear can happen, they may need to make a few formula changes to make it more alluring it but it's certainly possible to do so. Additionally, there aren't any unique skill modifiers yet and if they add those in, then it'll easily open up customization.

Weapon and armor procs

Clamor for it on the forums. I want flameburst weapons that actually flameburst, shields that spark damage, and armor that triggers cool temporary buffs

They can do it, and they can make it fit within balancing. It's harder than simply upping the stats according to an ilvl formula, but it's also much more interesting and fun, and it creates a lot more weird edge cases (certain pieces of gear being useful for certain jobs in certain situations) - its that last point that tends to scare devs away from them, but I really enjoy them.

Probably not going to happen though, they seem to have combat math on a very tight rein, which I can respect to some extent. They'll probably open up sidegrade paths down the line, I'd guess around the first expac when they introduce major new gear features.
 
Weapon and armor procs

Clamor for it on the forums. I want flameburst weapons that actually flameburst, shields that spark damage, and armor that triggers cool temporary buffs

They can do it, and they can make it fit within balancing. It's harder than simply upping the stats according to an ilvl formula, but it's also much more interesting and fun, and it creates a lot more weird edge cases (certain pieces of gear being useful for certain jobs in certain situations) - its that last point that tends to scare devs away from them, but I really enjoy them.

Probably not going to happen though, they seem to have combat math on a very tight rein, which I can respect to some extent. They'll probably open up sidegrade paths down the line, I'd guess around the first expac when they introduce major new gear features.

Weapon procs would be fun but it'd have to be more useful than from XI.

I'd like to see improving certain skills by adding effects or shortening the timer. I hope they add it and are just keeping it simple currently to get everything running like clockwork.
 
Healers though use that though to keep a better eye on MT. I suppose you could use that as a tank to keep an eye on specific adds, though only one at a time.

I find that inefficient as hell, and just reorder the party list so that the tank(s) appear immediately under me. Honestly I wish I could actually put them above me, but it's workable enough.
 
I find that inefficient as hell, and just reorder the party list so that the tank(s) appear immediately under me. Honestly I wish I could actually put them above me, but it's workable enough.

How do you modify the party list? Drag and drop or is it somewhere in the character/system settings?
 
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