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Final Fantasy XIV |OT| ARR: Alpha Closed. Beta mid-Feb

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LaneDS

Member
Reallink said:
Can't believe they're (apparently) not going to do a small version update this week adding something simple like sort, Ward divisions, or fixing the party SP bug. They never do updates on Thur/Fri do they? It's like they just don't give a fuck.

I think it's more a matter of ineptitude than them not caring. Where the problems lay within Square, I can only guess, but it's already proven to be a very mismanaged title. Should have been given six months more of development and an actual alpha and beta test instead of the "here's the release date before beta starts!" one we got.

And DaBuddaDa, that sounds crazy. I might consider going back sometime just because I always wanted to see most of the zones in XI at least once, but I imagine finding an alliance willing to take in some random low level stranger is not too easy.
 

Kandinsky

Member
LaneDS said:
I assume you'd have to have a lot of knowledge and people willing to help you to make that happen though? I played last in the summer of 2009 and made it 50 in a few weeks, mostly with random parties, but can't imagine making it to 85 so easily. Has something changed?
Abyssea happened.
 

Salaadin

Member
Zalasta said:
OK, again, please read my post carefully. When you fail a leve, you will be allowed to retry (not re-picked up) it again after the next reset. It will no longer marked as failed. It will be as if you just picked it up but it doesn't count against you because you can exchange it immediately rather than staying greyed out. If you exchange it before you retry it, then you just missed out because the new one you exchanged it for is part of your new set.

I glossed over the point that leves can be re-tried after the reset. Thats cool
However, Im pretty sure that the main complaint is that we have to wait for the reset to begin with. A lot of people are failing the leves because of server issues, crashes, disconnects, etc. If you get kicked from the game during a leve, youre screwed until the next reset. There should be a way to let these people finish up without being marked as a fail and having to wait until the reset.

Some people only get a few hours a week to play. They shouldnt be left having to wait until leve reset if something happens.

ANyways, back to your original point. I did not know that. I always thought that a failed leve was a failed leve and to retry means you have to trade in the failure and then re-initiate it from the NPC. Thanks.


Zalasta said:
EDIT:
Let me make this as clear as possible.
1. Fail leve.
2. Wait for reset.
3. Talk to the adventurer's guild NPC but don't trade it in.
4. Previously failed leve is now unmarked and available to retry at the camp.
5. Go to camp and complete leve as normal.
6. Return to adventurer's guild and you can immediately exchange that leve for a new one.

Ahh, I gotcha now. Thanks.
 

JORMBO

Darkness no more
I haven't really logged in in a few days. Not much to do since I hate crafting in MMOs. All I have is 8 quests every 2 days, which take less then 10 minutes each, don't ever change much and are super easy.

Tried exploring, but most of the world is just corridors that look the same. There's really not much, if anything, to look at.
 

Zalasta

Member
Salaadin said:
I glossed over the point that leves can be re-tried after the reset. Thats cool
However, Im pretty sure that the main complaint is that we have to wait for the reset to begin with. A lot of people are failing the leves because of server issues, crashes, disconnects, etc. If you get kicked from the game during a leve, youre screwed until the next reset. There should be a way to let these people finish up without being marked as a fail and having to wait until the reset.

Some people only get a few hours a week to play. They shouldnt be left having to wait until leve reset if something happens.

ANyways, back to your original point. I did not know that. I always thought that a failed leve was a failed leve and to retry means you have to trade in the failure and then re-initiate it from the NPC. Thanks.

Feel free to suggest an actual way to prevent people from exploiting the leves if they made it so you can retry immediately. Since you get a boosted amount of skill points in the process, what's to prevent people from intentionally failing it by alt-tabbing or logging out so they can do it over and over again? It's not a perfect implementation, but it does the job while disallowing players from abusing the system.
 

LaneDS

Member
Darkness said:
I haven't really logged in in a few days. Not much to do since I hate crafting in MMOs. All I have is 8 quests every 2 days, which take less then 10 minutes each, don't ever change much and are super easy.

Tried exploring, but most of the world is just corridors that look the same. There's really not much, if anything, to look at.

It's pretty damn lackluster at the moment, both in terms of the leves being a repetitive timesink and the world being uninteresting. Barring some sort of miracle updates towards the end of the free month, I won't be extending past the free trial and imagine a lot of folks are in the same boat.
 

Salaadin

Member
Zalasta said:
Feel free to suggest an actual way to prevent people from exploiting the leves if they made it so you can retry immediately. Since you get a boosted amount of skill points in the process, what's to prevent people from intentionally failing it by alt-tabbing or logging out so they can do it over and over again? It's not a perfect implementation, but it does the job while disallowing players from abusing the system.

Well, the simplest idea was (if youre in a leve party) to let the leve starter be able to re-join his party and complete the leve as though he never left, rewards and all.
I dont know how it works now but in the beta, the leve starter couldnt even attack mobs if he rejoined and couldnt even access the crystal at the end if his party members beat it. Kyoufu seems to say otherwise now though so props to them if thats fixed.

Solo, I say they let you retry it right from the crystal if you disconnect or crash. However, disable the use of guardians favor for it and eliminate any SP/XP gains from the mobs (or gimp the XP/SP). Theres still the incentive of the rewards at the end but players cant abuse it for easy gains.
 

Cmagus

Member
Darkness said:
I haven't really logged in in a few days. Not much to do since I hate crafting in MMOs. All I have is 8 quests every 2 days, which take less then 10 minutes each, don't ever change much and are super easy.

Tried exploring, but most of the world is just corridors that look the same. There's really not much, if anything, to look at.

Pretty much sums it up right now.I have such a love hate with this game.I really want to enjoy it but I am getting pretty bored already.This is a pretty empty game right now.Any other MMO there is npcs all over with quests and tasks this is really just a handful of leves that like you said are easy and really not much fun after doing them a few time.I cancelled my renewal for now after the free trial but I guess I'll wait and see if anything changes.
 

Coldsnap

Member
Zalasta said:
EDIT:
Let me make this as clear as possible.
1. Fail leve.
2. Wait for reset.
3. Talk to the adventurer's guild NPC but don't trade it in.
4. Previously failed leve is now unmarked and available to retry at the camp.
5. Go to camp and complete leve as normal.
6. Return to adventurer's guild and you can immediately exchange that leve for a new one.

Oh shit! This is what happened to me yesterday then. I was able to do two of the same leves during a reset and it was driving me crazy why
 

Kandinsky

Member
Been saying this since the alpha, feedback forums and all, give a fixed amount of SP reward at the end of a leve :/

Just like FoV!
 

Krispy Killa v3

Neo Member
Is the game beginner friendly for those new to MMOs, or at least, simple to start if you aren't a big fan of the genre/complicated systems? It seems a lot of "standards" are left out, but if you aren't familiar with these standards anyway how's it hold up.
 

Jinko

Member
Kandinsky said:
Been saying this since the alpha, feedback forums and all, give a fixed amount of SP reward at the end of a leve :/

Just like FoV!

This, have the whole system like FoV, cooldowns and all, leves should be started from a camp site not the town also.

I don't know how they could make such a mess of 14 with the experience they gained from 11.

I still can't wrap my head around getting 0 sp from fights.
 
Salaadin said:
Well, the simplest idea was (if youre in a leve party) to let the leve starter be able to re-join his party and complete the leve as though he never left, rewards and all.
I dont know how it works now but in the beta, the leve starter couldnt even attack mobs if he rejoined and couldnt even access the crystal at the end if his party members beat it. Kyoufu seems to say otherwise now though so props to them if thats fixed.
Yeah, it's a kind-of a pain, but if you get disconnected, you can rejoin your party, then go talk to the crystal, and it offers to let you join their leve. You won't get the full reward doing it that way - it's leve-sharing, not leve-linking - but it lets you continue to participate and get some of the bonuses at least.
 

LaneDS

Member
Krispy Killa v3 said:
Is the game beginner friendly for those new to MMOs, or at least, simple to start if you aren't a big fan of the genre/complicated systems? It seems a lot of "standards" are left out, but if you aren't familiar with these standards anyway how's it hold up.

Very much no. It's not friendly to people familiar to MMOs, people familiar to FFXI, or people familiar to neither. Lots and lots of vaguely explained stuff in the game.
 

Kyoufu

Member
Krispy Killa v3 said:
Is the game beginner friendly for those new to MMOs, or at least, simple to start if you aren't a big fan of the genre/complicated systems? It seems a lot of "standards" are left out, but if you aren't familiar with these standards anyway how's it hold up.

The game is pretty terrible no matter how experienced or inexperienced a player is in the genre.
 

Effect

Member
Krispy Killa v3 said:
Is the game beginner friendly for those new to MMOs, or at least, simple to start if you aren't a big fan of the genre/complicated systems? It seems a lot of "standards" are left out, but if you aren't familiar with these standards anyway how's it hold up.

Honestly I'd say no. Certain things you expect to be explained really aren't. The manual gives you a layout of the keyboard and what keys do what but that's it. The beginning has a greater focus on trying to delivery the story then actually showing you how to play the game. For example that there is no auto attack is never ever actually said in the manual or in the game itself. One would expect that if they've played any other MMO or even read up on them. You have to activate ability after ability in order to attack. There is a small timer that ticks after each attack as well. Don't know if attacks queue up either. This is of course not explained but something you have to figure out as soon as they throw you into a battle. Their way of keeping you alive during this moment however is to have NPCs heal you or attack in such a way they can one shot creatures. It's a massive failure I think and does nothing to show you how to fight if you are going into the game blind.

It's not so much that the system is complicated. Just that nothing is explained in the game or in the manual. The Lodestone site does explain some things. However it's natural to expect that one would find explanations on how a game works in the manual in the box or things actually in the game itself. Even then the UI isn't that responsive and it will get you killed at times due to how it lags I've found. So even once you figure out things actually doing them could still be an issue.

I expect to have to figure out the best way to kill something. I shouldn't have to figure out how to work the combat system with no explanation. There is a help icon that appears at times but it's at the top of the screen and there's no indication that it's actually a help icon unless you click and even then it isn't useful. If server and UI don't frustrate you, as a new person simply trying to figure out how to play the game would. Then there is the default control scheme for the keyboard which must be remap to be useful. FFXI had a better default standard layout.

FFXI had it's issues. However many of the things that were right with that game at its start seems to have been ignored for some crazy reason when it comes to FFXIV.
 

Kyoufu

Member
Personally I enjoy the lack of explanations. Makes it more exciting to unveil things about the game through your own experience rather than having it spoonfed to you like in other MMOs. I just despise everything else about the game. :(
 
It's not that bad for beginners, the intro story does a decent job of guiding you through how to play the game and getting to know the layout of your town and stuff. It even teaches you about combat stance and stuff, as long as you pay attention and do what it says in the intro Leve - unfortunately, that's not always easy, because sometimes the hints it gives are just in the normal text window - same as all the notices about people around you crafting and stuff, so easy to miss.

You do need the instruction manual, though, it definitely relies on knowledge from that.
 

Teknoman

Member
Reallink said:
Can't believe they're (apparently) not going to do a small version update this week adding something simple like sort, Ward divisions, or fixing the party SP bug. They never do updates on Thur/Fri do they? It's like they just don't give a fuck.

Should be soon though right? How long ago was that when S-E said two weeks from now?
 

Londa

Banned
GraveRobberX said:
Do you like making shit up out of your ass?

My site, the fuck?, I saw this on N4G, then I just asked in this thread due to some JP players how the reception was going, Shouta replied back, the end

You do realize that website has been around for awhile


Anger management much? Guy=loliporn site owner. You own the site?

I don't care if its been up since the start of the internet. The owner is trolling for views.
 

kiryogi

Banned
Kyoufu said:
Personally I enjoy the lack of explanations. Makes it more exciting to unveil things about the game through your own experience rather than having it spoonfed to you like in other MMOs. I just despise everything else about the game. :(

It's not really exciting when you find out you wasted all your anima porting from the first camp and to town. :lol Wasn't me but it's definitely an example how poor things are being explained.
 
Designwise, this game is a critical failure on every level. It has redeeming features, but now I'm not sure how many of them actually come from the game itself, as opposed to the natural community aspect that comes from human interaction.
 

Rentahamster

Rodent Whores
RocketDarkness said:
but now I'm not sure how many of them actually come from the game itself, as opposed to the natural community aspect that comes from human interaction.
Yep. Most of my fun is derived from the LS folks. Despite the annoying design elements/bugs.

As for the game itself, I like the graphics and music. The RPG stuff I naturally like. FF nostalgia gets to me too...but the other things that we have been complaining about that haven't been fixed/implemented yet is just pathetic.
 

datamage

Member
kiryogi said:
It's not really exciting when you find out you wasted all your anima porting from the first camp and to town. :lol Wasn't me but it's definitely an example how poor things are being explained.

Eh, each time you port it tells you how much anima it takes and how much you have. If someone wasted all their anima porting from the first camp to town, then they need to learn to read. :lol
 
Krispy Killa v3 said:
Is the game beginner friendly for those new to MMOs, or at least, simple to start if you aren't a big fan of the genre/complicated systems? It seems a lot of "standards" are left out, but if you aren't familiar with these standards anyway how's it hold up.


Unfortunately, it is the complete OPPOSITE of that.
 

Salaadin

Member
datamage said:
Eh, each time you port it tells you how much anima it takes and how much you have. If someone wasted all their anima porting from the first camp to town, then they need to learn to read. :lol

That part is fine as it is but they should really explain how to regen anima for those like me that used it and sat there afterwards wondering where it all went and how youd get it back.
 

Cmagus

Member
One thing I never got was you have these big open areas that are essentially empty for the most part or its just marmot after marmot or a different enemy that's just ridiculously hard but when you do leves there is all sorts of enemies. I don't get why these aren't on the field to fight.The cactaur are super hard in this game yet if your at say camp horizon and take on common cactaur they aren't that difficult, challenging but managable why cant i fight these outside of leves.
 

Rentahamster

Rodent Whores
Cmagus said:
One thing I never got was you have these big open areas that are essentially empty for the most part or its just marmot after marmot or a different enemy that's just ridiculously hard but when you do leves there is all sorts of enemies. I don't get why these aren't on the field to fight.The cactaur are super hard in this game yet if your at say camp horizon and take on common cactaur they aren't that difficult, challenging but managable why cant i fight these outside of leves.
The lowest level cactuars hang out a little northeast of camp Drybone. You need to be about level 19-21 with high DPS to be able to solo them before they 1000 needles you.
 

Cmagus

Member
Rentahamster said:
The lowest level cactuars hang out a little northeast of camp Drybone. You need to be about level 19-21 with high DPS to be able to solo them before they 1000 needles you.

good to know I guess I've been all over and haven't ever seen them.
 
Dreamwriter said:
In what way?
In every way. No information is provided regarding how anything in the game works, neither in-game nor in the manual. Arcane systems that you're groping blindly in the dark to attempt to use. Actions that should be mundane, such as rebinding your keys or interacting with an object in the world, is a cryptic process.
 

Kinitari

Black Canada Mafia
Alright I'm starting to get the hang of gameplay, started off as a leatherworker, which seems like a bad idea because there was only one leatherworking leve I could find :( - aw well, I still need to finish my first story leve, then I'll worry about everything else.
 

gillty

Banned
Provided you have a functional brain you should have no problem picking up the core mechanics of the game.

Sure there are some hang ups in the UI like lack of tooltips which the game could benefit from, but the tutorial text has been far improved than what was there during "testing" and is more than adequate.

RocketDarkness said:
In every way. No information is provided regarding how anything in the game works, neither in-game nor in the manual. Arcane systems that you're groping blindly in the dark to attempt to use. Actions that should be mundane, such as rebinding your keys or interacting with an object in the world, is a cryptic process.

I don't really see how key binds are cryptic, its in the config option in the main menu and it works like every other game, also who would have thought interacting with the world could be done by either clicking on a npc or through the main menu. (which is where people naturally go if you are looking for help to figure something out in any game)
 

Torquill

Member
Salaadin said:
I glossed over the point that leves can be re-tried after the reset. Thats cool
However, Im pretty sure that the main complaint is that we have to wait for the reset to begin with. A lot of people are failing the leves because of server issues, crashes, disconnects, etc. If you get kicked from the game during a leve, youre screwed until the next reset. There should be a way to let these people finish up without being marked as a fail and having to wait until the reset.

Some people only get a few hours a week to play. They shouldnt be left having to wait until leve reset if something happens.

ANyways, back to your original point. I did not know that. I always thought that a failed leve was a failed leve and to retry means you have to trade in the failure and then re-initiate it from the NPC. Thanks.




Ahh, I gotcha now. Thanks.
The problem with immediatly retryable leves is abuse bou could kill 8/9, fail, and retry ad nauseum, essentially grinding on your own personally spawned mobs with increased skill up.

The real solution is to have leves give a static sp reward. Solves ALL the cuurent problems with leve xp and let's you retry them immediatly without abuse.
 
Valru said:
Provided you have a functional brain you should have no problem picking up the core mechanics of the game.

Sure there are some hang ups in the UI like lack of tooltips which the game could benefit from, but the tutorial text has been far improved than what was there during "testing" and is more than adequate.



I don't really see how key rebinding is cryptic, its in the config option in the main menu and it works like every other game, also who would have thought interacting with the world could be done by either clicking on a npc or through the main menu. (which is where people naturally go if you are looking for help to figure something out in any game)

Keybinding is ridiculously cryptic. You can't bind a key unless it is already unbound. All I wanted to do was move the IJKL camera movement to the numpad, so I went to the camera section, selected the key I wanted to replace, and then pressed the key I wanted to perform that action. Nothing. Okay, I guess I have to unbind that key first. I need to figure out which of the five or six sections references the key that's bound, and then figure out how to remove the keybinds. The game doesn't tell me how to do any of this, I basically stumbled upon being able to do what I needed. At which point I could then, finally, return to the camera section to rebind the keys. Additionally, you can't rebind all the keys. The arrow keys, for example, are locked down. And then there are unlisted keys. Scroll Lock hides the interface, but there's no mention of that anywhere, not even in the Locked Key section of the keybinding interface.

In any reasonable game I've seen, you can simply click/target the object (INCLUDING XI). Why did they create two different ways to interact with non-player entities? NPCs you need to target, then hit Enter. Crystals and chests, you need to open the main menu (really?), then select that action. Having both available, I'd understand. Having a ridiculous division is simply bad design, no excuses.
 

Let me in

Member
Zalasta said:
You can, stop spreading false information.

For the last time. You can retry a leve when the next reset occurs. You can then exchange it immediately after completion for something new. It doesn't count against your new set of 8 because it doesn't stay in your journal like the ones you picked up and finished.
Either you don't understand my point or you're extremely tolerant.

I'll give an example of the frustration. When I played EVE, even if I DC'd or crashed out of the game, I could log back in and fly right back to the mission and everything is as it was and I can complete the mission.

I don't give a shit if I can retry the leve at the "next reset." If I crash or get logged out, the leve should remain active until it times out. It's very shitty design to auto-fail a leve because of a crash. The game isn't doing me much of a favor by letting me retry the leve later on.

I have limited time to play. When I log in to do a leve and I get dc'd, I don't have many options especially if I've used all my leves. I can grind random mobs or go do fieldcraft leves.

I am enjoying the game, but I will be tolerant of BS only for a short time.
 

mileS

Member
kiryogi said:
It's not really exciting when you find out you wasted all your anima porting from the first camp and to town. :lol Wasn't me but it's definitely an example how poor things are being explained.
:lol way to use me as an example!

datamage said:
Eh, each time you port it tells you how much anima it takes and how much you have. If someone wasted all their anima porting from the first camp to town, then they need to learn to read. :lol

hey now it was day1, I had no idea. I was thinking something along the lines of WoW's 30min hearthstone. I really expected it to recharge way faster than it does. I didn't waste it all but I used a good 80-100 of it the first 2 days. I can understand saying "learn to read" if it actually told you in game how long it recharges but come on. I ended up finding out from some YouTube video...
 

Torquill

Member
RocketDarkness said:
Keybinding is ridiculously cryptic. You can't bind a key unless it is already unbound. All I wanted to do was move the IJKL camera movement to the numpad, so I went to the camera section, selected the key I wanted to replace, and then pressed the key I wanted to perform that action. Nothing. Okay, I guess I have to unbind that key first. I need to figure out which of the five or six sections references the key that's bound, and then figure out how to remove the keybinds. The game doesn't tell me how to do any of this, I basically stumbled upon being able to do what I needed. At which point I could then, finally, return to the camera section to rebind the keys. Additionally, you can't rebind all the keys. The arrow keys, for example, are locked down. And then there are unlisted keys. Scroll Lock hides the interface, but there's no mention of that anywhere, not even in the Locked Key section of the keybinding interface.

In any reasonable game I've seen, you can simply click/target the object (INCLUDING XI). Why did they create two different ways to interact with non-player entities? NPCs you need to target, then hit Enter. Crystals and chests, you need to open the main menu (really?), then select that action. Having both available, I'd understand. Having a ridiculous division is simply bad design, no excuses.
It almsot feels like a total lack of design leadership. Everyone just doing what they eant. Everyone just making things work without making sure they are easy to use.
 
Torquill said:
It almsot feels like a total lack of design leadership. Everyone just doing what they eant. Everyone just making things work without making sure they are easy to use.
They basically forgot the 'U' in 'User Interface'. It's just an interface.
 

gillty

Banned
Didn't know people were have problems with the keybinds, I did the same thing (IJKL to numpad for map scrolling). I cleared the binds with escape and then bound the new key :S

btw I don't disagree agree that its a pretty bad design wise to employ seemingly randomly the menu based or popup interactions and on second thought it is a bit cryptic.

I think a lot of these problems come down to the fact that the game was clearly designed for a gamepad, they seemed to ignore the feedback towards that during alpha and beta, and then after a few interviews towards open beta scrambled with their pants down to get the game adequatly playable for the keyboard/mouse users at launch.
 
Valru said:
Didn't know people were have problems with the keybinds, I did the same thing (IJKL to numpad for map scrolling). I cleared the binds with escape and then bound the new key :S
Yeah, I figured it out, but I shouldn't have to figure it out. It should either be clearly listed in the manual, or there should be information in the game itself telling you this.

Alright, I'm going to try and avoid ranting any further, because if I did, I'd basically be rattling off design issues until the day I died.

btw I don't disagree agree that its a pretty bad design wise to employ seemingly randomly the menu based or popup interactions and on second thought it is a bit cryptic.

I think a lot of these problems come down to the fact that the game was clearly designed for a gamepad, they seemed to ignore the feedback towards that during alpha and beta, and then after a few interviews towards open beta scrambled with their pants down to get the game adequatly playable for the keyboard/mouse users at launch.
This part isn't even well-designed for gamepad. Like I said, being able to do both would make sense, since pad users could open the menu and select which nearby NPC to interact with (Heck, I'd love this, as I'd be able to interact with NPCs that are taking their sweet time loading, or I could avoid having to skillfully manipulate my camera so that I can click on, say, the guildleve NPC). As it is, pad users presumably still have to cycle through all the available targets before finally landing on the correct NPC.
 

Ravidrath

Member
Just checked, and there is no embargo on U.S. reviews.

It's entirely possible Sankaku is (surprise) entirely full of shit, or they're speaking specifically about the Japanese market.
 

Effect

Member
The thing that gets to me is that the interface for FFXI, while still designed for a console controller and maybe my mind is playing tricks on me, is actually better designed and more responsive then the on in FFXIV. At least from what I can remember. How do you screw up the interface your second time out? It's not like the controller for the PS3 is any different then the one for the PS2. It's not like keyboards have changed or that there isn't a standard keyboard layout for mmorpgs. A layout both paid and free to play mmorpgs have been using years.
 
Effect said:
The thing that gets to me is that the interface for FFXI, while still designed for a console controller and maybe my mind is playing tricks on me, is actually better designed and more responsive then the on in FFXIV. At least from what I can remember. How do you screw up the interface your second time out? It's not like the controller for the PS3 is any different then the one for the PS2. It's not like keyboards have changed or that there isn't a standard keyboard layout for mmorpgs. A layout both paid and free to play mmorpgs have been using years.

It's not just you. FFXI has a much better interface than 14 at the moment.
 
Effect said:
The thing that gets to me is that the interface for FFXI, while still designed for a console controller and maybe my mind is playing tricks on me, is actually better designed and more responsive then the on in FFXIV. At least from what I can remember. How do you screw up the interface your second time out? It's not like the controller for the PS3 is any different then the one for the PS2. It's not like keyboards have changed or that there isn't a standard keyboard layout for mmorpgs. A layout both paid and free to play mmorpgs have been using years.
XI's interface was fantastic. Don't recall ever having issues with it.
 

Londa

Banned
IonicSnake said:
The FFXI/XIV team seems to have this thing that they want to be different.

That is why people have a problem with SE. They want SE to take from other MMO's and add them to their games. While SE wants make up things and only take from their past games. This is the main problem they have. (not saying I dislike this, but many do)
 
Londa said:
That is why people have a problem with SE. They want SE to take from other MMO's and add them to their games. While SE wants make up things and only take from their past games. This is the main problem they have. (not saying I dislike this, but many do)
This wouldn't be a problem if they precluded such things as "logic" and "usable interfaces" from this mindset.
 

Effect

Member
Londa said:
That is why people have a problem with SE. They want SE to take from other MMO's and add them to their games. While SE wants make up things and only take from their past games. This is the main problem they have. (not saying I dislike this, but many do)

I can understand that stance. However they aren't even doing that in this case.

Anyway I made sure to cancel my continuous subscription a few minutes ago. So my FFXIV service is flagged as the trial period. Don't want to be charged due forgetting when my 30 days is up. SE has the remaining three weeks to address some issues as far as I feel. I just hope I can my monies worth out of the game until then.
 
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