The "common FF MMO attribute" applies only to the long recasts, and not the "small effect" part of your statement. I'm sure that's how you meant it, but just being sure. And, since these aren't the beta forums, I feel safe saying that this is something FFXI did a lot better. Long recast is okay with a big effect and/or long duration; long recast is not okay when the effect is negligible and the duration tiny.Aside from a few actions ... most actions are either a weapon skill ... or a buff with a small effect and a long recast (admittedly a common FF MMO attribute).
But of the 4 ppl I made try ffxiv v1.23, all couldn't stand the fights and thought it was boring/far far far too slow and only played for a week, while they are now enjoying the fight in the ARR beta. So I do think that they probably can make something far more successfull by improving ARR battle system than if they had tried to improve the 1.23 one.
True, there was no reason to own a HQ Fire Staff as a mage due to the relative weakness of Fire and the lack of debuffs that used it as an element, but at least elements mattered in FFXI.EDIT: I can't speak with much experience with FFXIV's BLM, but the biggest flaw in FFXI's design, was that elemental spells were ranked in terms of damage and cost efficiency. Thunder and Blizzard were the top (and when skillchains were relevant or if you used them anyway, that covered you for most skillchains you wanted to do). The game really needed a way make Stone, Water, etc. matter more. They could have done this by having spells scale to your currently most damaging/cost effective spell of that tier before considering any damage bonus based on some condition (elemental weakness, magic bursts, elemental DoT, chain elemental wheel, w/e).
True, there was no reason to own a HQ Fire Staff as a mage due to the relative weakness of Fire and the lack of debuffs that used it as an element, but at least elements mattered in FFXI.
The biggest difference between XI and XIV, I think, is that Vana'diel was designed as a world while Eorzea was merely built as a playground.
ARR is a playground, is what I mean. 1.0 at least had ships be more than just another means of teleportation, while ARR airships travel in excess of Mach 90 to be more casual-friendly.Hmm, are you speaking of ARR? I feel the opposite was true for 1.0. In fact, they went so far with it no one wanted to play in that world. (I think ARR still inherited a lot of great details. I prefer Eorzea's tone and grit over Vana'diel, although I love both too much for my own good.)
ARR is a playground, is what I mean. 1.0 at least had ships be more than just another means of teleportation, while ARR airships travel in excess of Mach 90 to be more casual-friendly.
As an aside, can you dye metal armor in ARR?
I wasn't around for 1.0's airships, and I can't afford ARR's ferry, but I recall 1.0's ferry took longer than 5 seconds to cross the sea (maybe I misremember). In FFXI, you had timetables, you had schedules, you had an airship that if you looked up at from Ronfaure you knew someone on that airship could look down and see Ronfaure. In ARR, you have an airship that departs one city and arrives in another instantly-- it doesn't pass through the world, it doesn't take time.How so? Or do you mean Final Fantasy XI airships? If not, in 1.0 they worked the same way as they do now. Yep, you can dye metal armor.
I wasn't around for 1.0's airships, and I can't afford ARR's ferry, but I recall 1.0's ferry took longer than 5 seconds to cross the sea (maybe I misremember). In FFXI, you had timetables, you had schedules, you had an airship that if you looked up at from Ronfaure you knew someone on that airship could look down and see Ronfaure. In ARR, you have an airship that departs one city and arrives in another instantly-- it doesn't pass through the world, it doesn't take time.
That's what I meant by playground. FFXI resisted teleportation and warping for years in order to maintain realism; FFXIV forgoes all semblances of realism to be ritalin-friendly.
The ferry was pretty dreadful when you took it half a hundred times and never once saw pirates, I agree.While I get what you're saying, a part of me is really glad they took that route for this game. The thought of sitting on a boat for 10minutes these days just doesn't sound appealing at all. Back then it was kinda cool the first few times (especially when the music changes out of nowhere and you get a Kraken surprise) but after the first few times; that all wears off.
As I began writing my reply telling you how crazy it is that you never saw pirates and recalling my first time claiming Valkurm Emporer, I think I came to the conclusion that I won't be subbing to FFXIV. What would a conversation about FFXIV even be like? "So, which mission are you on?" "Oh yeah, I did that one."The ferry was pretty dreadful when you took it half a hundred times and never once saw pirates, I agree.
I wasn't around for 1.0's airships, and I can't afford ARR's ferry, but I recall 1.0's ferry took longer than 5 seconds to cross the sea (maybe I misremember). In FFXI, you had timetables, you had schedules, you had an airship that if you looked up at from Ronfaure you knew someone on that airship could look down and see Ronfaure. In ARR, you have an airship that departs one city and arrives in another instantly-- it doesn't pass through the world, it doesn't take time.
That's what I meant by playground. FFXI resisted teleportation and warping for years in order to maintain realism; FFXIV forgoes all semblances of realism to be ritalin-friendly.
As I began writing my reply telling you how crazy it is that you never saw pirates and recalling my first time claiming Valkurm Emporer, I think I came to the conclusion that I won't be subbing to FFXIV.
There's just...no reason to exist in Eorzea. It's just a train track full of instances where everyone sees the same thing and gets the same result.
Damn Yoshi-P and his smooth talking. He keeps promising and saying things that make sense, but when it comes down to it there's not a P2P MMO here. I'll still probably play for a month or two though. The world and the art are awesome. Gotta run through it once just to see it.
I heard gunblades are in this game. Is this true?
Well they'll have a chance to keep me. I'm just not seeing it at this point.
Open for what though?I'd say give it till after the Grand Company and Scenario missions start to intertwine, once the story really takes off and all "vanilla" zones are open.
Open for what though?
I feel like the core game is always just gonna be warping to instances which are themselves disconnected from the world. It feels sort of like a single player game that acts as a lobby to MP matches. Is this just modern MMO design?
Regardless, I will give it more than a fair shake because I very much want to like it.
Might just be an issue of modern mmo design. Even 1.0 under Tanaka's supervision had you going into instances for solo story missions.
Open for what though?
I feel like the core game is always just gonna be warping to instances which are themselves disconnected from the world. It feels sort of like a single player game that acts as a lobby to MP matches. Is this just modern MMO design?
Regardless, I will give it more than a fair shake because I very much want to like it.
It's because not instancing them causes far more strain than it's worth. Players will likely be far more frustrated when they have to wait to do their content because the trigger point is totally congested or something.
The novelty of doing all of that without instancing is not worth the playability of a product, especially for dedicated players. the Ferry ride in XI is a prime example of something that was novel the first time but was just really annoying to have to take after you've been in the game for awhile.
If there are people who prefer the old-school approach of dedicating your whole life to the game, spending hours just trying to travel point to point, spending hours looking for a party, spending days and weeks and months grinding and dying once is a punishment in days or weeks of grinding instantly lost, spending days camping for a single NM spawn only to see someone else claim it, then a lot of the old-school games are still operating today. FFXIV is taking a decidedly modern approach to MMO design, and quite frankly when I was still in high school and college I had what seemed like a lifetime to dedicate to playing a game. Now I work full time and a game which is focused around giving me content to experience and not waste my life is more agreeable to me.
I think there can be a median, but then again most of the things you are saying are things that I don't want either. Spending hours looking for a party is a nuisance that I never liked. Traveling though a well crafted gameworld shouldn't be.
Although I guess we are talking on separate points since I have no problem with dungeon instancing, and am not a fan of everything listed in that last paragraph other then the traveling.
I agree. I mean, if WoW's (Or any MMO, really)battle system was being judged on JUST level 1-30 content I'm pretty sure people could call it boring as well.
Oh definitely, i'm still hoping they change the airship cutscenes to be actual instances/zones like XI. Personally I still run across the land when I can ( only way you can run into fates for the most part). I dont think people can get too teleport happy, since you'll have empty pockets pretty fast.
WatWell tbh I have been playing Rift lately and even in the starting levels the combat system is better.
And I think sea/sky FATES would be fun.
I agree with everyone who values their time and doesn't want to be stuck waiting on ships and whatnot. I value my time too, no question about it. I don't want to wait in lines to kill a quest mob, I don't want to get up at 4am to watch other people try to outcheat each other to claim a mob, and I don't want to watch my character just standing around for 10 minutes because timetables.
But.
I still want the world to still feel alive around me. I want it to work like a world should. Airships should cross the sky, not teleport from place to place. Ships should cross the sea, not act as discount waypoints.
MMO worlds exist on a spectrum from "world" to "playground," respectively realism to casualness. Having working transportation + teleportation to get around it is a good compromise: you don't need to completely sacrifice verisimilitude to make a game.
And I think sea/sky FATES would be fun.
Wat
After arr beta, all other free mmos I tried couldn't last me more than a day (rift, dragon's prophet)
RPG Site: Well, my next question is natural, then - I feel this is quite, quite different to having a weapon, or the Warrior of Light costume - having an actual character appear opens up more doors, doesn't it? How long before we see Sephiroth as a raid boss, [Yoshida laughs] or Yuna and Tidus showing up to promote FF10 HD Remaster? Does this open that door?
Yoshida: [laughs] Well... first of all, I will leave it to the players to imagine if there's going to be Sephiroth in the game, or maybe Cloud is going to appear on his motorbike... Please enjoy sort of thinking about what could be happening in the game!
Yeah, make it so you have to gather high level ore and stuff to give to passive monsters so you can reach the round guy.Including expanded FF Universe fun time is quite easy. They already plan to introduce a Golden Saucer type place right? Well, have a room within it that acts as a dimensional portal in a way (explain it that there are now tears in the Aether due to the Calamity) where we can have fun with different FF based events. Challenging bosses, interesting events and all manners of fan service could be had. It also keeps it "away" from the lore.
Personally? Make Ozma available to fight. I want to mess that damned thing up. ><
Yeah, make it so you have to gather high level ore and stuff to give to passive monsters so you can reach the round guy.
Haha.Yeah!
... Wait.
On that note, I like fighting Goblins in this game; the visual and audio design for their explosives is top notch.
I'd feel more confident about Final Fantasy incest if S-E had shown themselves capable of maintaining character integrity. I mean, look at Final Fantasy VII (Cloud has a personality, Aeris is funny) and then look at the FF7 Expanded Universe (Cloud has one emotion: moping, Aeris is a personality-less token),
Crisis Core says you're wrong.