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Things you want to see implemented in FFXIVFollow

#52 Sep 27 2013 at 7:58 AM Rating: Good
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Catwho wrote:
clanofthekestrel wrote:
This is my first FF experience and I find the combat mechanics/skill system extremely basic and boring.

It's like they wanted something "bulletproof" so adopted a 10+ year old system or they wanted something that was easily mastered by children.


The single player games use a variety of different battle systems. Final Fantasy pretty much invented the Active Time Based system now widely used in other RPG games. They've gone experimental, with the turn based chess game of Tactics and Conditional Turn Based in Final Fantasy X (probably the slowest pace of any FF battle, but allowing for a lot more deep thought and strategy in every little battle, even against the trash mobs.)

You'd probably have hated Final Fantasy XI though. Auto-attack as your base damage and most of your job abilities on timers of 1 minute, 3 minutes, 5 minutes, or 10 minutes. Tactical Points went to a max of 300 but at 100 you could execute a special attack. Spell cooldowns ranged from 5-10 seconds for low level spells up to a friggin minute or more for high level spells. Half the battle was waiting until the time was juuuuuuust right to do something.

For those of us coming from FFXI, the combat in XIV is kind of hectic and crazy in comparison.



That is totally true, the combat system in FFXI had to be complex because 90% of the time you stood in exactly the same place and decided which of your 200 attacks to use. A combat system that complex combined with all the running and dodging would destroy this game at endgame. The first 50 levels are tutorial to teach you how to play your character. I understand where this can get boring, but hit amdapoor keep and the demon wall and you will take back your words. FFXIV endgame is more like a combination of Phantasy Star Online and FFXI, where you still have the cooldowns and combat like FFXI, but you are running all over the place and dodging constantly like in Phantasy Star Online. But in FFXIV it is even less forgiving. Even at capped level, with the best armor, you can still get one shotted.


Edited, Sep 27th 2013 9:00am by Valkayree

Edited, Sep 27th 2013 9:01am by Valkayree
#53 Sep 27 2013 at 8:00 AM Rating: Excellent
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To take that one step further, I also love how the crafting mats are automatically pulled from storage and so there is no need to run around with a ton of random crafting mats in your inventory. They do limit you to crafting at specific stations scattered throughout the world, but I prefer their system hands-down to that of FFXIV.

In my limited XIV crafting experience, I seem to always forget one crucial mat or I have grabbed the wrong amount. At that point I either have to run back to my retainer or I just buy the item from an NPC/market board - depends on how lazy I'm feeling at that particular moment I would love to be able to take that part of crafting out of the equation.


Be careful what you wish for.

Guild Wars 2 was polished, but also, very easy and simple-minded. Call me crazy, but I actually appreciate the fact that in FFXIV, you have to make sure you're actually in possession of crafting materials in order to use them. I mean... If I'm at work, but my ps3 is at home, then how should I be able to play my ps3 without going home?

Sure, FFXIV may not be as convenient, but making sure you've got everything you need for a nice, long crafting bonanza is just one more thing you have to think about while playing. It's little things like that (mini time sinks,if you will) that can help you feel more connected to the game world without really wasting any of your time.

GW2 went too far the other direction... you didn't have to actually HAVE your materials... you didn't have to go back to quest NPCs for your rewards (they were just instantly mailed to you), you didn't have to talk to NPCs to accept quests, etc. These are all things that eventually hurt GW2 in the long run, not helped it.
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#54 Sep 27 2013 at 8:17 AM Rating: Excellent
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I'd disagree strongly with that, but I'd rather not clog things up with GW2 issues here. Abridged version would basically be zero endgame PvE content that isn't shackled to dungeon spamming.
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#55 Sep 27 2013 at 8:28 AM Rating: Decent
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Seriha wrote:
I'd disagree strongly with that, but I'd rather not clog things up with GW2 issues here. Abridged version would basically be zero endgame PvE content that isn't shackled to dungeon spamming.

I'm guessing you meant that you want endgame content that's not in dungeons, or at least not 4/8/* dungeons? Your comment reads like you want all of endgame "shackled" to dungeons. ;P

I could see solo dungeons, not "Hero" mode versions of currently deployed ones, but new ones that progress a story as a good endgame "dungeon". But they'd have to create lots of them or create them in a way that repeating them doesn't equate to what you'd consider "spammy". Sadly, endgame at launch of any game is going to be some sort of hamster wheel--even if it's PvP, that's just a different grind, maybe not for gear; even for glory you're doing the same damn thing over and over.
#56 Sep 27 2013 at 9:21 AM Rating: Excellent
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I'd disagree strongly with that, but I'd rather not clog things up with GW2 issues here. Abridged version would basically be zero endgame PvE content that isn't shackled to dungeon spamming.


Lack of endgame was definitely an issue, but not THE issue. GW2 failed to connect with gamers for several reasons... but, like you said, the point of this thread isn't to analyze every problem with GW2. Abridged version: 1) No role diversity between jobs, 2) Game way too easy/mindless, 3) Dungeons were a mess, 4) No endgame.

Now, back to FFXIV.

If you read the positive reviews about FFXIV (and there are many), a common thread is that FFXIV has almost an old-school feel despite being new... and, according to reviewers, this is a good thing! In fact, this has been one of the biggest reasons of praise for ARR. Here are some of the features of FFXIV which give the game that awesome, nostalgic flavor:

- Having to plan our travel (we can't teleport everywhere without blowing through our gil, and even then, telepoints are nicely scattered)
- Having to be in possession of crafting items in order to use them
- Having to select the item to give to the quest NPC
- Having to talk to NPCs to get quests
- Having to talk to NPCs to end quests
- Cutscenes for quests and missions
- Not everything is voice acted
- Our characters aren't made out to be testosterone-driven heroic cliches.
- etc.

Anyway, for whatever reason, ARR didn't go in the direction of other modern MMOs... and, funny enough, the game has earned lots of praise for that. Why ruin a good thing by putting parts of the game on autopilot?

Edited, Sep 27th 2013 8:22am by Thayos
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#57 Sep 27 2013 at 10:26 AM Rating: Decent
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I never got why people would want to not have to see a quest giver to start or finish a quest.
#58 Sep 27 2013 at 11:30 AM Rating: Decent
LucasNox wrote:
Thief


YUP. Combat complexity comes from three things: the enemy's mechanics, and the mechanics of the group, and individual rotations. Currently we have 1 and 3, but the only group mechanic is the super simple limit break. THF SA/TA + skillchain and magic burst would make things so much more interesting.
#59 Sep 27 2013 at 11:43 AM Rating: Decent
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SE needs to destroy the MMO Plague known as "Speed Runs" before it completely poisons the community and destroys the game.

Unrewarding Skippable Trash + Shiny Token at the End = Toxic fractured jerk off community.

I first encountered this terrible "speed run" disease while playing GW2 and it stemmed from the EXACT same root causes listed above.

Why SE would adopt the terrible GW2 system is beyond me, they must like running past all the content they created.
#60 Sep 27 2013 at 12:08 PM Rating: Excellent
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KingoGoodbomber wrote:
SE needs to destroy the MMO Plague known as "Speed Runs" before it completely poisons the community and destroys the game.

Unrewarding Skippable Trash + Shiny Token at the End = Toxic fractured jerk off community.

I first encountered this terrible "speed run" disease while playing GW2 and it stemmed from the EXACT same root causes listed above.

Why SE would adopt the terrible GW2 system is beyond me, they must like running past all the content they created.


Looks like you didn't notice that they patched AK specifically because they are against speed runs. Expect to see more patches. I haven't gotten to end game so I can't speak for all of the dungeons, but the ones I have been in have random chests to loot that encourage you to explore the entire dungeon without making it mandatory. That's something most MMOs don't do.
#61 Sep 27 2013 at 12:09 PM Rating: Decent
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Yes I'd like to see Thief, Ninja, Red Mage, Dark Knight, Samurai, Blue Mage, Beastmaster, etc... BUT I realize that we have enough DDs as it is right now and would need more Tanks, Healers and Support first. But I would like to see a DD with BIG burst damage numbers.

A high level "hub"; Ishgard.

Big summons.

Ways to fill up the limit gauge faster (I still don't know what fills it up), and or skillchains or combos.

I think things like the Promys in FFXI or even Dynamis-like events that are in the cities themselves would be cool. Alternate universe kind of stuff.

Locked chests in the world or in the Beastman/High level areas.

Golden Saucer/other mini-games.

This may be dangerous, but an automated/configurable retainer system that would autobuy and sell at certain price points.

More control over Chocobo, or other eventual companions with "Gambits" from FFXII.

A cross server Friends List...but I'm on the fence about grouping randomly which could take away from the DF population.

Kinda crazy but official SE "bots" to run dungeons with or to fill out a party. A programmable companion with Gambits would be ideal but due to some of the mechanics it would probably be impossible to implement. Not to mention the balance issues.

I also would like the game to go in a more "tech" direction. I think that would be awesome to travel to the moon in a Garlean spaceship. Heck, Cid's airship is called the Enterprise.

----

So yeah some of that stuff is unrealistic, I know, but other things, I think would be really cool.
#62 Sep 27 2013 at 12:20 PM Rating: Decent
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purethulium wrote:
KingoGoodbomber wrote:
SE needs to destroy the MMO Plague known as "Speed Runs" before it completely poisons the community and destroys the game.

Unrewarding Skippable Trash + Shiny Token at the End = Toxic fractured jerk off community.

I first encountered this terrible "speed run" disease while playing GW2 and it stemmed from the EXACT same root causes listed above.

Why SE would adopt the terrible GW2 system is beyond me, they must like running past all the content they created.


Looks like you didn't notice that they patched AK specifically because they are against speed runs. Expect to see more patches. I haven't gotten to end game so I can't speak for all of the dungeons, but the ones I have been in have random chests to loot that encourage you to explore the entire dungeon without making it mandatory. That's something most MMOs don't do.

Yeah. Part of me wonders how much "speed running" is a cultural thing, does the JPN community have such a toxic attitude when it comes speed runs? It seriously ruined GW2 for me and I don't want it to ruin FFXIV because I like this game much more than GW2 (I missed the trinity and like all the fan service).

I am glad they are discouraging it and hopefully they get rid of it. Giving an incentive to kill trash would go a long way. Even Molten Core trash dropped BoE epics.

Edited, Sep 27th 2013 2:21pm by KingoGoodbomber
#63 Sep 27 2013 at 12:34 PM Rating: Good
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Kierk wrote:

Golden Saucer/other mini-games.

This may be dangerous, but an automated/configurable retainer system that would autobuy and sell at certain price points.


I really wish I could play more =(
Isn't there a casino across from the Immortal Flames place in Ul'Dah?
I know they are adding functionality to retainers, so you may get part of that. They always wanted retainers to have levels with perks, btu I don't know if that will ever enter ARR. However, they have mentioned a few times that the app will be able to control retainer functions and I think they will have to add functionality to the retainer system itself to make that interesting.
#64 Sep 27 2013 at 2:42 PM Rating: Excellent
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Krycis wrote:
Seriha wrote:
I'd disagree strongly with that, but I'd rather not clog things up with GW2 issues here. Abridged version would basically be zero endgame PvE content that isn't shackled to dungeon spamming.

I'm guessing you meant that you want endgame content that's not in dungeons, or at least not 4/8/* dungeons? Your comment reads like you want all of endgame "shackled" to dungeons. ;P

I could see solo dungeons, not "Hero" mode versions of currently deployed ones, but new ones that progress a story as a good endgame "dungeon". But they'd have to create lots of them or create them in a way that repeating them doesn't equate to what you'd consider "spammy". Sadly, endgame at launch of any game is going to be some sort of hamster wheel--even if it's PvP, that's just a different grind, maybe not for gear; even for glory you're doing the same damn thing over and over.

The big thing I want to see an MMO do is offer equal progression outside the dungeon/raid sphere. Yes, I know the people who like that will ***** to high heavens about how they feel people don't deserve such progress or that people don't need that kind of gear growth for the open world, but in the end I just see it as a Game Over for those who can't commit reliably to the dungeon/raid scene and you seriously can't call vanity options, housing, or other little mini-games a substitute.

Solo dungeons are certainly an option, but I'd wiggle leves in here, too. Crafting should also be equally accessible without requiring dungeon/raid drops. GC seal equipment is also a method, it just needs higher tiers to pull that off. Repeatable (not daily/weekly) quests to work toward another possible currency wouldn't hurt. And of course new story content in general. So, while in theory the hardcore may be able to grind this out at a fair pace and bemoan there's nothing to do, they are not the target audience and they only have themselves to blame for playing beyond the norm. The only true concession I'd be willing to make here is letting dungeon/raid gear be prettier with all the glows and sparkles some yearn for, and while the alternative doesn't look bad, perhaps if on equal gear footing, they'll have a better chance to chase the shiny gear if they do get the chance. Right now, more people are inclined to not bother because time and connections simply aren't on their side.

To better perpetuate all this, I'd certainly love to see more dynamic zones fueled perhaps by FATE chains. Given the beastmen/primal influence, you can have them conquering hubs (even from each other) with the player objective to try and reclaim. Given enough build-up, you might even see Odin/Behemoth tier open-world primal fights with new tricks for the more hardcore to take on, too. Of course, if the players are holding the terrain, they'll have more access to those quests I alluded to, possibly bonus vendors, and perhaps even outright perks like lower teleport costs or increased mount speeds. Just get people out in the world doing stuff.
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#65 Sep 27 2013 at 3:03 PM Rating: Default
Kierk wrote:
Ways to fill up the limit gauge faster (I still don't know what fills it up), and or skillchains or combos.


(As per my previous posts) I can't agree more on this.

Kierk wrote:
I think things like the Promys in FFXI or even Dynamis-like events that are in the cities themselves would be cool. Alternate universe kind of stuff.


I agree that the theme was pretty cool, but what made dynamis interesting to me was how "dangerous" it felt, in terms of trash mobs. It seems like trash in MMOs nowadays is meant to be just a time filler. I only did dynamis a few times, but I remember it was a very on edge feeling each pull, taking things very carefully to avoid problems. Maybe this feeling of danger comes from the XP loss on death though. . .
#66 Sep 29 2013 at 4:22 AM Rating: Default
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Now that I have started FFXIV, I am starting to mis FFXI again =(

Whould be nice if some of the FFXI stuff made it to FFXIV.
- Notorious monsters. Not in the way that the gear is so good that they are camped 24/7, but a nice challenge when you encouter one during leveling, with some exp bonus and a decent reward for your level.
- Boat rides. Loved them for fishing together with (notorious) monster spawns and pirates.
- Skill Chains, just to make the fightts more interesting.
- Red Mages, my favorite job from FFXI.

I always find mini games fun as well. Pet battles from WoW for example. And I think the diplomacy sphere from Vanguard whould fit nicely in FFXIV as well.

And to solve some annoyances.
- Right click in chat to ignore option.
- Inventory sort option.

I still have a lot to do so nowhere near bored, but already looking forward to what will come :)
#67 Sep 29 2013 at 10:01 AM Rating: Good
Vaunont wrote:
Now that I have started FFXIV, I am starting to mis FFXI again =(

Whould be nice if some of the FFXI stuff made it to FFXIV.
- Notorious monsters. Not in the way that the gear is so good that they are camped 24/7, but a nice challenge when you encouter one during leveling, with some exp bonus and a decent reward for your level.
- Boat rides. Loved them for fishing together with (notorious) monster spawns and pirates.
- Skill Chains, just to make the fightts more interesting.
- Red Mages, my favorite job from FFXI.

I always find mini games fun as well. Pet battles from WoW for example. And I think the diplomacy sphere from Vanguard whould fit nicely in FFXIV as well.

And to solve some annoyances.
- Right click in chat to ignore option.
- Inventory sort option.

I still have a lot to do so nowhere near bored, but already looking forward to what will come :)


NMs can occasionally pop during Levequests, and they do indeed grant an exp bonus to the leve.

I agree on open world notorious monsters though, even if all they did was grant an achievement for killing them.
#68 Sep 29 2013 at 10:34 AM Rating: Good
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ISNM, ENM, BCNM, KSNM.....these were some of my absolute favorite things from FFXI. I absolutely love "gimmick" fights that require certain setups or have little tricks to them. I like how the community came up different configurations to run them (peacock charm bcnm with RDM, NINx2 anyway? I miss you!).

And the absolute easiest way to do this is already in the game: Levequests. It's so easy to use this system to choose a Leve, just like a specific BCNM and run it with a group of people. Even better, you can make it mimic the "your orb, your drop" setup through Levelinking. When the person initiates the leve, everyone going has a chance to levelink and spend one of their own allowances and this gives them a chance to roll on drops. Otherwise, BCNM Levequests only allow the person using an allowance the ability to roll "need" on all loot and everyone else gets "greed". Choose to levelink and you get placed in the "need" pool. Need and Greed would be based on only this restriction, no class restrictions so they would have to do a little tweaking but again, incentivizes people to spend allowances and help out.

Obviously the drops can't be too insane as some people would spend a whole day burning through all of their allowances but that's naturally checked by the allowance refill (you will eventually run out) and the very profitable use of leves for tradecraft triple turn ins.

Also, different areas could have different BCNM Levequests available, just like the current Battle and Tradecraft leves, thus incentivizing people to do the local levemete quests to open up leves for each area. That equals more exploring (plus it causes people to burn their leves, again, another natural check on the system getting out of hand). Sounds like win/win all over the place.
#69 Sep 29 2013 at 11:11 AM Rating: Good
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bigger butts

the ladies, they have no butts

"wheres the beef" - president barack obama after rolling a female miqo'te
#70 Sep 29 2013 at 11:15 AM Rating: Excellent
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ChoochZero wrote:
ISNM, ENM, BCNM, KSNM.....these were some of my absolute favorite things from FFXI. I absolutely love "gimmick" fights that require certain setups or have little tricks to them. I like how the community came up different configurations to run them (peacock charm bcnm with RDM, NINx2 anyway? I miss you!).


I (and I'm sure a lot of people) disliked these type of fights because they exclude those that don't have the required jobs leveled. I want the game to be more inclusive than FFXI.
#71 Sep 29 2013 at 11:19 AM Rating: Good
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chillpickle wrote:
bigger butts

the ladies, they have no butts

"wheres the beef" - president barack obama after rolling a female miqo'te


My "Asian ***" be damned, I agree with this post. More junk in the trunk!
#72 Sep 29 2013 at 11:59 AM Rating: Decent
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i would like to see Notorious Monsters make a return. The drop rates would be to be something not TOO outrageous though. I'm looking at you mee degi the punisher.

I want to specify that i DON'T want to see the ones that spawn every 24 hours. Max 6 if anything so all time zones can have a shot. Along with the other obscure ways some NM's could spawn. (do we know yet how almighty apkallu spawns yet or is that still unknown?)

As of right now i have all jobs capped except for crafts, so i just sit in town all day and use the duty finder because theres nothing else for me to do in the world.
#73 Sep 29 2013 at 12:10 PM Rating: Good
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Eh FFXIV's battle system wasn't hectic to me. In fact, it plays like SO4.

Krycis wrote:
(that's one thing I hate about crafting anywhere in the cities, all hear is ffching, ffching, ffching, tap, knock, tap, grind, saw, ffching, ffching).

I kind of like it.
#74 Sep 29 2013 at 1:32 PM Rating: Decent
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This is very wishful thinking, but I would really like a real materia system. Make the materia level up. Have some that give skills or modify skills. Like, reduce recast of Sentinal by 10s etc and it can level up. And let there be materia linking like increase bonus value by 20%. So if you have armor with a 2 slots that link and you the reduce recast by 10s on one slot and the increase bonus value by 20% slot, it would reduce it by 2s. Etc.
#75 Sep 29 2013 at 1:37 PM Rating: Decent
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One more thing, a way to toggle displaying names. Like if I hold shift it will display names. I like having all the names off and having them on feels all cluttered.
#76 Sep 29 2013 at 2:08 PM Rating: Decent
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kaizermach wrote:
One more thing, a way to toggle displaying names. Like if I hold shift it will display names. I like having all the names off and having them on feels all cluttered.


i have names turned on all the time, and i know holding either x or z (one of those, i forget) by default toggles most of the names off. maybe it works the other way around too, if you have names off by default it'll turn them on? check it out, it'll be in keybindings im sure :)

edit: just looked into it, i guess "x" is the "click filter", you can change the click filter settings under character config > control settings > target , unfortunately it looks like the only way this can be used is to toggle names OFF by holding x, i tried changing the settings to toggle names ON but it didn't work :\ THIS WOULD BE SUCH A COOL FEATURE



Edited, Sep 29th 2013 4:47pm by chillpickle
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