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#127 Jan 06 2015 at 1:15 PM Rating: Excellent
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Karlina wrote:
Hyrist wrote:
Also, branching dungeons. Ones that you can only explore a portion of during a single visit, so that you become invested in exploring these paths and choices within the dungeon itself, rather than be guided through a one path dungeon.

That's a neat idea but would probably just end up with people quickly finding the most efficient path and only doing that, to the exclusion of all else. Maybe if it was semi-random? Sometimes the left path is open and sometimes the right one is? You'd still get a potentially different experience in the same dungeon without people calling you a noob for wanting to go THAT way.

GW2 did dungeon branching, but it basically meant after a certain point (usually a selection at the start), the other parts get blocked off. As a result, speedrunning the most efficient path became the norm for tokens, which translated to gear.

Dungeons being entirely randomly generated is probably the wiser thing to approach. The concept DOES exist in gaming, be it Lufia's Ancient Cave, a staple to ARPGs like Diablo, or even within MMOs like XI's Nyzul. Mechanically, all it really was was map chunks serving as puzzle pieces, each connected with a start point and and an end in mind. Depending on how the puzzle game together, sometimes there'd be more than one path, but there'd also be dead ends. In a more ideal situation, full clears should be preferred over just zipping to a boss or whatever, but this tends to require "trash mobs" mattering, which I'd argue isn't the case in XIV dungeons unless they're linked to opening a door or something.

Anyway, specific dungeons should get their own tile set. An icy cavern would, expectantly, have a bunch of icy cave-type pieces. As a result, you wouldn't see some fiery magma chunk of the map unless there was a good reason for that to be there. These areas would also be populated with an expected set of mobs. In a crypt? Yeah, should probably expect ghosts, skeletons, spiders, and other sorts of creepy crawlies. Then again, bosses don't always need to follow these rules, especially if they represent a sentient species like an NPC humanoid. Entering some kind of screwy nightmare world? Throw out the rules, enjoy everything mix-and-matched.

For me, I'd be more about running dungeons in MMOs if this was the norm, but I'm still loathe of the waiting that's often associated with getting a sensible group together. So, as with my last post and difficulty scaling in mind, solo dungeons should be a thing for those who desire it, too. Or any other party configuration between 1-8 in XIV's case. Not fitting into the Light/Full dynamic can risk people feeling left out, which also tied into stuff like Coil's lockout being a nuisance if you 9 people in your FC, but only 8 could be included.
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#128 Jan 06 2015 at 1:23 PM Rating: Excellent
On zone danger, it was available in spades in XIV 1.0 and we hated it.

You want to get to that aetheryte over there, the next zone map over? Good luck sneaking past the level 70 mobs blocking the zone tunnel.

The only reason I had Camp Revenent's Toll before the world blew up was because someone else teleported me there. I tried to get there on my own; it was impossible for a long 40-ish BLM to make it, even on chocobo, since one hit would knock you off the bird and then you'd be birdless, defenseless, and dead.
#129 Jan 06 2015 at 2:17 PM Rating: Excellent
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Hyrist wrote:


The presentation is much different here than it was in FFXI. The format can be argued to be similar, but the execution of that format is far from. It's the difference between a 2-hour special that sets up a television series, and a movie that periodically stops in the middle of climaxes.

2.0 is the opening special - a complete tale that opens a wider story. The Various 2.# patches are the episodes that lead up to the Battle of Ishgard and the opening of Heavensward.


I normally don't post that much here, due to various reason, but I felt compelled to. FFXIV's story reminds me of WoTG, and not in a good way. There are some interesting tidbits and also interesting developments, but it's really littered with padding. Too often a matter gets dropped "because you have to do something else". While there's nothing inerently wrong with this, in 2.4 (Which was, for me, the least unsatisfactory in terms of story) for example it happens at least four times. There are even a couple events in which the NPCs are really dumber than the player character the whole following the traitor quests, in which it's pretty evident that the guards are going to be fooled. In a couple cases I actually wanted to see what happens but no, "you're needed elsewhere".... XI had its fair amount of padding, as the infamous Parramo Tor climb can testify. WoTG was terrible in that regard (and I have to argue it didn't show the Crystal War at all, instead it "ruined" a lot of characters and didn't show the most important part). XIV though has a lot of menial tasks which are understandable in the vanilla version, but less in the patches. More than the Warrior of Light, the character looks like an errand boy/girl sometimes.

IMO the pinnacle in the FF online games as far as story goes, is CoP . FFXIV 2.x has opened at least a million of storylines, and I can't see a single patch to be able to wrap them nicely (Hildibrand quests are instead on track for a good conclusion, at least in my opinion), even if it's split in three. I really don't want the Ascian storyline to go on into the expansion, as it's not particularly interesting, at least for now.

Another thing I don't like it's that the team thinks every story mission needs to get a Primal fight. Why? Not to mention, save for 2.3, the story basically ended after defeating such Primal.

Also, but that's nitpicking, I really wish the naming conventions and dialogues had been made consistent between the Japanese and the English script. I use the Japanese audio (being on a JP server and knowing the language as well, but the client is the English one) and the differences in names and concepts - the actual story content is the same - can be jarring to my ears (for example Zodiark in the Japanese script is being referred as "Sagittarian", IIRC.
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#130 Jan 06 2015 at 2:18 PM Rating: Excellent
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Catwho wrote:
On zone danger, it was available in spades in XIV 1.0 and we hated it.


Back in the day, getting to Jeuno for the first time was a terrible chore if you didn't have higher level friends to help out.

I do think that it would help somewhat if the 2.5 dungeons were simply added to the Expert Roulette, rather than replacing the three currently there. It'd make for some more variation; a roulette only having three choices is too small.
#131 Jan 06 2015 at 2:45 PM Rating: Excellent
The problem with WotG is that the storyline was not just spread out over time, it was spread out over players, because they wanted to have the three nation stories again. When only a third of the already fairly small playerbase is able to access a mission, the odds of that mission getting done in a timely manner are quite literally cut down by two thirds.

I spent about two years stuck on A Feast For Gnats because I could never find five other Windurstians willing to do it. It eventually took joining a static which had the goal of finishing ALL the WotG stories to knock that fight out, 24 levels higher than the fight was intended to be completed at.
#132 Jan 06 2015 at 2:46 PM Rating: Excellent
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Illsaide wrote:
Catwho wrote:
On zone danger, it was available in spades in XIV 1.0 and we hated it.

Back in the day, getting to Jeuno for the first time was a terrible chore if you didn't have higher level friends to help out.

Not everyone likes the same things.

Some of you hated it. Myself and several others I know loved it. We loved running to Jeuno solo or in packs of other level 20's. Each place we could set our homepoint felt rewarding and actually getting to the city itself was an amazing feeling. This wasn't just the first time 10 years ago. I had a similar rush running through the same zones alone and vulnerable when I took a ffxi break last summer.

Getting all of the 1.0 teleports was just as exciting for me. I did some solo and some with friends. Others I teamed up with strangers with the same goal. Some areas had tricks like walking that turned out to make the shard very easy to get to. My last two I had to rely on friends to come with and while we died and raised and died again crossing them all off my list was a very enjoyable and proud moment for me. I also helped lots of others get theirs. Getting all the teleports became an actual event.

I agree low level areas near major cities should not be populated with tons of really high level creatures. It doesn't make good lore sense and can be frustrating to the newbie adventurer. However I am personally hoping that in 3.0 there will be dangerous areas way out in the wilds that I can explore and hopefully something there to do when I fight my way through.

Illsaide wrote:

I do think that it would help somewhat if the 2.5 dungeons were simply added to the Expert Roulette, rather than replacing the three currently there. It'd make for some more variation; a roulette only having three choices is too small.


I was just saying this very thing last night. I wish they would leave 6 dungeons in Expert Roulette. 3 can get very old. Variety is a good thing.
#133 Jan 06 2015 at 3:14 PM Rating: Good
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Catwho wrote:
The problem with WotG is that the storyline was not just spread out over time, it was spread out over players, because they wanted to have the three nation stories again. When only a third of the already fairly small playerbase is able to access a mission, the odds of that mission getting done in a timely manner are quite literally cut down by two thirds.

I spent about two years stuck on A Feast For Gnats because I could never find five other Windurstians willing to do it. It eventually took joining a static which had the goal of finishing ALL the WotG stories to knock that fight out, 24 levels higher than the fight was intended to be completed at.

I don't recall the nation sections being limited like that. I did all the missions from all three nations with no issues.
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#134 Jan 06 2015 at 3:42 PM Rating: Excellent
Yeah, you could go back and start over from mission 1 for another nation, and in fact you could level all three nations at the same time, but why should I have to start over in Bastok when I wanted to finish the story in Windurst first? By the time I was stuck, I was about halfway through. That's not an insubstantial amount of work I'd have to repeat.

I eventually did go through and finish the Sandy and Bastok stories, too, but it was still a particularly stupid idea to have three mutually exclusive storylines that occasionally came together on shared missions. The format for Zilart, CoP, and ToAU, where everyone is on the same mission quest line, made things a lot less painless.
#135 Jan 06 2015 at 3:45 PM Rating: Excellent
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Yelta wrote:
Illsaide wrote:
Catwho wrote:
On zone danger, it was available in spades in XIV 1.0 and we hated it.

Back in the day, getting to Jeuno for the first time was a terrible chore if you didn't have higher level friends to help out.

Not everyone likes the same things.

Some of you hated it. Myself and several others I know loved it. We loved running to Jeuno solo or in packs of other level 20's. Each place we could set our homepoint felt rewarding and actually getting to the city itself was an amazing feeling. This wasn't just the first time 10 years ago. I had a similar rush running through the same zones alone and vulnerable when I took a ffxi break last summer.

Getting all of the 1.0 teleports was just as exciting for me. I did some solo and some with friends. Others I teamed up with strangers with the same goal. Some areas had tricks like walking that turned out to make the shard very easy to get to. My last two I had to rely on friends to come with and while we died and raised and died again crossing them all off my list was a very enjoyable and proud moment for me. I also helped lots of others get theirs. Getting all the teleports became an actual event.

I agree low level areas near major cities should not be populated with tons of really high level creatures. It doesn't make good lore sense and can be frustrating to the newbie adventurer. However I am personally hoping that in 3.0 there will be dangerous areas way out in the wilds that I can explore and hopefully something there to do when I fight my way through.

Illsaide wrote:

I do think that it would help somewhat if the 2.5 dungeons were simply added to the Expert Roulette, rather than replacing the three currently there. It'd make for some more variation; a roulette only having three choices is too small.


I was just saying this very thing last night. I wish they would leave 6 dungeons in Expert Roulette. 3 can get very old. Variety is a good thing.


I agree... I remember low level races to Jueno in my LS, That was fun.. I remember my first time too Jeuno, that was a huge accomplishment. I was so excited.
I remember opening up outposts.
I miss being scared of what was around the corner when I just got to the level to go to a new area. Stunk if you died though because you agroed to much, but it added some excitement.


Edited, Jan 6th 2015 4:47pm by Nashred
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#136 Jan 06 2015 at 3:54 PM Rating: Excellent
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Catwho wrote:
Yeah, you could go back and start over from mission 1 for another nation, and in fact you could level all three nations at the same time, but why should I have to start over in Bastok when I wanted to finish the story in Windurst first? By the time I was stuck, I was about halfway through. That's not an insubstantial amount of work I'd have to repeat.

Are you sure about the starting over thing? Admittedly it was a long time ago, but I recall doing all the missions as they became available without ever having to switch allegiances.
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Items no one cares about: O
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Crafts no one cares about: O
#137 Jan 06 2015 at 4:08 PM Rating: Good
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A simple solution to dungeons (or raids) that are branched is to give them unique drops for each branch that are desired.

Take the current Zodiac step for instance. Key items dropped through various dungeons are required for upgrades. Instead of having it be multiple dungeons, they can drop from multiple different paths. That will keep the interest in more than just the efficiency routes.

As far as the debate about filler quests and distractions. I like how the FFXIV team is self-aware in this case and makes light of it. Titan Storymode quest line was an example in this. They know they are padding, but they make effort to make some of that padding amusing at least.

I only really felt the padding in 2.1, when I was forced to go and do many, many Guildhests to catch up on them. (Didn't touch them as a 50 Legacy Dragoon, no point.) Past that point, I really didn't feel it. It might have been fetch quests, but they were interspersed and had story and lore developments placed in them. Defenders of Eorzea and Dreams of Ice in particular stuck out as a good job doing storyboarding, mixing tasks and giving us reason to be here.

Sure, if you click through, ignore the text and the cut-scenes, it was same old fare - But I don't.

That said, it's ok to disagree, everyone interprets things differently. CoP, eh... the story probably would have had a better impact for me if I wasn't stuck arranging Promyvon clears for people over and over again. I enjoyed the Vanilla/RotZ story more. The only fight that thrilled me more than Divine Might was To Kill a Raven.

#138 Jan 06 2015 at 4:34 PM Rating: Excellent
Karlina wrote:
It's never fun to have a NM hanging out on top of that ??? you need, is it? At least in FFXIV that FATE blocking your way will despawn in 15 minutes.


This actually happened just the other day to me in XIV: an A rank hunt mob was sitting right on top of my Alex map location, and no-one came to get it after repeated shouts/linkshell notices.

And personally, I adored the sneaking through deadly areas. I loved the Genkai quest in FFXI that involved sneaking through the beastmen strongholds, that was my favorite one (and yes, I did it unassisted). Getting to the church at the top of the Orcish stronghold was an amazing feeling. Our LS in XI used to run regular "naked races" in improbable places; it started out as to Jeuno, but ended up going all over the place including in Aht Urghan through the Tunnel of Puks.
#139 Jan 06 2015 at 4:39 PM Rating: Good
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When I'm talking about the story I'm not actually mentioning the execution (and CoP had its fair number of issues).

Let's make a few comparisons: In XIV we have some political plot (including the Ishgard part), then there's underlying Ascian menace...which are "haha-type" villains with no real motivation, at least for now. Sometimes the game touches interesting aspects (the situation of Ul'dah and the refuges, Ala Mhigo, etc.) but I think it's mostly shadowed by the Primal/Warrior of the Light aspect. Also, every patch new storylines are opened, while technically speaking we should be in the "descending" part of the storyline.

XI vanilla, RoTZ and CoP were part of the same narrative, both highest point and the biggest problem, as I'll explain later. Vanilla and RotZ have mostly standard type stories, though some city missions are more interesting (see how the SOB quests integrate into the Windurst story). CoP's signature theme, among others, is fighting against destiny. For the entire game the player does things that are called useless by the NPCs (i.e. fighting a losing battle) finding an alternative between two disastrous outcomes. Nothing really "deep" or new, but more interesting than XIV's "Warrior of Light" fare. Not to mention it does close a lot of the RoTZ/Vanilla details, and has some interesting revelations. The downside is that clearly no one thought about what to do after CoP, with the result that all the following expansions are completely separate and - at least till WoTG - not very satisfying (talking about story, not the rest).

XIV's story isn't particularly satisfying for me, again, at least for now. I'm curious to see what 2.5 will bring.
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#140 Jan 06 2015 at 4:50 PM Rating: Good
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Laverda wrote:
Karlina wrote:
It's never fun to have a NM hanging out on top of that ??? you need, is it? At least in FFXIV that FATE blocking your way will despawn in 15 minutes.


This actually happened just the other day to me in XIV: an A rank hunt mob was sitting right on top of my Alex map location, and no-one came to get it after repeated shouts/linkshell notices.

And personally, I adored the sneaking through deadly areas. I loved the Genkai quest in FFXI that involved sneaking through the beastmen strongholds, that was my favorite one (and yes, I did it unassisted). Getting to the church at the top of the Orcish stronghold was an amazing feeling. Our LS in XI used to run regular "naked races" in improbable places; it started out as to Jeuno, but ended up going all over the place including in Aht Urghan through the Tunnel of Puks.



I wouldn't mind designated hostile zones that were say, beastmen territory to capture that dangerous feeling again. I don't think it should apply to the starting zones so much as you're going to catch a new player unprepared and ruin their experience. Is a little be of threat worth losing multiple new players from investing? I think that was the question Yoshida asked himself when he made the change.

But in zones designed for 50 + characters, I feel as if the player has been in the game enough to start being able to make those calls, and to feel that sort of threat and danger.

I'm amazed a Rank A hunt mob lived that long on Lamina. In Balmung they're quickly zerged and killed. There are Hunt LSes dedicated to farming continual hunt marks, and they get pretty involved.
#141 Jan 06 2015 at 5:57 PM Rating: Excellent
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The last time I played was in November and even then you couldn't get enough people together to kill an A rank most days on Ultros. A few people might show up, but not enough to get the job done.
#142 Jan 07 2015 at 5:56 AM Rating: Good
Karlina wrote:
Catwho wrote:
Yeah, you could go back and start over from mission 1 for another nation, and in fact you could level all three nations at the same time, but why should I have to start over in Bastok when I wanted to finish the story in Windurst first? By the time I was stuck, I was about halfway through. That's not an insubstantial amount of work I'd have to repeat.

Are you sure about the starting over thing? Admittedly it was a long time ago, but I recall doing all the missions as they became available without ever having to switch allegiances.



What catwho is basically saying is that she had to do Bastok to finish the main story line of WotG becuase she couldn't find enough people to do the windurst story line to keep up with the Main story line. You have to start at the beginning of the bastok storyline if you plain on doing it. Hence.. Starting over.(I guess I got lucky. I kept up on all 3 stories on update through most of them so I was current most of the time.)

I think comparing XIV to XI really a trap for all involved. The reason XI was satisfying and kept our attention for so long are the very reason many left. It's a niche appeal, dark souls without the good design making it feel fair. I get asking for something other than another raid out of this expansion is a good request and one worth arguing for. However using XI as your comparison point is silly and only leave people remember exactly why they aren't playing XI now.
#143 Jan 07 2015 at 8:27 AM Rating: Excellent
Karlina wrote:
Catwho wrote:
Yeah, you could go back and start over from mission 1 for another nation, and in fact you could level all three nations at the same time, but why should I have to start over in Bastok when I wanted to finish the story in Windurst first? By the time I was stuck, I was about halfway through. That's not an insubstantial amount of work I'd have to repeat.

Are you sure about the starting over thing? Admittedly it was a long time ago, but I recall doing all the missions as they became available without ever having to switch allegiances.


WotG had a bizarre system of individual nation quest lines and shared main story missions. This would have been fine, but the individual nation quest lines were required to advance in the missions, and they required a party to complete. There were two everyone seemed to get stuck on - the Behemoth fight for Sandy, and A Feast for Gnats, the gauntlet fight against 30 or so Yagudo in Windurst where you had to keep the NPCs alive, and keep at least one party member alive. It was still quite difficult to do even at level 99 before Adoulin gear was added in, if you didn't have a full party. I think my static finally did it with four. (Once the iLvl Adoulin gear started getting added in, all pre-Adoulin content was essentially nerfed, and I think a duo could complete that fight today.)

You didn't have to switch allegiance, at least. But the quests for each nation were long and time consuming enough on their own.
#144 Jan 07 2015 at 8:44 AM Rating: Good
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xizro wrote:
When I'm talking about the story I'm not actually mentioning the execution (and CoP had its fair number of issues).

Let's make a few comparisons: In XIV we have some political plot (including the Ishgard part), then there's underlying Ascian menace...which are "haha-type" villains with no real motivation, at least for now. Sometimes the game touches interesting aspects (the situation of Ul'dah and the refuges, Ala Mhigo, etc.) but I think it's mostly shadowed by the Primal/Warrior of the Light aspect. Also, every patch new storylines are opened, while technically speaking we should be in the "descending" part of the storyline.

XI vanilla, RoTZ and CoP were part of the same narrative, both highest point and the biggest problem, as I'll explain later. Vanilla and RotZ have mostly standard type stories, though some city missions are more interesting (see how the SOB quests integrate into the Windurst story). CoP's signature theme, among others, is fighting against destiny. For the entire game the player does things that are called useless by the NPCs (i.e. fighting a losing battle) finding an alternative between two disastrous outcomes. Nothing really "deep" or new, but more interesting than XIV's "Warrior of Light" fare. Not to mention it does close a lot of the RoTZ/Vanilla details, and has some interesting revelations. The downside is that clearly no one thought about what to do after CoP, with the result that all the following expansions are completely separate and - at least till WoTG - not very satisfying (talking about story, not the rest).

XIV's story isn't particularly satisfying for me, again, at least for now. I'm curious to see what 2.5 will bring.



II did like some of the story in FFXI what I didn’t care for was the actual missions sometimes. I don’t know how any one figured that stuff out.. I have to click on a door in Horutoto Ruins? Really.. You spent more time reading the wiki sometimes just to figure out what to do or where to go. In FFXIV everything is very clear and marked on a map, That I like allot.

It has not been that long since I quit FFXI and that is where I met Tesee. I have allot of friends from there that did move to FFXIV and some are on other servers. Sometime we still chat at night even though we play on different servers. I think FFXIV has so much more potential than FFXI and FFXI just feels old and like it has run it coarse now. I still go back to play on free weekend or whatever and talk to old friends. My old LS is still there. I think with FFXI it really don’t matter what they do with the game anymore those people are not leaving and will be there the last day they shut off the servers. I think allot are afraid to leave, they are afraid to leave friends behind and FFXI is all they know. It has been a major part of their life for so long. I think they mainly log on to talk to each other now.

I do wish FFXIV provided less instance content and more open world stuff on server. Hunts have shown it can work but need to be done right.




Edited, Jan 7th 2015 9:46am by Nashred
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#145 Jan 07 2015 at 8:53 AM Rating: Excellent
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Turin wrote:
The last time I played was in November and even then you couldn't get enough people together to kill an A rank most days on Ultros. A few people might show up, but not enough to get the job done.


Yea, on the weekend their might be some doing them. But there is no reason, they made the gear obsolete, they dont drop the new tomes. Took away any reason to do them..

I will say this it is far more fun to take them down with smaller groups now when you can get one.. It feels like a accomplishment and requires some skill... Way more fun.




Edited, Jan 7th 2015 9:55am by Nashred
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#146 Jan 07 2015 at 11:22 AM Rating: Excellent
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Nashred wrote:
Turin wrote:
The last time I played was in November and even then you couldn't get enough people together to kill an A rank most days on Ultros. A few people might show up, but not enough to get the job done.


Yea, on the weekend their might be some doing them. But there is no reason, they made the gear obsolete, they dont drop the new tomes. Took away any reason to do them..


Funnily enough, I think almost everyone in my FC has commented about needing more soldiery, and hunts are a pretty good way to get those. I've also heard people say that hunts are one of the fastest ways to get Alexandrite.

Given that upgrade items for soldiery armor are obtainable through hunt marks, I think there's a reasonable chance that the poetics upgrade items can be obtained through allied seals.
#147 Jan 07 2015 at 11:59 AM Rating: Good
Oh, it'd be nice if they dropped the price of the soldiery upgrade items and replaced them with the ironworks upgrade items at the current prices. That'd be fabulous.
#148 Jan 07 2015 at 6:02 PM Rating: Good
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Nashred wrote:



II did like some of the story in FFXI what I didn’t care for was the actual missions sometimes. I don’t know how any one figured that stuff out.. I have to click on a door in Horutoto Ruins? Really.. You spent more time reading the wiki sometimes just to figure out what to do or where to go.



Edited, Jan 7th 2015 9:46am by Nashred


Hah, I was replaying FFXI a few months ago and I thought the same thing. I was alt tabbing every 30 seconds to wiki stuff.
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#149 Jan 09 2015 at 10:41 AM Rating: Excellent
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I am really hoping that there is more danger in the expansion. Leashed mobs **** me off so much. I never feel at risk. I don't feel anything's dangerous. With the exception of toads, mobs don't draw in. I think we need some safer areas (and it makes sense for those to be around towns) but now I want to see the world to get more dangerous. I want to feel I have to be careful moving around the place. I miss the aggro mechanics in XI quite a lot. I completely understand a level 10 character doesn't need to be eaten alive every time they step outside the zone but now we need the training wheels to come off.

I'm interested to see how much customisation there's going to be for the Au Ra. It may be that they created promotional characters set to appeal to the wider community and in fact you can make your dragon (goat) guy or gal look far more different than those in the promo material.

I want to know more about the new jobs but on the surface, all three interest me.

More danger and more randomisation would be great. Dungeon areas we can explore would be great. Less restriction on how we enter and approach existing 2.0 content would also be great.

In terms of my favourite event styles in XI, I'd like to see Limbus, Assaults, Salvage and Nyzul Isle style events.


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#150 Jan 09 2015 at 11:10 AM Rating: Excellent
I would love to see a Nyzul Isle style event as well. Procedurally generated dungeons go!

What was really funny was that the game called them "floors" but each floor map of Nyzul was actually part of one giant map zone. If you used the wireframe tool in Windower (which half the people running Nyzul did because it make it considerably easier to get through the random maze sometimes) with Draw Distance maxed out , you could see other "floors" and monsters off in the distance.
#151 Jan 10 2015 at 1:17 PM Rating: Decent
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Yelta wrote:
Illsaide wrote:
Catwho wrote:
On zone danger, it was available in spades in XIV 1.0 and we hated it.

Back in the day, getting to Jeuno for the first time was a terrible chore if you didn't have higher level friends to help out.

Not everyone likes the same things.

Some of you hated it. Myself and several others I know loved it. We loved running to Jeuno solo or in packs of other level 20's. Each place we could set our homepoint felt rewarding and actually getting to the city itself was an amazing feeling. This wasn't just the first time 10 years ago. I had a similar rush running through the same zones alone and vulnerable when I took a ffxi break last summer.

Getting all of the 1.0 teleports was just as exciting for me. I did some solo and some with friends. Others I teamed up with strangers with the same goal. Some areas had tricks like walking that turned out to make the shard very easy to get to. My last two I had to rely on friends to come with and while we died and raised and died again crossing them all off my list was a very enjoyable and proud moment for me. I also helped lots of others get theirs. Getting all the teleports became an actual event.

I agree low level areas near major cities should not be populated with tons of really high level creatures. It doesn't make good lore sense and can be frustrating to the newbie adventurer. However I am personally hoping that in 3.0 there will be dangerous areas way out in the wilds that I can explore and hopefully something there to do when I fight my way through.

Illsaide wrote:

I do think that it would help somewhat if the 2.5 dungeons were simply added to the Expert Roulette, rather than replacing the three currently there. It'd make for some more variation; a roulette only having three choices is too small.


I was just saying this very thing last night. I wish they would leave 6 dungeons in Expert Roulette. 3 can get very old. Variety is a good thing.


I don't think it is ever possible to design a game that would please everyone. It is a mistake for the developers to try to please everyone as that is impossible. It would be the best if developers to have specific ideas to where they want to take the game, and knowing that, no matter what you do, you will get angry rants and complaints over the Internet. Hence, it is best for developers to work with players (hardcore or casual) who enjoy the game and can provide positive feedback to see how to make game better.

I personally don't like certain games, so I would just leave them be regardless how "popular" they may be. I had played FF14 for awhile, and it became boring to me because I didn't like linear style of progression and repeative style on certain contents. On my last day, I just ninjaed put all my Gil in the FC chest, and post on FC site that I wish them best of luck (and you can have my Gil :-P). I try to not make a big fuss when I quit, but I think my FC mates did miss me.

PS: Jeuno dashes were fun. I really loved them :3 I ran my level 1 midget mule from tree town to Jeuno. It had the best mule name as well - "Tarusarecute".

Edited, Jan 10th 2015 2:21pm by scchan

Edited, Jan 10th 2015 2:22pm by scchan
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Amanada (Cerberus-Retired) (aka MaiNoKen/Steven)
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