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What's good about FFXI.
By SimonSes 2021-10-22 09:26:02
i really just want a official 75 FFXI server i know people will bash me for saying that, you barely socialize in this game, and 90% of yells are Mercenary's or RMT that's one of the bad things about it right now.
Why you think it would be different in official 75 server?
You think RMT wouldn't be there too? or merc? You think every possible NM that drops anything good wouldn't be constantly claimed by bots? Don't be naive please.
EDIT: Not to mention hacks like pos hack give FAR bigger advantage in 75 cap.
By Jetackuu 2021-10-22 09:27:27
Ragnarok.Jessikah said: » remove PlayOnline Maybe I'm a bit nostalgic for what it could have been but I'd like to see them actually update it. But too little too late now I'm afraid for SE.
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By Mattelot 2021-10-22 09:33:04
The challenge in XIV's dungeon stopped being a thing really after they nerfed Pharos Sirius in 2014. Too many crybabies about the difficulty. Me, Shiggles, Dameion, and Kalila did it with x3 DPS and SCH prior to the nerf.
Dungeons were never where FFXIV's challenging endgame lay though. It's in the raids and extreme trials. At first the raids were a tailored experience. Then the development team got mad that Second Coil got beaten in a week by world first hardcores, so they invented Savage specifically with fight design made to counter the strats they'd beaten Second Coil with. Talk about dev salt.
Come Heavensward, they decided there was story mode raid and Savage mode raid. Savage mode raids are not facerolls at all. They takes statics several weeks to months at a time, depending on raiding frequency and player skill. In particular, the Heavensward Savage raid tiers nearly killed raiding in FFXIV because they were too hard. You can't really speak to the difficulty of FFXIV endgame unless you're talking about at least Savage. Now they've got Ultimates though, which means they pretty much put less work in Savage. Every Savage has been easier than the last, starting in Stormblood, with some fights taking exception to that.
Yeah, savage raids were a roller coaster but from my experience, they've always been the easier of the "hardest" content compared to all the MMOs I've played.
Even with Ultimates, you don't seem to get that sense of satisfaction for some reason. Then again, I only speak for myself. Some of the rumors I'm hearing about Endwalker raid changes sound promising outside of of being a healer.
Ragnarok.Jessikah
サーバ: Ragnarok
Game: FFXI
Posts: 3833
By Ragnarok.Jessikah 2021-10-22 09:39:13
Ragnarok.Jessikah said: » remove PlayOnline Maybe I'm a bit nostalgic for what it could have been but I'd like to see them actually update it. But too little too late now I'm afraid for SE. I agree, I was just trying to be realistic. Maybe we'd get lucky and they'd add a PlayOnline theme as an option for the login screen, or a path you could take that would emulate the software (though just not have it be mandatory).
By alzeerffxi 2021-10-22 10:18:50
i really just want a official 75 FFXI server i know people will bash me for saying that, you barely socialize in this game, and 90% of yells are Mercenary's or RMT that's one of the bad things about it right now.
Why you think it would be different in official 75 server?
You think RMT wouldn't be there too? or merc? You think every possible NM that drops anything good wouldn't be constantly claimed by bots? Don't be naive please.
EDIT: Not to mention hacks like pos hack give FAR bigger advantage in 75 cap.
As if there's no rmt now.
By ScaevolaBahamut 2021-10-22 10:22:21
Ragnarok.Ghishlain said: »I will admit, do miss the thrill of being able to solo content and seeing how far one can take a job.
*nudges FFXIV BLU towards you*
Pssst, you can solo normal mode Stormblood raids and even Lakshmi Extreme. Dungeons too!
Yeah, but that's irrelevant content.
Asura.Vyre
Forum Moderator
サーバ: Asura
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By Asura.Vyre 2021-10-22 10:43:56
The challenge in XIV's dungeon stopped being a thing really after they nerfed Pharos Sirius in 2014. Too many crybabies about the difficulty. Me, Shiggles, Dameion, and Kalila did it with x3 DPS and SCH prior to the nerf.
Dungeons were never where FFXIV's challenging endgame lay though. It's in the raids and extreme trials. At first the raids were a tailored experience. Then the development team got mad that Second Coil got beaten in a week by world first hardcores, so they invented Savage specifically with fight design made to counter the strats they'd beaten Second Coil with. Talk about dev salt.
Come Heavensward, they decided there was story mode raid and Savage mode raid. Savage mode raids are not facerolls at all. They takes statics several weeks to months at a time, depending on raiding frequency and player skill. In particular, the Heavensward Savage raid tiers nearly killed raiding in FFXIV because they were too hard. You can't really speak to the difficulty of FFXIV endgame unless you're talking about at least Savage. Now they've got Ultimates though, which means they pretty much put less work in Savage. Every Savage has been easier than the last, starting in Stormblood, with some fights taking exception to that.
Yeah, savage raids were a roller coaster but from my experience, they've always been the easier of the "hardest" content compared to all the MMOs I've played.
Even with Ultimates, you don't seem to get that sense of satisfaction for some reason. Then again, I only speak for myself. Some of the rumors I'm hearing about Endwalker raid changes sound promising outside of of being a healer. Oh, yeah? What's the hardest content in all of the MMOs you've played?
Asura.Vyre
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By Asura.Vyre 2021-10-22 10:45:13
Ragnarok.Ghishlain said: »I will admit, do miss the thrill of being able to solo content and seeing how far one can take a job.
*nudges FFXIV BLU towards you*
Pssst, you can solo normal mode Stormblood raids and even Lakshmi Extreme. Dungeons too!
Yeah, but that's irrelevant content. For job mastery it isn't. You solo any of those on BLU, and you'll be all set to work with it on any role in BLU raiding. Which can net you the Morbol mount. Tons of fun too.
By Mattelot 2021-10-22 10:55:49
Oh, yeah? What's the hardest content in all of the MMOs you've played?
The top 2 are mythic WoW raids and the original RO MVPs. Now, I could also say some of the 75 content in this game such as when CoP was new, trying to kill wyrms.
I should add though, these are purely subjective. There are a lot of variables to each. If the group you roll with in one game is extremely geared and skilled but the group you roll with in another game is just decent, it can give the illusion that one is more challenging. This is something I've seen in every game I've played where I've attempted the same content with different groups.
By SimonSes 2021-10-22 11:18:32
i really just want a official 75 FFXI server i know people will bash me for saying that, you barely socialize in this game, and 90% of yells are Mercenary's or RMT that's one of the bad things about it right now.
Why you think it would be different in official 75 server?
You think RMT wouldn't be there too? or merc? You think every possible NM that drops anything good wouldn't be constantly claimed by bots? Don't be naive please.
EDIT: Not to mention hacks like pos hack give FAR bigger advantage in 75 cap.
As if there's no rmt now.
I feel seriously trolled right now. Your response to what I wrote has completely no sense at all. I said RMT, botters and Merc are in current game, but they will also be on 75 server, if they will ever lunch it. You responded that RMT are now too.
Honestly I feel like asking if you like red or blue and you response with "yes"
Shiva.Thorny
サーバ: Shiva
Game: FFXI
Posts: 2740
By Shiva.Thorny 2021-10-22 11:19:33
There are RMT on actual private servers, there would 100% be RMT on an official 75 server if it even got enough players to sustain itself. They'd be all sorts of OP too, since we already have the entire game automated and worst case just need to tailor a few things to match the 75 client.
RMT would have the first kill of everything relevant and keep it on lock from then on.
By RadialArcana 2021-10-22 11:39:04
RMT can't really lock stuff down, at least not long term.
If you start doing annoying stuff you do get mass reported and they do start banning. RMT just wanna make money, they don't actively look to get banned or antagonize people.
Aside from anything else, the people buying are often similar to the ones camping this stuff so it's counter productive to annoy your customers.
By Mattelot 2021-10-22 11:54:27
I think what was meant by locking down things was that they'll flood their 50 accounts there 24/7, so they'll always have ToD. So your odds of getting something will be slim to none.
I cannot speak for RMT now as they're even less of an issue after the sparks nerf but in the 75 era, they used to MPK people (or attempt to) in order to get those NM kills.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2021-10-22 13:39:12
Oh, yeah? What's the hardest content in all of the MMOs you've played?
The top 2 are mythic WoW raids and the original RO MVPs. Now, I could also say some of the 75 content in this game such as when CoP was new, trying to kill wyrms.
I should add though, these are purely subjective. There are a lot of variables to each. If the group you roll with in one game is extremely geared and skilled but the group you roll with in another game is just decent, it can give the illusion that one is more challenging. This is something I've seen in every game I've played where I've attempted the same content with different groups.
Agree, definitely subjective. Echo and Limit have been having a blast raiding in XIV and it has not been trivial for them. They're two of the best world first guilds that WoW has to offer.
By Mattelot 2021-10-22 13:51:58
I would honestly prefer to see guilds like Nihilium do this stuff but as it is, will never happen.
By Finbar 2021-10-22 14:16:10
If I had to distill what I prefer about FFXI into just a few points:
- Equip change in battle. This is easily one of the most identifiable traits of FFXI compared to other MMOs, in that most MMOs deliberately avoid it. Thematically it makes no sense at all (who's changing their pants in battle? too much beer the night before?), and mechanically speaking it requires gear to have a wide diversity of stats, which is much harder to balance. But who needs balance when you can gear one of the twenty-two other jobs instead?
The sheer amount of gear sets possible because of gear swaps leads to a min/maxing dream game, and accordingly gives gear goals that can last for literal years. There's nearly always something to work on and the sense of powercreep, despite a horizontal gearing system, is immensely satisfying.
- Speaking of horizontal gearing, that's my monumental positive number two. FFXI isn't alone here (Guild Wars does the same, I believe), but it helps make the above point even more salient, because there's long-term goals that are given value by not being outdated every few months. By contrast, the ultimate weapons of FFXIV are used for achievements and glamour. Relics have seen better days, but overall RMEA in FFXI are still very relevant and are likely to stay relevant, and it would surprise no one if they were upgraded even further in the years to come. This both gives us new content to work towards without invalidating the work we've already done.
The gearing has felt a bit more vertically oriented in the last year with HTB sets and Ody sets, but plenty of old gear is still relevant which makes old content still relevant. That's another positive of the horizontal gearing system, in that content manages to stay relevant instead of replacing content again and again. I have to ding this a little bit, because this game could sorely use more NEW content, or even revamped old content again, but it's still nice to have a reason to do a mix of content by doing old content that isn't random dungeons.
- The battle mechanics. I could go in a few directions here. The combat is slow compared to most games, which makes it more tactical and often more relaxing compared to busier MMOs. The various sets we can build also means that jobs have a wide variety of abilities they can well utilize, especially in tandem with subjobs. What I find most impressive about those two facts taken in tandem is the wide varieties of strategies able to be employed to take down content in FFXI. Take last month's frog ambuscade. The fight is designed to limit cookie-cutter job combinations, but in so doing it worked to create unique strategies that don't involve avoiding those jobs. PUP is the least inspired: distance between you and the target to avoid the AoE. RDM's could be used to avoid giving it TP with enspells. MNK and SAM could use SB sets with a Mewing SMN to keep the TP low enough and kill it before it can AoE. Or just obey the intentions of the fight and avoid the jobs that trigger the AoE altogether. What other MMO has that kind of range of strats to approach a fight in so many different ways?
Some points are inevitably dinged when RDM can complete some VD fights that other jobs can barely do on E, or when a six person group with SMN can take down content that was meant for an alliance, but it's hard not to view the sheer quantity of various strategies for fights in the game to be an asset for the game overall.
- And for a bonus point, I love how opaque the game has historically been. We're in an era where most mechanics are understood, but for a long time we didn't even have a concrete idea of how enmity worked in the game. It took diligent testing by various members of community to unearth much of the math behind the game's many mechanics, which was wonderful to watch unfold over the years.
By Foxfire 2021-10-22 15:00:48
23. I like that the game will not be replacing pictures of mithra with bowls of fruit or pandering to modern day SJW issues, the developers just want to make content and not push an agenda. this is really *** funny to me because nobody seriously gives a ***about the lone low-res titty painting on WoW and that change does absolutely nothing to affect the game experience
don't conflate being butthurt about wanting to defend a problematic company with *** up work culture with "pandering to an agenda" lmfao
besides, ffxi is arguably better about female armor because it doesn't go out of its way to make every female variant skimpy, but it also doesn't shy away from armors that are skimpy, incl. for men (subligars, harnesses, wtv).
personally i like that even though the combat is somewhat dated, being able to swap into specific gear to min-max your abilities/damage in every job, for all sorts of situations incl. those not generally expected of your job archetype allows the systems to feel much more complex and deep than a lot of modern MMOs that I haven't quite felt an equivalent replacement for
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Ragnarok.Jessikah
サーバ: Ragnarok
Game: FFXI
Posts: 3833
By Ragnarok.Jessikah 2021-10-22 15:11:42
A lot of people say FFXI has slow-paced combat. And while I used to believe that, I'm not sure I still do. A player still has to be vigilant and hit their abilities and spells at the correct time. The reason it feels slower is because of autoattacking.
FFXI automates the busywork of combat, wherein a lot of other games use a barrage of "global cooldown" abilities that effectively achieve the exact same goal. Knowing when to interrupt your flow of white damage is a skill shared between every MMORPG. But by automating white damage, it allows players to spend that time doing other things, such as communicating.
By SimonSes 2021-10-22 15:16:15
Whats slow paced in FFXI during fight is moving. Unless you have flee speed hack and ja0wait lol. There is no dashes, evades by moving etc
Ragnarok.Jessikah
サーバ: Ragnarok
Game: FFXI
Posts: 3833
By Ragnarok.Jessikah 2021-10-22 15:18:10
Whats slow paced in FFXI during fight is moving. Unless you have flee speed hack and ja0wait lol. There is no dashes, evades by moving etc True. The game lacks a lot of mobility, a design choice I appreciate.
Asura.Viska
サーバ: Asura
Game: FFXI
Posts: 8
By Asura.Viska 2021-10-22 15:19:36
Adds some nice immersion.
サーバ: Odin
Game: FFXI
Posts: 326
By Odin.Foxmulder 2021-10-22 15:19:50
RMT can't really lock stuff down, at least not long term.
This is a post made in jest, right?
HNMLS in 75 era were already selling desirable drops to the highest bidder. It might not have been common knowledge to casual players, but it 100% happened.
Now reduce your group down to ~1-3 actual players tops, get the drops they need to be more proficient, and then sell everything that falls afterwards.
You don't think someone who RMTs wouldn't get in on that? To sell King drops to Johnny McNoob, armed with papa's plastic?
Ragnarok.Ghishlain
サーバ: Ragnarok
Game: FFXI
Posts: 1081
By Ragnarok.Ghishlain 2021-10-22 15:36:52
Ragnarok.Ghishlain said: »I will admit, do miss the thrill of being able to solo content and seeing how far one can take a job.
*nudges FFXIV BLU towards you*
Pssst, you can solo normal mode Stormblood raids and even Lakshmi Extreme. Dungeons too!
Funny enough, I am not a fan of how BLU is designed in FFXIV xD
I understand what it was meant to be, something that breaks the holy trinity and let's the player kinda go nuts with the game on content that is no longer relevant and I respect the decision. But because, by developer design, BLU is meant to break the core foundation on how XIV is played, I don't find it appealing at all because it's the developers encouraging the player to break the core foundation of the game.
In contrast with XI soloing, you, as the player, are the one breaking a core foundation of the game by doing things that are intended to be handled by a group at least 6 people. And when I mean solo, I mean true solo and not using any Trusts to assist you. Those true solos are what brings the strengths of any job to the forefront while mitigating the weaknesses they may have as best as possible. Those were fun to optimize for on quite a few levels and it's fun to see how to take a job in a journey that it was never intended to take.
By RadialArcana 2021-10-22 15:40:35
this is really *** funny to me because nobody seriously gives a ***about the lone low-res titty painting on WoW and that change does absolutely nothing to affect the game experience
don't conflate being butthurt about wanting to defend a problematic company with *** up work culture with "pandering to an agenda" lmfao
I don't really care about wow, I'm just making a point I'm glad they aren't doing this stupid crap here. Leave the game as it is.
Whats slow paced in FFXI during fight is moving.
I've played games with telegraphing and although it can be fun in the short term it gets old if it's overused (and they do tend to overuse it to a ridiculous level, to where you're forced to move constantly). On an MMORPG it gets real annoying imo since you're playing it a lot.
I liked it on some games, I would be mortified if they added it on XI. I get mad from knockback or stuff that moves me in any way, so the thought of having to constantly move out of obnoxious red boxes on the floor would probably make me quit.
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By RadialArcana 2021-10-22 15:50:14
They had movement on last months Ambsucade, running out of range of Odins attack and it was a pita.
Bahamut.Negan
サーバ: Bahamut
Game: FFXI
Posts: 2167
By Bahamut.Negan 2021-10-22 16:05:45
I've played games with telegraphing and although it can be fun in the short term it gets old if it's overused (and they do tend to overuse it to a ridiculous level, to where you're forced to move constantly) Man. This is 100% on. The first time I quit XIV was because of this.
By RadialArcana 2021-10-22 16:16:58
This has nothing to do with the topic really but I saw this picture yesterday again and I remember seeing it ages ago and being excited at the cool stuff being shown.
Chocbo race confirmed.
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Asura.Vyre
Forum Moderator
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By Asura.Vyre 2021-10-22 16:36:15
Ragnarok.Ghishlain said: »Ragnarok.Ghishlain said: »I will admit, do miss the thrill of being able to solo content and seeing how far one can take a job.
*nudges FFXIV BLU towards you*
Pssst, you can solo normal mode Stormblood raids and even Lakshmi Extreme. Dungeons too!
Funny enough, I am not a fan of how BLU is designed in FFXIV xD
I understand what it was meant to be, something that breaks the holy trinity and let's the player kinda go nuts with the game on content that is no longer relevant and I respect the decision. But because, by developer design, BLU is meant to break the core foundation on how XIV is played, I don't find it appealing at all because it's the developers encouraging the player to break the core foundation of the game.
In contrast with XI soloing, you, as the player, are the one breaking a core foundation of the game by doing things that are intended to be handled by a group at least 6 people. And when I mean solo, I mean true solo and not using any Trusts to assist you. Those true solos are what brings the strengths of any job to the forefront while mitigating the weaknesses they may have as best as possible. Those were fun to optimize for on quite a few levels and it's fun to see how to take a job in a journey that it was never intended to take.
Ehh, the thing about that is, forever in FFXI's history there are jobs that just aren't good for solo.
Sure, you could try your best, and you could still solo something that someone claimed you'd never solo on say... Warrior. By playing in an atypical way. But the jobs that did the best solo were those that just had innate power that other jobs did not. Generally speaking, jobs with magic.
In that regard, FFXI solos never broke the mold of the game, because mages still have the most innate power due to spells(not to be confused with highest DPS). The only other way to increase said powers and range of abilities was via subjob alteration and acquisition of niche gear. Again, not breaking the mold of the game.
BLU in XIV is the same, but the contrast is a lot more obvious. I get why you don't like it, but it actually doesn't break the core foundation of the game completely. When you raid on it, you have to adjust how particular mechanics go, because they are set to interact with actual roles, never mimicked ones. Since BLU are all DPS, this means everyone in everyone fight has to know the mechs to a T for every role for role split fight mechs (Gavel) or the BLUs have to be good enough to kill the boss before those mechs happen. Sometimes they cannot.
It also gets skills that other jobs don't, with very cool effects that really push the limit of skill design. Some make people long for them to bring such things to other jobs. Things like Chelonian Gate to Tanks, but make it oGCD.
Soloing is even less intended in FFXIV, but this job can even solo an extreme that is at the same level as it. No other job has ever been able to do that, nor ever will be able to do that. And not just anyone picking up BLU in XIV can do that. It is the job with the most skill disparity. It has a very high ceiling for mastery.
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Ragnarok.Jessikah
サーバ: Ragnarok
Game: FFXI
Posts: 3833
By Ragnarok.Jessikah 2021-10-22 16:39:21
besides, ffxi is arguably better about female armor because it doesn't go out of its way to make every female variant skimpy, but it also doesn't shy away from armors that are skimpy, incl. for men (subligars, harnesses, wtv). For the majority of skimpy equipment, men are equally as scant as women, which is a really refreshing change. Though a friend of mine cites this as the thing that turned him off from FFXI originally. He didn't like the idea of his male adventurer wearing panties.
There are a few exceptions I can think of, like leather pants. I find it neat how when the men wear shorts it goes down to their knees, Hume and Elvaan women wear theirs with tights, and Mithra prefer bare legs under their shorts. It's those kinds of things that add a lot of flavour to the game.
Of course, the devs could have just been horny for Mithra knees. But I dunno. You get that same personality from that race a lot. The average Mithra NPC tends to have a bit of a tomboy personality, which reflects in a lot of their animations. They still move in more feminine patterns, especially for more passive things. But then their deliberate motions tend to veer towards masculine. Even the Warrior job emote is done differently, with the "bring it on" hand motion being done palm-down.
I appreciate Mithra being more than just "female human with cat ears and a cat tail". Thought and deliberation went into crafting a unique race of people.
By RadialArcana 2021-10-22 16:47:51
Original Mithra sit animation.
Things I think are good about FFXI, people tend to ask why are you still playing that game so I thought I would write some things down.
Basics: I like that I can play any job on one character, this instills a greater connection with your character and a greater feeling of community because people are always on that character, so you always see them on it. The gear swapping system is great for many different reasons, from the aspect of adding some complexity to play to just having so much gear to chase. I like the skillchain/MB system, that is still relevant today at near all levels of play. I like that the game has a massive wealth of different things to do and they are all deep enough to get involved in them, crafting, mog garden, pet rearing, monstrosity etc. It's so annoying to me when I find a game I really like and it's 90% just dungeon variation spamming.
1. No Cash shop (muh "optional" items), I know exactly how much I'm spending on FFXI and I can't spend anymore. The issue with playing an MMMORPG is that you spend large amounts of time in these games, and it's very easy to spend money on "optional items". You think you would not cause you're good with money, but you will and you can spend a lot. You get attached to your characters, you're feeling tired and mentally worn down after playing for 4-5 hours, it's 1am, you're bored and there is that fancy $30 mount you just saw someone run past you. Cash shops are predatory and the company manipulates you, you're not immune. On FFXI it's not "optional" at all, they don't have one.
1a. I like the subscription only model, not only for the reason above and because it creates a kind of unwritten contract where they make content regularly (I have another f2p game I enjoy but they very rarely add anything new at all, and it's infuriating because I do spend money on it) but also because paying a monthly sub encourages you to actually play the game. I have lots of f2p games installed that I can play any time I want to, I never play them because there is no mental imperative to do so.
2. I fit into the community in the game cause they are near all over 25+, I don't like playing games with a social foundation where I feel completely out of place. On games like Overwatch or whatever it doesn't matter, you're just shooting people but these games are community based. Not to say everyone on 11 acts like a civlized individual or anything but it's trolling, drama or jokes that gel with me and that I'm used to. Talking of which, you can actually tell jokes or be a troll/drama queen free from being banned for hurting somebodies feelings. The GMs ignore most reports about silly issues like this and just tell you to blist, cause the developers set these rules down long ago before current culture took over. Many modern MMORPGs are played by people who were brought up on social media, they think everything is toxic and many modern games are simply fake friendly because of fear of being banned.
2a) I like that due to the nature of the party building system, some of the most highly respected players of this game are the party builders. People who make groups and become admired for not only doing this but doing it well and being very knowledgeable. On modern games there would be no status in this, because it isn't needed.
2b) I like that the game still tries to force players to interact with others to a greater or lesser degree, there are still roadblocks like mission fights, gear unlocks or whatever where you have to reach out to others. Even new players can be totally lost in how to play and ask for help, and people can and do offer it. It's good that players are still the most important force in the game world, when you need help other players are there and not some UI button to insta match you with others. It actually does feel good to reach out for help and someone to send a tell and offer to help you with something you've been struggling with for hours or days, even if it's harder to get that help in the first place.
In my first year of playing I was on the verge of quitting, because I could not get my limit break 1 item in Eldieme. I played completely solo as a BST and so had nobody to ask for help, upto this point I could do everything alone so needed nobody. I struggled for 2 days and died over and over (I even had to go relevel and come back and keep trying), even if I did manage to down a Lich with my weak jug pets and reraise / dia the drop rate was so bad it seemed impossible. At the point of near just giving up a 75 BST checked me and sent me an invite, he spent an hour getting me my item and i remember feeling guilty he was wasting so much time on me. That simple action that really probably meant very little to him, changed my entire outlook on ffxi. I felt as if I was part of a community after that, the next day I carried on leveling WHM and would spend a lot of time helping other players (eventually on my main BST 75 too, wanting to do for others what he had done for me). I went from a complete solo player not caring about helping anyone to spending almost all of my time outside of a XP parties doing just that. Even today, FFXI still has this system in place for different things and most other games do not.
3. I like the way the auction house works, I like the economy where inflation and supply/demand are actually a thing and how everyone is interlinked more than on other games. I like that gil has real value for players and that to make gil you mostly have to get it from other players, farming items they want.
4. There is always something to do when you login. FFXI has so many long term goals and things to do that it's near impossible to have nothing to do when you login, on most modern mmorpgs you quickly run out of things to do becasue they are all aimed at casual players that complain about "grind" or "not respecting your time". As such they make the games now to appeal to non-mmorpgs players and I'm an mmorpg player.
5. I like that your server is your entire world and there is nothing outside of that. When I group up with some people, help some random person/get help or even just wandering around doing my own thing, I'll see the same names around all the time and I'll remember them from previous encounters. This promotes a heavy feeling of familiarity in your game world and world building, when I login and wander my home nation especially it feels good. It feels like "home" because I see the same people and have for years. When you play modern games you're mostly always playing with people off server, as such you're very aware you will never see this person ever again. So you have zero incentive to bother with them and they are instantly forgotten.
6. I like that the game does not tell you what to do at every moment, or that it's not completely linear (do this endgame, then this, then this in that order etc). Leveling is very open, endgame content has lots of routes to your goal (and those goals can be different).
7. I like that the game has long-term goals as standard. Whether it's getting +2 Ambuscade gear as a solo player, REMA or working on serious endgame gear with groups. Modern games are so afraid of people getting bored and quitting that everything is easy and short term. The problem with this is that gratification delayed is gratification magnified, so you will never get the immense feeling of gratification from anything on a modern mmorpg that you will get from achieving your goals on FFXI.
I remember none of the gear I obtained on most modern MMORPGS I've played, because it was easy to get and quickly replaced anyway. I remember every major piece of gear I've obtained on FFXI because I had to work hard to get them and there was emotion linked to that, from my Byakkos Haidate, Kirins Osode, getting my first Relic with the help of my linkshell, Dalmatica, my first Ambsucade +2 set after returning, completing malignance set etc.
8. I like that the game has more or less horizontal progression, there is always gear to go work for to improve but they don't wipe out your entire gear sets every 6-12 months. If you take a break for a year and come back, your gear is still good. Remember what they did with Abyssea with gear and how everyone was so mad? modern mmorpgs do that every major patch.
9. I like that they allow you to become really strong at endgame and that there is so much upgrade potential on your character (get to 99, get merits, get job points, get lots of gear etc), if you put a lot of work in it will show and you can become a beast. This is unlike most games where everyone is near enough the same and the cap is low to stop anyone feeling inferior. On FFXI the effort you put into your char/gear is significant and the game allows you to excel.
9a) I like that knowledge is important and you can't just overpower everything. For instance that Lillith can spike you to death and you need to turn, that a darkness skillchain heals her or how charm works etc. FFXI rewards hard work and knowledge, and that knowledge is figured out by the players and shared.
10. I like that FFXI does not have a single set of gear that you never take off, they have a macro system that lets you swap every piece of gear based on the situation or what you want to do. This means, you don't just work to get 6 pieces of BIS armor and a weapon and are done. You can get vast amounts of gear and swap between them. This builds into the "always something to do" system since there is so much gear to get.
11. I like the way the combat works, on most mmorpgs they have rotations of skills. So you're constantly pressing 1, 2, 3, 4 etc over and over forever. I hate this kind of busy work, because most of the time I'm doing casual stuff like farming or doing some daily activities while watching a movie. I feel like I'm wearing out my keys on most mmorpgs. Pressing 6 keys is no better than pressing 2 if the outcome is the same, it's just about fooling you into thinking you're doing something skilled when you're not. The combat also speeds up when it needs to (when you have buff jobs boosting you etc), and not always the same. Something else I'm really glad does not exist on XI is telegraphing, although this can be fun these games tend to overuse it and it becomes boring and very annoying. I don't want to endlessly move out of circles or red boxes while playing.
12. I like that the game has proper varied jobs that fill specific roles, for instance a healer is a proper healer and your job is -keep everyone alive- and that's it. There are pure buff jobs that exist just to buff the damage dealers, this is near unheard of in modern games. You can actually run out of MP if your gear is poor or you're playing poorly, the tank can lose aggro easily or a DD can miss a skill if you don't gear or play correctly. Modern mmorpgs make all jobs easy to play and very similar so no matter what job you're on, you're pretty much playing the same role and/or have to be really bad to fail to play it effectively.
13. I like that the jobs are allowed to be different and have strengths and weaknesses, I like that some jobs are far stronger than others for pure damage and that some jobs are situationally better than others. The jobs all actually feel really different and have different uses. Some jobs like BLU are incredibly fun and rewarding, you can change how the job plays or what spells it can use (blue can be pure DD, cure, crowd control, AOE murder etc) based on which spells you equip. Summoner on FFXI is fantastic, the avatars all look great and it's very powerful.
13a) I like that there is far more customization with your jobs on FFXI than on many other games, ultimately you do still end up fitting in with the meta but there is still a lot of customization possibility than you are allowed on other games. Subjobs, gear, weapon choices etc.
14. The endgame content is very unpredictable and can be very difficult (unless you're geared out the butt). I like that failing has consequences and doesn't just warp you back to the front of the boss to try again, when you have nothing to lose winning feels hollow. When I came back a few years ago, I struggled so hard with Zitah NMs. Beating my first one after failing many tries felt so good. To most others it's nothing, but to me it was a major victory and FFXI is full of things like this.
14a) I like how endgame isn't just directly linked to spamming different dungeons over and over, there are so many different things you can go do that have meaning. There is also far less stress put upon you to be doing specific things, when I play modern mmorpgs I very much do end up just spamming dungeons in group finder over and over all day. I very much do feel pressure to be doing that too.
15. I like that leveling isn't via stupid mini story quests that you never read anyway. I like that they just give you kill count quests and do away with the pretense that you care about "Fred Jones the hunter needs 10 rat tails or his house will be repossessed by captain crunch, can you help them brave adventurer?" "ok"
16. I like the crafting system, not only is it very difficult to cap out but it's very useful and linked to the economy. It also gives avenues of long progression if you choose to follow them. Sub-crafts, sheilds, knowledge of how to make profits etc
17. I like multiboxing, this is a niche enjoyment but I really like that I can not only multibox without having 4 computers but that the gameplay supports you doing it without automating everything, cause it does not have rotations etc. On other games I tend to make lots of alts and end up swapping between them for dailies, on FFXI I can have them all logged in at the same time and doing stuff. It does give an oldschool FF feel to me in some ways.
18. I like the customization via windower addons, the limitaitons of the UI was the mother of invention here and so we have all these things that a game with a more modern UI would never have.
19. I love the game world and how the developers encourage you to explore it and also to goto certain places to do content and not just let you warp into whatever form wherever (if you wanna do Amb you goto Mhuara, if you wanna do Ody you goto Rabao etc), I love how there is a nice mix or open/instanced/dungeon content, I love the deep lore where you can find things out years later that you never knew while doing the missions, I love the stories (even if many are bittersweet), I love the respect the developers have for the game world. Vana'diel feels like a real place to me in many ways, and this is not only for the things above but also because of the community aspects I mentioned earlier in the post too.
20. I personally like that near everything can be modded on FFXI, it's almost like a mini Skyrim in many ways. Not only from the perspective of making your own mods but using others mods.
21. I like how the game scales to the players and there are different paths, one person can be working on Ambu +2 gear as their long-term endgame goals when they login every day and another can be grinding out Gaol gear/upgrades. Everyone isn't just doing the same thing, and you can be a more casual player with less elite goals and be fine with that.
22. I like the music style, I like the overall aesthetic, character and monster designs. It's not stylized in a way that alienates people, it's not overly flashy and gaudy. A huge turnoff for me with 14 is the anime music style, art style, overly gaudy flashy OTT effects etc
23. I like that the game will not be replacing pictures of mithra with bowls of fruit or pandering to modern day SJW issues, the developers just want to make content and not push an agenda.
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