Re: Yoshi-P's Viewpoint: On MMOs and FFXIV
TL;DR version of reply:
Don't be surprised at people wanting FFXI 2.0; as 'un-modern' as it was, FFXI's exp loss, group orientated content, and slower paced battles had their good points. Generally speaking, those were design/implementation attempts to make battles more meaningful; whether you buy that or not is up to you.
* * *
Nostalgia can take most of the blame, but:
1. FFXI was reasonably successful (even in the years specified), so wanting FFXI 2.0 (i.e. an improved version of FFXI) is reasonably, er, reasonable.
2. Durability loss and exp loss are not that dissimilar if one thinks about it; in a very real sense, both experience points and gil are earned from the time played. But, exp loss can trigger that dreaded deleveling, which makes combat feel more dangerous--and make it feel that more is at stake. Think of it as: "I want my (combat) experience in-game to mean something."
If left up to the players, they'd probably vote out both exp loss and durability loss, but I think SE has a legitimate design goal here, just implemented differently in FFXI and FFXIV.
3. As for "forced exp grouping," technically it was never forced (at NA release?), just highly encouraged. (BST to 75, then xxx/BST for the rest of the jobs early on, then there's /DNC for melee types later.) Still, many of people learned how to function in a group by participating in exp parties.
They may also be pining for the "Skillchain + Magic Burst vs. IT monster" mode of exp'ing. (That was actually pretty fun, no?) Some people liked that sense of group work--while others complain "Why can't I just WS when I want to?!", of course.
Then there's the whole philosophical debate of "If I'm just playing by myself, is it still a 'Massively Multiplayer Online RPG"?
4. Want slower combat? Guilty as charged.
Personally, I want low level combats to be slower paced, then get progressively busier (but not always shorter) as we level. A number of people do not feel faster combat is necessarily more interesting, that's all. Plus, it's always nicer to people new to this kind of games to not make things too busy in early battles.
By Lv.75+ in FFXI, it can get pretty hectic on PLD/NIN between Flash/Cure/Utsusemi x2/abilities/zillion gear switches. For me, that was sufficient. I had expected that slow(er) progression in FFXIV, so I was a bit surprised (and dismayed) at how timer/button spam heavy it is at low levels.
I also don't like the "button rotation as combat" style of playing. Not that there weren't timer based rotations (like Flash) in FFXI, but Utsusemi for example requires situational awareness. (e.g. Incoming multi-hit attack? Start casting Ichi and get ready to cancel Ni if that's on right now.) Having most abilities all on a single, shared timer also feels really weird, truth be told.
While surely FFXIV combat will become more involved as I level, right now as a soloing lowbie, I miss the good ol' TP building for WS, and deciding whether I should rest for HP, or pop a milk and keep TP. Currently, it seems like as long as I survive a battle, it doesn't matter how much resources (HP/MP/TP) I used. That, too, makes my battles a little less meaningful.
* * *
I don't dislike FFXIV as much as this post may make it sound; it's just similar enough to make me wistful for the old FFXI, that's all. (Well, and it's a bit off putting that a lot of the game reminds of Rift more than FFXI.)
In fact, it's rather the opposite; it's really nice seeing my Mithra come to life again, with a good tan and bushy tail this time.
Originally posted by Hayde
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Don't be surprised at people wanting FFXI 2.0; as 'un-modern' as it was, FFXI's exp loss, group orientated content, and slower paced battles had their good points. Generally speaking, those were design/implementation attempts to make battles more meaningful; whether you buy that or not is up to you.
* * *
Nostalgia can take most of the blame, but:
1. FFXI was reasonably successful (even in the years specified), so wanting FFXI 2.0 (i.e. an improved version of FFXI) is reasonably, er, reasonable.
2. Durability loss and exp loss are not that dissimilar if one thinks about it; in a very real sense, both experience points and gil are earned from the time played. But, exp loss can trigger that dreaded deleveling, which makes combat feel more dangerous--and make it feel that more is at stake. Think of it as: "I want my (combat) experience in-game to mean something."
If left up to the players, they'd probably vote out both exp loss and durability loss, but I think SE has a legitimate design goal here, just implemented differently in FFXI and FFXIV.
3. As for "forced exp grouping," technically it was never forced (at NA release?), just highly encouraged. (BST to 75, then xxx/BST for the rest of the jobs early on, then there's /DNC for melee types later.) Still, many of people learned how to function in a group by participating in exp parties.
They may also be pining for the "Skillchain + Magic Burst vs. IT monster" mode of exp'ing. (That was actually pretty fun, no?) Some people liked that sense of group work--while others complain "Why can't I just WS when I want to?!", of course.
Then there's the whole philosophical debate of "If I'm just playing by myself, is it still a 'Massively Multiplayer Online RPG"?
4. Want slower combat? Guilty as charged.
Personally, I want low level combats to be slower paced, then get progressively busier (but not always shorter) as we level. A number of people do not feel faster combat is necessarily more interesting, that's all. Plus, it's always nicer to people new to this kind of games to not make things too busy in early battles.
By Lv.75+ in FFXI, it can get pretty hectic on PLD/NIN between Flash/Cure/Utsusemi x2/abilities/zillion gear switches. For me, that was sufficient. I had expected that slow(er) progression in FFXIV, so I was a bit surprised (and dismayed) at how timer/button spam heavy it is at low levels.
I also don't like the "button rotation as combat" style of playing. Not that there weren't timer based rotations (like Flash) in FFXI, but Utsusemi for example requires situational awareness. (e.g. Incoming multi-hit attack? Start casting Ichi and get ready to cancel Ni if that's on right now.) Having most abilities all on a single, shared timer also feels really weird, truth be told.
While surely FFXIV combat will become more involved as I level, right now as a soloing lowbie, I miss the good ol' TP building for WS, and deciding whether I should rest for HP, or pop a milk and keep TP. Currently, it seems like as long as I survive a battle, it doesn't matter how much resources (HP/MP/TP) I used. That, too, makes my battles a little less meaningful.
* * *
I don't dislike FFXIV as much as this post may make it sound; it's just similar enough to make me wistful for the old FFXI, that's all. (Well, and it's a bit off putting that a lot of the game reminds of Rift more than FFXI.)
In fact, it's rather the opposite; it's really nice seeing my Mithra come to life again, with a good tan and bushy tail this time.
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