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Heavensward to launch June 23 (early acces June 19)Follow

#27 Mar 24 2015 at 4:28 AM Rating: Default
Teneleven wrote:
Summoner was not useless. At least, before nerfs. I used to:
Solo a lot.
Play BRD role in merit parties using Carby to grab mobs.
Main heal in any party.
SMN was indispensable in several COP missions.

FFXI had it's problems, but try not to list your opinions as "Fact".


Solo a lot - Sorry but XI was not about Solo unless you was a BST.
Play BRD role with /SMN - Again this wasn't actually what the game was built around - this was one of the many things that players essentially 'made up'.
Main heal - well Supporting main heal for mobs that didn't hit hard or tanks that could take it.
SMN was indispensable - correction, Easy/Lazy way of doing certain COP missions when half the people didn't know or understand the fights.

You are saying some one else's opinion isn't fact but what you said isn't fact either. XI had a lot of problems: The over abuse of jobs caused Nerfs, in turn they caused players to half abandon jobs, in turn if you didn't already have that job levelled you essentially had to spend months on a single job. BLM was a prime example, after the BLM nerf and Alz Expansion pack they removed the reliance of BLMs to never using/needing a BLM for merit/exp parties. SE would fix one thing but greatly break another just to 'control' those who did too much damage. One thing I have not missed in XIV the constant nerfs on every job that makes them half useless.

SMN was fine when you hit max level but to merit you had to be a BRD or sit seeking for 4 hours and hope the camps were open.

Remembering all the above has actually removed the nostalgic feeling because I remember being frustrated with the above.
#28 Mar 24 2015 at 4:36 AM Rating: Decent
Nashred wrote:
https://store.na.square-enix.com/final-fantasy-xiv#
129.00 for collectors addition.. WOW.

Wonder if there is a d/l only collectors version for the PS4.

I am having a hard time justifying the cost of this add-on because of two PS4's and a PC..

I still have not heard of anything new in the way of combat/game play that is making me want to dish out the money for this....Instead of getting excited the closer it gets too launch instead I am loosing interest.


I think you have told your self you are not interested in this game any more as a result I wouldn't bother sticking around if I was you. I never did get this I don't enjoy this but I will stick around. As much as XI infuriated me at times when I was doing End Game stuff - I loved it. I even at times enjoyed the grind of Exp Parties or doing new things.

With XIV there are a few things that do annoy me AKA - spending time learning just one single fight in the hope everyone else is learning quickly enough so I don't spend more than an hour or two on it. That's why XIV gives choices for easy - hard content.
#29 Mar 24 2015 at 5:13 AM Rating: Default
Teneleven wrote:
Summoner was not useless. At least, before nerfs. I used to:
Solo a lot.
Play BRD role in merit parties using Carby to grab mobs.
Main heal in any party.
SMN was indispensable in several COP missions.

FFXI had it's problems, but try not to list your opinions as "Fact".


Well, if your definition of "not useless" is being able to do the absolute minimum in a game where the absolute minimum could get the job done, fair enough.

In FFXIV a job with that much utility (that was sarcasm btw) would be a laughing stock of epic proportions. "I can solo beastmen dailies guys, I'm not useless!"
#30 Mar 24 2015 at 7:08 AM Rating: Good
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Yeah, for one thing, I was smn main in merit parties and it worked well. Soloing was fun, and a nice break from stuff. Bst wasn't the only pet job. What you call lazy and minimal, most would say innovative and maxing out Job potential. This is my opinion.... Not fact. Thee is a difference.
Also, I played xi for almost 10 years.

Edited, Mar 24th 2015 9:09am by Teneleven
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#31 Mar 24 2015 at 7:10 AM Rating: Good
The only true solo setup at 75 besides BST was RDM/NIN - a well geared one of those could handle a mid level NM by themselves. (Used to see them farming pops in {sky}.)

SMN could do a few things solo, but it lacked the long term sustainability of RDM/NIN or BST/WHM. Eventually you'd run out of MP and you'd have to stop fighting. RDM/NIN never ran out of MP thanks to Convert, and BST/WHM could take a nap for a few ticks while their pet fought.

At 99 a lot more jobs could solo easily, and thanks to a particularly great main hand (later off-hand) dagger I had that added in a Blink effect with a 50% proc rate, I was able to solo quite well as a THF/DNC. Free shadows + amazing evasion + cures for those few times I did get hit = TH6 soloing goodness.
#32 Mar 24 2015 at 8:55 AM Rating: Decent
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Thayos wrote:
It took like three years for SE to finish the WOTG expansion.


2005 planning of FFXIV started and promotional Xbox video shown, 2007 - Production of FFXIV 1.0 Began. 2007 is also when Wings of the Goddess Released.

FFXIV was Tanaka's current team includin everyone who works on XI and it wasn't exactly hidden knowledge that the XI team was pulled onto the XIV project. WotG is still the only expansion that took -forever- to complete, unless you can point out the other MMOs during Zilart, CoP, ToAU and Seeker's that they produced? All expansions but WoTG and Crossover stories finished fairly quickly.

FFXIV Production ended abruptly in 2010 and released prematurely to beat out Cataclysm.

WotG ended and Visions/Scars/Heroes of Abyssea took over.

Though I'm sure you'd say that's a coincidence. This is why I never understood when people use WotG as an example but completely forget about FFXIV 1.0 during that timeframe. Normally it shouldn't affect it as much as it did, but during the time most people just naturally assumed they were trying to kill XI off or "PS2 limitations is why we got WoTG and not a real expansion."

Quote:
The only true solo setup at 75 besides BST was RDM/NIN - a well geared one of those could handle a mid level NM by themselves. (Used to see them farming pops in {sky}.)


I don't know, my BLU could solo pretty well at 75 too once it got geared out, but BLU was also pretty cheat mode, since while not everything could be stun locked, the fact quite a few things could be interrupted gave BLU quite a few grace periods to compose themselves when things got a bit tense.
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#33 Mar 24 2015 at 8:58 AM Rating: Default
Teneleven wrote:
Yeah, for one thing, I was smn main in merit parties and it worked well. Soloing was fun, and a nice break from stuff. Bst wasn't the only pet job. What you call lazy and minimal, most would say innovative and maxing out Job potential. This is my opinion.... Not fact. Thee is a difference.
Also, I played xi for almost 10 years.

Edited, Mar 24th 2015 9:09am by Teneleven


Your opinion is that most people will think that fringe utility makes up for massive underperformance for the majority of the game...

Please don't make me bash on XI again. Summoner was a sad job from beginning till the end that deserved better. Fortunately the game wasn't exactly demanding so underperformance could be the norm, be it from melee RDMs or Summoners.

Quote:
FFXIV was Tanaka's current team includin everyone who works on XI and it wasn't exactly hidden knowledge that the XI team was pulled onto the XIV project. WotG is still the only expansion that took -forever- to complete, unless you can point out the other MMOs during Zilart, CoP, ToAU and Seeker's that they produced? All expansions but WoTG and Crossover stories finished fairly quickly.


Three years, two years or one year, the fact is we shouldn't have been made to wait for the expansion to complete at all. Fortunately we are going to receive a pretty much whole expansion at once this time in Heavensward, and the cycle of suck will finally come to a definite end.

Edited, Mar 24th 2015 3:05pm by Hyanmen
#34 Mar 24 2015 at 9:53 AM Rating: Excellent
WotG front loaded its grindy parts, at least. Campaign was a decent way to earn exp while in a small group, and could be fun. The big problem with WotG is that the storyline battles were very difficult and people would get "stuck" on them for months or even years. ("A feast for gnats" was my blocking point.) XI wasn't like XIV where you could brush off defeat a few times, laugh, and go back and tackle it again. There were stupid restrictions like "once a Vana'diel day" so if you lost in the first five minutes, you couldn't try again for an hour. Or two hours, if you had blown your cool downs.

In that respect, it didn't matter that they stretched out the WotG missions over two years, because people never got around to them anyway!
#35 Mar 24 2015 at 10:38 AM Rating: Excellent
Quote:
Three years, two years or one year, the fact is we shouldn't have been made to wait for the expansion to complete at all. Fortunately we are going to receive a pretty much whole expansion at once this time in Heavensward, and the cycle of suck will finally come to a definite end.


THIS!

I enjoyed my time in XI, but you've got to admit... it was a pretty epic monetizing scheme by SE to charge people for an expansion, and then bait them into paying years' worth of subscription fees just to receive the entirety of what they paid for.

ARR was a stand-alone game, with a story arc (the warrior of light story) that came to a conclusion. Rather than string out that story over the course of a year, SE instead rewarded subscribers with a new story arc to make the transition from ARR to Heavensward. And now the cycle will repeat, with Heavensward offering its own complete story arc followed by new content in the 3.x patches.

It's a much more customer-friendly approach, and much more ethical from a business standpoint.
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#36 Mar 24 2015 at 11:52 AM Rating: Decent
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The accused circumstances regarding WoTG's update release delays, does not excuse its previous two expansions doing pretty much the exact same thing to it's customers, nor the one after it.

Sorry, Hio, but FFXI's update policy problems were well before FFXIV, as you seem to repeatedly accuse problems in FFXI to FFXIV. Had the staffing adapted a better Expansion/Update policy in the four years leading up to WotG's initial release, it might not have chafed so many players as hard when FFXIV issues delayed WotG.

It was the staggered story progression in and of itself that was the problem. If there had been a delay that branched a story from ToAU to WotG or WotG to any other expansion/addition) (And each individual stories were self contained upon release) because of massive disaster problems with FFXIV, and SE would have given as much communication on the matter as Yoshida and Matsui do now, delays would go over much better.



Edited, Mar 24th 2015 1:54pm by Hyrist
#37 Mar 24 2015 at 1:30 PM Rating: Good
Is XIV's release cycle really so different? It gives patches with story infusions every 1.5 to 2 months. FFXI did so on a 2-3 month cycle.

The base story at 2.0 was completed, but look how much stuff they've added since then. I'm not a fool to think Heavensward is not going to be any different. We will get a chunk of base story for 3.0, and another infusion of patches for the next year.

FFXI's content release wasn't so much a failure of timing as it was a failure of writing. For CoP, for example, we got our content in clearly labeled chapters, with only chapter 1 released at launch, but we really didn't get much of an explanation of WTF was going on until a few chapters later. They dropped that format with ToAU and just went with named missions, but again, we didn't have much beyond a chapter 1's worth of content beyond that.

XIV 2.0 was already a Book 2, and it included chapters 1-5 in the base story, with chapters 6-10 (2.1 - 2.55) coming out over the last year and a half. Definitely better content pacing.

Edited, Mar 24th 2015 3:42pm by Catwho
#38 Mar 24 2015 at 1:36 PM Rating: Decent
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Thayos wrote:
Quote:
Three years, two years or one year, the fact is we shouldn't have been made to wait for the expansion to complete at all. Fortunately we are going to receive a pretty much whole expansion at once this time in Heavensward, and the cycle of suck will finally come to a definite end.


THIS!

I enjoyed my time in XI, but you've got to admit... it was a pretty epic monetizing scheme by SE to charge people for an expansion, and then bait them into paying years' worth of subscription fees just to receive the entirety of what they paid for.

ARR was a stand-alone game, with a story arc (the warrior of light story) that came to a conclusion. Rather than string out that story over the course of a year, SE instead rewarded subscribers with a new story arc to make the transition from ARR to Heavensward. And now the cycle will repeat, with Heavensward offering its own complete story arc followed by new content in the 3.x patches.

It's a much more customer-friendly approach, and much more ethical from a business standpoint.


I am looking forward to new story and especially with dragoons. What bothers me is we have not heard of anything new really other than flying mounts and a cap raised and some new classes I am not interested in because I have a hard enough time keeping up with mine now..

Other than story is the area going to be filled with same o same o fates?. Are they going to be just more cookie cutter dungeons? Is there going to be something new or is this going to be like every other patch just with new story and new land? . We talk about FFXI but the major upgrades offered something new like dynamis, campaign, besieged etc. It bothers me that they have not mentioned anything or even in the form of a new raid. It bothers me that it aint going to offer much new in the way of battle and combat at least not mentioned yet.


Edited, Mar 24th 2015 3:42pm by Nashred

Edited, Mar 24th 2015 3:43pm by Nashred
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#39 Mar 24 2015 at 1:51 PM Rating: Excellent
Quote:
Is XIV's release cycle really so different? It gives patches with story infusions every 1.5 to 2 months. FFXI did so on a 2-3 month cycle.

The base story at 2.0 was completed, but look how much stuff they've added since then. I'm not a fool to think Heavensward is not going to be any different. We will get a chunk of base story for 3.0, and another infusion of patches for the next year.


I'd say it's significantly different. With ARR and Heavensward, we get complete story arcs that are accessible the moment you install. In between those expansions, you get extra story that kind of bridges the gap from one expansion to the next.

With FFXI, you installed the expansion and only got to play the first little bit of that expansion's story arc. It wasn't a complete experience at all.
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#40 Mar 24 2015 at 3:31 PM Rating: Good
XI's later expansions used the first chapter to unlock the premise for getting you to the new areas (become a mercenary in ToAU, get thrown back in time in WotG, become a pioneer in SoA) and gave you some time to play with the new multi-player content (Assault and Besieged in ToAU, Campaign in WotG, Reives in SoA) before adding in more chunks of storyline.

Heavensward is not going to be any different. We'll get the first chunk of story with the premise of going to Ishgard, and whatever new battle content they add, but they'll add more zones (dungeons) and story as the expansion progresses. We're not going to get all of Heavensward or its zones (dungeons) or its story right off the bat.
#41 Mar 24 2015 at 4:28 PM Rating: Decent
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We talk about FFXI but the major upgrades offered something new like dynamis, campaign, besieged etc. It bothers me that they have not mentioned anything or even in the form of a new raid.


You mean like the new raids they've announced? Alexander as the high-end raid with two separate difficulties, and an as-yet unnamed 24-man raid.

How about the FC airships venturing to unexplored areas in the sky to fight raid boss-type mobs?

Quote:
Heavensward is not going to be any different. We'll get the first chunk of story with the premise of going to Ishgard, and whatever new battle content they add, but they'll add more zones (dungeons) and story as the expansion progresses. We're not going to get all of Heavensward or its zones (dungeons) or its story right off the bat.


My issue with FFXI's thing was more that their content releases weren't whole stories. For instance at the launch of ToAU you could do the first handful of missions. The story went along and along until it just stopped abruptly in the middle. In FFXIV so far each patch has had a full chapter of the story to go through. Each one has a beginning, middle, and end. The chapters string together to form a story, but you never really have that sudden TO BE CONTINUED thing that FFXI tended to do. Of course we're not getting the entire Heavensward story at launch, that would be ridiculous. Just like we aren't going to get absolutely all the Heavensward content at launch. That's what content patches are for while they work on the next expansion.
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#42 Mar 24 2015 at 4:49 PM Rating: Excellent
Quote:
Heavensward is not going to be any different. We'll get the first chunk of story with the premise of going to Ishgard, and whatever new battle content they add, but they'll add more zones (dungeons) and story as the expansion progresses. We're not going to get all of Heavensward or its zones (dungeons) or its story right off the bat.


Are you sure about this? Because I recall quotes from Yoshi-P in the past saying the upcoming expansion (which we now know is Heavensward) would contain about as much content as the ARR launch. To me, this implies a self-contained story much in the way ARR presented a self-contained story.

I think it's going to be just like ARR... we'll get the expansion's complete main story arc, and then patches will start continuing that story toward whatever comes next.

Quote:
In FFXIV so far each patch has had a full chapter of the story to go through. Each one has a beginning, middle, and end. The chapters string together to form a story, but you never really have that sudden TO BE CONTINUED thing that FFXI tended to do.


Great point... this is also a big upgrade over XI's storytelling.

Edited, Mar 24th 2015 3:57pm by Thayos
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#43 Mar 24 2015 at 5:30 PM Rating: Good
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Well, instead of sitting here and speculating, I started a thread on the official forums to get a clear answer. As I said there - it remains one of my strongest criticisms of FFXI that they left the story unfinished, and I preferred the large storyline followed by episodic content format far, far better. That format remains one of my strongest praises of FFXIV.

So two things will make me happy. One, the same format we got with ARR - a large, single contained story like a movie or Series Primer that introduces us to the Expansion content but also serves as its own self, contained story.

Or, a continuation of the Episodic Content we've gotten since ARR, that plays the story in smaller bites, but makes sure each story itself has some form of conclusion moving forward with it.
#44 Mar 25 2015 at 2:12 AM Rating: Decent
Thayos wrote:
Quote:
Heavensward is not going to be any different. We'll get the first chunk of story with the premise of going to Ishgard, and whatever new battle content they add, but they'll add more zones (dungeons) and story as the expansion progresses. We're not going to get all of Heavensward or its zones (dungeons) or its story right off the bat.


Are you sure about this? Because I recall quotes from Yoshi-P in the past saying the upcoming expansion (which we now know is Heavensward) would contain about as much content as the ARR launch. To me, this implies a self-contained story much in the way ARR presented a self-contained story.

I think it's going to be just like ARR... we'll get the expansion's complete main story arc, and then patches will start continuing that story toward whatever comes next.


Yeah, I don't think it would make much sense for Yoshi-P to compare 2.0 to 3.0 if we didn't get a whole storyline at once. I mean, 2.0 pretty much started and concluded the Garlean invasion on Eorzea storyline, and 2.1 onwards the focus was on the Primals and the politics of Eorzea while giving us glimpses of Ishgard and Garlemald. I'll be very surprised if they are going to change that story design in Heavensward. It works because SE has had many ongoing storylines going on at once, which allow for one story to finish completely in the expansion while the rest of the storylines keep going. In fact from what I've heard there are again going to be multiple "themes" to the story in Heavensward: the thousand-year war (primary) and the wyrmking (secondary).

I think this is already in a stark contrast to FFXI which pretty much followed a single story throughout an expansion, instead of multiple overlapping stories.

Yes, I also prefer FFXIV's design to FFXI's immensely. There's simply more stuff storywise.

Edited, Mar 25th 2015 8:20am by Hyanmen
#45 Mar 25 2015 at 7:20 AM Rating: Decent
I don't know, the menacing grin of that one Lalafell on the syndicate was a big fat "to be continued..." to me. I think that was at the end of 2.3. Smiley: lol But I definitely agree, XIV's point release chapters are much more solid in terms of storytelling.

FFXI did release the whole story of missions 1-5 (the Shadow Lord arc) with the initial game, I thought. We didn't get the real conclusion to that story until the addition of Dynamis-Xarcabard a few years later.
#46 Mar 25 2015 at 8:22 AM Rating: Decent
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Catwho wrote:
Is XIV's release cycle really so different? It gives patches with story infusions every 1.5 to 2 months. FFXI did so on a 2-3 month cycle


It's not any different really. Some of the updates main appeal are content that doesn't even benefit you. If a XIV's update comprises of Hard Mode Dungeons, a Primal and Story progression, only the Story Progression and Primal (Extreme) matter to you as the Hard Mode dungeons usually drop gear 20 ilvls under you or the max, meaning you're running it for completion sake and not the sake of progression. Even gearing Alts you still have Syrcus Tower and uncapped Soldiery tomes making it even more of a worthless addition, since being technically obsolete on introduction makes it even more obsolete on the next patch.

Quote:
The base story at 2.0 was completed, but look how much stuff they've added since then. I'm not a fool to think Heavensward is not going to be any different. We will get a chunk of base story for 3.0, and another infusion of patches for the next year.


The irony is Yoshida even stated that 3.x will have a different update pattern. It will generally be 3-4 months but the content will be more spread out. I don't know why people have the delusion that every expansion in XI took 4 years to finish when only WoTG did because of XIV's development. Every expansion's main content came fairly quickly, Seeker's were added ON launch with only the Outer Raz content coming later.

Not to mention that most of 2.x's content came from 1.x to begin with.


Archmage Callinon wrote:
Quote:
We talk about FFXI but the major upgrades offered something new like dynamis, campaign, besieged etc. It bothers me that they have not mentioned anything or even in the form of a new raid.


You mean like the new raids they've announced? Alexander as the high-end raid with two separate difficulties, and an as-yet unnamed 24-man raid.

How about the FC airships venturing to unexplored areas in the sky to fight raid boss-type mobs?.


Kind of like how they announced free companies will be able to summon Primals that they slay on the overworld? How FC housing and Private housing would be different and have different costs? Kind of like how WoD was to have 3 separate paths? What else do you know about Alexander? The 24 man raid will be worthless like the CT raids were in a sense because he has said time and time again it has to be designed around 24 people doing it through the duty finder but the only thing he went into detail on is that Alexander will be delayed 2-3 weeks after HW launch so people don't rush to it/through it.

Quote:
My issue with FFXI's thing was more that their content releases weren't whole stories


The way FFXI was, the actual content remained relevant which means the while the story wasn't released whole, the CONTENT was the appeal, which is opposite in XIV because a lot of XIV's patch content is obsolete on implementation. HM dungeons only served as a tome source, the gear it drops, while some looks nice, is usually 20-30ilvls behind current progression making it obsolete in that manner. In XI, you could still do BCNMs/Sky/Sea/Einherjar etc at 75 cap for gear as each offered something that would enhance you. In XIV, there's zero reason to do Primal Focus or Leviathan EX weapons etc. Hell there's ALMOST no reason to do Second Coil Turn 4 for weapons. Almost.

Quote:
but you never really have that sudden TO BE CONTINUED thing that FFXI tended to do


You do, actually. You did with the CT raids, you did with 2.1-2.5 and you still do. It's actually more apparent in XIV than it was in XI because when you complete an arc in XIV you get a nice black background with text shortly after a cliffhanger or just because a "preview" of the next arc. In XI, it's usually an NPC telling you to "come back tomorrow" in a sense.

Quote:
Just like we aren't going to get absolutely all the Heavensward content at launch. That's what content patches are for while they work on the next expansion.


And yet the way some people are stating things Heavensward will be release complete on June 19th/23rd, since "only XI broke up content." When the guy in charge even stated that it will progress JUST LIKE 2.x, with less content in the patches to space out content better..it's really hard to say XIV is that different XI. Especially when it technically took just as long to complete 2.x as it did to complete 1 of XI's expansions if you're considering update pacing, with WotG being the exception. The funny thing is, if ARR didn't have 1.x to build on, they'd still be patching in basic content to this date.

Catwho wrote:
I don't know, the menacing grin of that one Lalafell on the syndicate was a big fat "to be continued..." to me. I think that was at the end of 2.3. Smiley: lol But I definitely agree, XIV's point release chapters are much more solid in terms of storytelling.

FFXI did release the whole story of missions 1-5 (the Shadow Lord arc) with the initial game, I thought. We didn't get the real conclusion to that story until the addition of Dynamis-Xarcabard a few years later.


Yeah, the way XI's was setup was more like an overarching story. In XIV, aside main elements, they're all self-contained storylines for the most part. Especially since almost none of the stories outside of Coil has to yet to touch on the "5 year stasis".

Edited, Mar 25th 2015 7:24am by Theonehio
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#47 Mar 25 2015 at 10:32 AM Rating: Decent
Another funny thing is Yoshi-P making clear distinction between "XI expansion" and "Heavensward".

Quote:
An expansion pack should have a lot to do from the start.

What are your thoughts on what an expansion pack should be?
Y: Using World of Warcraft expansion packs an example, I think it needs have about as much volume as a new game. I think FFXI comes to mind when speaking about expansion packs to many people in Japan, but for people who are familiar with World of Warcraft or other MMORPGs developed overseas, it's taken for granted that things like new content, new jobs, and increasing level caps will be included. So first, we want to make sure we have the right volume of content in Heavensward to satisfy all of our players around the world. Also, expansion packs for World of Warcraft have recently shifted from releasing around once every other year to releasing annually with a more compact size, which I think reflects the increasing rate at which the community is digesting the new content and new requests coming in more quickly.


That is a complete 180 from the XI days indeed, Yoshida. Expansions should have volume. Instead of the players living under the impression that grinding content from 5 years ago should make up for the lackluster expansion you'll pay for today.

But what is even better than that, is that the content's value is no longer decided by the amount of time it stays relevant by implementing grinding mechanics and time locks. Suddenly the content itself can have value, outside of it's grinding potential and the item rewards it gives you (which amount to nothing if you're not enjoying the process). The content can have good production values, new music, boss mechanics and themes without being clinged on to for the next five years in a desperate attempt to make the content last. Obsoletion can even be largely determined by how long the player is entertained by the content itself rather than how long it takes to get the rewards from it. Of course this is not entirely true since the old and new dungeons are used to get the relevant tomestones in each progression cycle. So all in all, Theonehio's comments are once again out of this world.

Edited, Mar 25th 2015 4:34pm by Hyanmen
#48 Mar 25 2015 at 11:02 AM Rating: Excellent
Quote:
When the guy in charge even stated that it will progress JUST LIKE 2.x, with less content in the patches to space out content better..it's really hard to say XIV is that different XI. Especially when it technically took just as long to complete 2.x as it did to complete 1 of XI's expansions if you're considering update pacing, with WotG being the exception.


The problem is you're not seeing the difference between the game's initial story arc and the transitional story content since then, all of which have primary story arcs that are wrapped up in each patch. Even each Crystal Tower chapter has a self-contained story arc in addition to the little cliffhanger that leads to the next chapter. All the quotes from Yoshi-P indicate Heavensward will be handled in the same fashion... which is not how FFXI was handled, no matter how you spin it.

In FFXI, you bought an expansion and had to wait more than a year for the resolution of the main story arc. Rise of the Zilart launched in spring 2006 and wasn't resolved until fall 2007. That was OK then, when MMOs were still shiny and new. Today, that's just unacceptable.
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#49 Mar 25 2015 at 11:50 AM Rating: Excellent
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I've stated this before - the quintessential differences between FFXI and FFXIV story-lines are presentation.

FFXIV's story from A Realm Reborn was complete on arrival. You could cut out the last part about the Dark Crystal, Lahabrea, and Bahamut, and what you would have is effectively a movie/stand alone game story with enough loose ends to make a sequel. The Cut out stuff is teaser for future content. That's all.

FFXI cut in the middle of the movie for patches. And did this repeatedly. It wasn't just WotG. RotZ and CoP were both culprits of having areas and parts of the immediate conflict of the story locked away for later patches.

FFXI's story method would be the equivalent of cutting off the story after Titan, then completing the main story in subsequent patches. I would heavily disapprove of Heavensward story if this is how it implements it.


The subsequent patches after 2.0 were not "A Realm Reborn" They were "Chronicles of a New Era." as listed exactly that way in your hotel-room storyline recap. A different story, bridging the gap between one major release and another. Akin to a television series. Yes, there is a brooding conflict that goes unresolved as time goes on, but each 'episode' has its own story and conflict that remains fairly self-contained.

A Realm Awoken: Moogle-Mog
Through the Maelstrom: Leviathan
Defenders of Eorzea: Ramuh
Dreams of Ice: Shiva

Four Episodes; four stories with their own conflicts taking front and center. Yes there is the overarching conflict that keeps the tale going, but that's common in any ongoing series.

Before the Fall is a two part Season Finale that leads into Heavensward. It if follows the same established pattern, the overall conflict will in fact not be resolved, and we'll get hit with an even larger cliffhanger than we had back at the end of A Realm Reborn (2.0)

What I, and many others are expecting,(to the point where it was considered 'duh' on the OF thread I started) is a continuation of this pattern beginning again with Heavensward being the same large, movie like contained story as per A Realm Reborn. With future patches continuing on the overarching conflict after the major one presented by Heavensward is resolved.



Edited, Mar 25th 2015 1:51pm by Hyrist
#50 Mar 25 2015 at 1:24 PM Rating: Excellent
It's not fair to compare the expansions of FFXI to the base game of XIV, though.

Again, the base game of FFXI was also complete to level 50, to Rank 5. You met the creepy duke, got asked to get him some magicite, met his creepy little brother, went through a dozen hoops to get the magicite, saw a goblin die (poor Fickblix), and returned to Jeuno triumphant. You got the big reward (airship pass!) and were told you'd be called upon by your nation's embassy again in the future.

Sure, it's nowhere near the amount of story and content that XIV had from 1-50, but that is because XIV is a quest driven game and FFXI was not.

That doesn't make it any less of a complete Chapter 1.

Edited, Mar 25th 2015 3:26pm by Catwho
#51 Mar 25 2015 at 2:20 PM Rating: Default
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I'd heavily contest that. Mainly due to the fact that in the first fifty levels of FFXI, there was no resolution of a primary obstacle, when its existence was threatened/revealed in as early as the level 15 quest, when the Ahriman declared the resurrection of the Shadow Lord.

Primary info with no resolution. The Shadow Lord's saga itself was not complete upon JP launch either, which actually plays more into the favor of critiquing the format of FFXI more than excusing it past that of FFXIV due to it being the start.

So yes, I would assess it was a less complete Chapter 1, by a large margin. Much of the direction that is provided in FFXIV simply does not exist in FFXI. I felt there was as much resolution in that starting story bit as there was in a sidequest.
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