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11/12/12 10:32:14 PM#61
the main point i think is that, mmorpg players DONT NEED another wow clone we have enough already. if u are going to take ideas , take it from FFXI (pre abyssea) , what awesome experience , i miss it everyday. i wanted FFXIV to be an improved FFXI (more instanced endgame 4 example ,thats a good idea ) , quest based for solo players , but good exp por partys too .
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11/12/12 10:32:44 PM#62
Originally posted by Magiknight Let's see... crafting was unique, guildleves were the quests, and they were quick and time limited, as well as limited in the amount you could do daily (quests similar to WoW not having been available at launch) and, the way the story was presented is much different than WoW, skills were your main progression at first and levels weren't as big of a deal, until they flipped it later down the road, skill xp was given during the fights rather than after them, and they were never guaranteed from every monster... No auction house or anything at first, and when something was added, they opted for a system where you had an NPC sitting in rooms with a bunch of other NPC's and you basically just wandrered through and checked each one individually to see if they had an item you wanted, and if your NPC was there, you just had to hope someone wandered by, checked your guy and saw somethign they wanted. The progression wasn't quite as linear as WoW, and sometimes you'd just wander off into zones near where you were questing and run into stuff you couldn't even come close to handling, and even in places in the zone you WERE questing, there was incredibly tough monsters randomly strewn about that you couldn't kill yourself generally. This is how the game was at launch. There was also not a TON of content, and it was mostly based on grind, which the amount of xp you could grind was also limited weekly I believe... maybe daily. So there ya go. There's likely more, but I can't think of everything right now. |
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11/12/12 10:36:45 PM#63
Well 1.0 crafting nothing like wow the u.i nothing like wow the gameplay and mechanics nothing like wow soooooooooooooooo whatever dude.
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Originally posted by Wolfenpride The class system and leve quests were unique. The leve system was not fun at all. It can't be traced back to earlier games. A freeform class system can't be traced back to any earlier games either. I'm a fan of multiple classes for one character because it makes that characters more permanent. If you don't have permanence you can't have a community. All of the major missions and quests were always instanced at some point, for a fight or NPC or something. I can't think of a single world monster that was epic. Older games had world monsters. I was a white mage and my mana would always replenish within a minute after a fight. The TP was kind of unique. Other games have timers. I can't remember the original interface. Now it is very similar to other games. |
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Originally posted by drivendawn The crafting was different. I liked it |
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11/12/12 10:49:43 PM#66
Originally posted by drivec Because it hasn't worked for any other game in the last 8 years? WoW isn't a very good game, or its clones would be doing well, wouldn't they? WoW is an outlier. People want originality. XIV had it, but it wasn't finished. It was still far more interesting than a WoW clone. Instead of fixing their design issues, they just cloned WoW, which is a one way ticket to failure. |
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11/12/12 11:04:23 PM#67
Originally posted by DavisFlight Yep quest baced leveling and standard UI equals WOW clone and fail lol whatever. |
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Originally posted by drivendawn As well as a short ladder to the top, lots of solo play, lots of instances, every class bring a hybrid, beind led by the nose from point to point, no world monsters, end game focuse, etc. |
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11/12/12 11:22:51 PM#69
Originally posted by Magiknight Most of that is in other games.No world bosses where did you read that? XI had hybrid classes and endgame focus. |
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Originally posted by drivendawn Most of that IS in games post WoW. The only hybrid class in FFXI, pre WoW influence, was Red Mage. FFXI was as much about the journey as the endgame. There was content to do along the way. The Chains of Promathia Expansion pack required mad grouping, story, and hard ass fights to do as you leveled up.
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11/12/12 11:48:23 PM#71
Originally posted by Aviggin While the implementation was awful, the EQ1 style auction house is 100x more negaging than the WoW style auction house. A good search function is needed but window shoping in the old Luclin Bazaar was a blast |
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11/13/12 12:01:03 AM#72
Lets clear this up.
When Yoshi talks about looking to WoW he means that ARR will have the same quality of life, UI, basic world layout, controls and polish that is the standard in fantasy thempark mmorpgs. Even if you intend to do something very different from WoW you still need to be aware of the standard to know what most people are used to, even if it’s something as basic as inventory system, so you don’t re-invent the wheel unnecessary.
Tanaka and his crew where operating in a vacuum, with no idea what the rest of the world had been playing or what devs had been building upon. This isn’t about WoW clones; this is about standards of convenience that FFXIV lacked completely, and for no good reason. It wasn’t a bold new experiment; it was a mess, due to ignorance. The UI had so many awkward and redundant elements, and combat so many stages, the map, NPCs, crafting so convoluted and unhelpful. What few original ideas FFXIV had was lost in the obtuse design, not to mention the technical incompetence.
The mmo world, from Rift's server tech and dynamics, to audio NPC info dumps in DCUO, to the action combat in TERA, to open world and pvp in GW2 and story presentation in SWTOR all have something that Squenix can learn from. Only once they know what other ideas have been tried, what has failed and what has worked can they build upon that with something new. If you look at their latest production diaries they are starting to include ideas I have never seen in an MMO, such as boss drops and class gear for you mount.
People who worry about a WoW clone fail to appreciate just how out of touch the FFXIV devs where for so long, they need to catch up, even if it means sometimes making the same mistakes others have made.
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Originally posted by zevni78 I just don't want to run around killing everything in site while I'm spamming buttons. I don't want to run from map marker to map marker. I don't want to solo to max level so that "the game can start" and I can participate in raids. I have no desire to be max level within a few months of playing. I have no desire to do instanced dungeons. If I wanted to play a game with 6 other people I would play Starcraft or Diablo. If it isn't challenging I don't want to play it. FFXIV 1.0 was most of what I just mentioned. WoW was also this. Sorry about my babbling |
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11/13/12 12:25:16 AM#74
Reading threw the thread again there seems to be some confusion as to the order of events. Tanaka was in charge of FFXIV 1.0 from the start until he was booted off a few months after launch. He and his crew knew of WoW only as a rival, the suits upstairs insisted FFXIV launch before it was ready to beat Cata’s release. (Though the premature release wouldn’t have helped with all the other deeper problems). Tanaka and Co. Made FFXIV according to what their own ideas as to what would be convenient for them to manage, resulting in stiff penalisations and limitations for players. Tanaka didn’t include many elements from FFXI, or any other game. I’ve played most of his previous projects for Square, none are has badly designed. FFXIV didn’t just lack basic features from WoW, but from just about every rpg or MMO of the last 10-20 yrs. Different but often in a very bad way was the FFXIV experience. Yoshida took over with his new team and took a great deal of advice and criticism from players from Japan and the West, and found among other things that most were used to certain basics. We didn’t want a WoW clone, or even a total FFXI clone, just an mmo that innovated where it needed to, and didn’t either try new ideas without testing them, or use old ideas that the mmo player and developer community had moved on from.
It is not being derivative to learn from hundreds of other studios and millions of cases of trial and error. |
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11/13/12 12:38:52 AM#75
Originally posted by Magiknight I just don't want to run around killing everything in site while I'm spamming buttons. I don't want to run from map marker to map marker. I don't want to solo to max level so that "the game can start" and I can participate in raids. I have no desire to be max level within a few months of playing. I have no desire to do instanced dungeons. If I wanted to play a game with 6 other people I would play Starcraft or Diablo. If it isn't challenging I don't want to play it. FFXIV 1.0 was most of what I just mentioned. WoW was also this. Sorry about my babbling
Fare enough, if you could get through the bad design in 1.0 (which was a challenge in itself) I guess there was un-inspired game play, but not due to looking at WoW, just a lack of imagination, (and content). There were more group and crafting focused elements (although very badly done), and open world NMs than WoW had, not to mention story, if the lack of audio didn’t bug you. I can see why instances would be an easier solution. But that was for 1.0, Yoshi was only able to add things on a system he intended to scrap. Only with ARR will we see if he can pull-off good open world, besides given the single player origins, FF does kind of lend itself to instanced dungeons. I also object to any comparison of the guild leaves to WoW style quest hubs, those leaves struck me as a massive step back from even WoW's design.
It sounds like you have a very specialized set of requirements, what mmos out now would you say fill them? |
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Originally posted by zevni78 The same person, Komoto, directed FFXI and FFXIV. He played Everquest. How did the game lack basic features of MMORPGs from the last 10-20 years? FFXIV was badly designed. I don't think anyone will dispute that. What are you speaking of when you say "stiff penalisations and limitations?" The point of the thread was how much FFXIV ARR will be like WoW. Yoshida also wrote off the opinions of everyone who played FFXI and FFXIV 1.0. I cna only guess where he is getting his criticisms from. |
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Originally posted by zevni78 I never said guild leves were comparable to WoW style quest hubs.......... I know 1.0 was badly designed, everyone knows this. I hated 1.0. FFXIV 1.0 had no more group conent than WoW. None whatsoever. You can solo to max level. I never once encountered a world NM in 1.0. I only played to level 35 (I think). The story was terrible in WoW (look at the introduction movie). I don't see how instanced dungeons are related to Final Fantasy or any MMO. They are for people who want to play with 5 or 6 other people and come back to a massive economy or massive PVP. The number of games released in the past 10 years that interest me is 0. |
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11/13/12 1:09:38 AM#78
Originally posted by Magiknight
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Originally posted by zevni78 The original team said they were using WoW as their model of success. They can admit whatever they want after the fact, it doesn't matter. I don't care anything about FFXIV 1.0. What it lacked, penalties, community, are of no concern. The entire point of this thread was to address ARR and its relationship to WoW. I don't see much concering that. |
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11/13/12 1:24:39 AM#80
Originally posted by Magiknight |
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