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All Posts by drivendawn

All Posts by drivendawn

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Yes read this today and looking forward to it very much. This patch is huge and has more content than even the other two previous patches.

http://na.finalfantasyxiv.com/lodestone/topics/detail/3d01271ad3add3638e42b642e8ad4bb4db15ca50

enjoy

Originally posted by Darkfalz89
Originally posted by zanfire
Originally posted by Chrisbox
Originally posted by zanfire
Originally posted by Chrisbox
Originally posted by zanfire
Originally posted by Chrisbox
Originally posted by zanfire
Originally posted by Foomerang

 


Originally posted by nbtscan

Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

 

As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done"

Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

Make jobs weaker and classes stronger? when did i even mention that? My point was that jobs trump the hell out of classes even when it comes to the purpose of soloing. What 1.0 did right was when you equiped a job, it didnt just add a ton of stat points, it made them fit the role. Classes were left to be more even spread so they could still get some use out of all the skills and spells.

Classes entire purpose was to be the "solo" way and be able to use everything instead of being restricted, but they could never be as good as the job version in their intended role (aka: Dragoon will always outdamge and outlast, along with specific skills only the job gets)

Solo play is fine right now because its a joke, anyone on just about any job (even naked) can take out stuff their level and higher like its no big deal. In fact a large thread was on the forums making fun of how "not threatning" anything is in the games world (which had a video of a severly gimp and mostly naked warrior trouncing tons of same level mobs like they didnt matter). The entire point of classes were to be the little bits of everything so they could be more self sufficent.

Also people clearly do still want things from 1.0 back (at least after 1.2x) and if you dont think so you must not have ever been on the main forums, because those kinds of threads have been around for a long time. They are less often now because people realize the game isnt going to change and be more of the same stuff thats been around for the past decade and have left.

Also you have to be crazy to think this game has more than a million subs, if they did SE would have been screaming it from the roof tops to players and investors instead of all the games they seem to be playing with how many people are playing (oh we have 2 million registered adventures! Over 500k unique players log in!) Please...if it was so damn high we would know.

 

You must not play a lot of recent MMO's, it's not possible to have a properly made game and put something in a non instanced area and make it threatening this is nothing new to us.  Now with that in mind, you see why your point about putting classes into solo play and all this solo play nonsense is completely worthless right? Ok good. The mobs will get zerged, the mechanics will be disregarded and overpowered by the whole server trying to kill it. Dont reference how it was possible in XI either because that game had no real class structure, low pop servers, and a combat that was set up like microsoft powerpoint.  

I can't take you seriously. Nobody wants these things from 1.0 except a few forum trolls here and there. I also never said a single thing about subs here so your last paragraph is entirely worthless to me.

The subs thing was part of the main discussion, so not everything must be about you. And no i dont play many recent MMOs, they have mostly all turned into hand holding, mostly solo bore fests with little depth (and if there is depth, we have crap like ilvl and 1 set fits all crap to make it all simple for the dumb dumbs) . There is ZERO risk vs reward with most of these new games when it comes to exploring. Hell in this game you can go everywhere at level one with minimal problems.

How did FFXI have "no real class structure"? Your joking right? Low pop servers...yah after it being up for well over a decade (shocker right?) And combat was slow, but clearly people enjoyed it or it wouldnt be one of the most sucessfull MMOs around.  Cant say the combat is a whole lot better here (dogdge circle and spam same rotation...havent done that before) But i guess any RPG combat can be said to be dull...if you hate stuff like turn based combat, your playing the entirely wrong genre.

There are things everyone should want from 1.0: nothing wrong with the chocobo escorts, Hamlet Defense, Dungeons that have multiple paths and ends, open world dungeons, Open world boss mobs that drop good level loot, gear that has unique stats (what we have now is simple and boring as hell), relic weapons that are actually special and top end (not just second string to coil all the time) Crafting that is a huge part of the econimy, leveling that isnt so fast and easy that half the server has everything maxed out, gathering that has meaning (making it fast to level and NO randomization means next to nothing has value). How about making some things that are not just instanced everything.

This game is nothing new, pretty well polished and pretty, but nothing remotely new or original. I love the FF series and put way more years into XI than i should, so i want this game to try and mix it up. Look at the last couple patches, how predictable and samey can you get? Another primal that works in the same mannor? 2 old dungeons reskinned as hard mode, andother dungeon which contains the same linear layout (trash>boss>trash>boss>trash>final boss) More coil which im sure will go on until they raise the cap. Collect more fricken tomes and everything has lockouts which is so counter to their message of playing all jobs on one account. Another crystal tower that will have gear crappier than what you can already get and most people already do. Im so sick of jamming "hard" and "extreme" mode on everything and just reskinning and tweaking it. Tired of every endgame fight being "memorize the script with a DPS check". At least the endgame in 1.0 had randomness to it instead of everything being basically instant fail mechanics.

While I do enjoy many things about 2.0 and what its done with the scene, 99% of this post is the reason why I no longer play this game. I'll come back when they release more classes that are relevant to my interests (these supposed hybrid classes that were supposed to come out) and some actual relevant content. Currently the game is zoning into dungeons and Coil, there is very little attachment to the outside world and no other worthwhile events. I too second that some of the events of 1.2 need to be brought back like hamlet and STOP for the love of god making beast tribe quests, its useless content-less content. I was reading all the pages of this thread and was amazing at how many pure positive and none negative criticism that I'm seeing and comments like "massive patches filled to the brim with content" when in reality its much like the above poster said. ONE new dungeon with 2 rehashed dungeons, of which people will just spam the one that is the fastest to do making the already boring grind more boring to get soldiery for gear that is just a stop gap to gear that you will pray that will drop from Coil. Another 5 levels of coil so you can spend the next 6-8 months of not seeing that piece that you want drop with no real alternative pieces because this game has so little gear choices because crafting is so damn useless.

The game very quickly became you vs the RNG gods rather than vsing the content, with no ways of obtaining gear outside of hoping the piece will drop in the first place. Doing Coil 1-4 for 13 weeks straight to never see my casting pants drop, then after the block has been lifted I literally go 0/49 on the pants and just gave up. We are just now getting craftable ilvl 90 accessories in 2.3!!!!!! I'm not asking for 115 craftable gear but ilvl100 gear using mats from HM primal/coil high end content fights like in FFXI? Some gear alternatives and actual open world NM fights that drop unique gear with some outside dungeons or beseiged/campaign from FFXI content? I know that in time the game will probably get where it needs to be but its just a really polished WoW lite because it has hardly a quarter of the content for a player to do at any given time when compared to other MMO'S.

In closing I just decided to go back to FFXI with my FFXIV friends for the 16th time and I'm glad to see that every time I come back there is so much to do and so many ways of doing content and so many different gear choices. Now they finally introduced a clear progression path and forwent the original treadmill of post abyssea. 

 

You are right this game will never have certain things from XI with its nm's you must compete over with horrible spawn and drop rates. The horrible lvl grinding and RNG was way worse in XI . Besieged and Campaign was a zerg usually, especially besieged . Oh and ilvl 90 can be materia'd to make it more like ilvl 100 in some cases a little better. XI is the holy grail of mmo's for some folks I guess but in my opinion had may problems these just being a few.

Originally posted by Chrisbox

Started a new comment, old one too long.

So you start off by saying all new mmos are a solo borefest with no depth, when every fairly recent mmo that's come out has actually encouraged and essentially required grouping to progress perhaps not so much during the leveling process but where the majority of the timesink is, max level.  Whether or not you agree with the majority of timesink being at max level and not during leveling is a whole other conversation.  Ilvl exists to ensure that the people that are good enough and dedicated enough to defeat the hardest monsters, get the best gear for their job and thats a good thing unless you want handouts.  The horizontal more zerg and grind oriented approach of classic games is casual in comparison.  

Why theres no risk vs. reward in exploring in most modern games anymore? Mostly because most games that followed the open world theme such as XI never, at any point, were very popular by modern standings.  But also for the same reasons most 1.0 features would destroy XIV. 

Open world dungeons- Would get zerged by the masses, free gear, hand holding.  Not accepteable.

Open world bosses with top tier loot- Would get zerged by the masses, free best in slot gear, hand holding.  Not acceptable and the game would literally die with this one. Bosses in XIV in terms of mechanics design trump anything classic games had to offer.  Yea there is very little random mechanics to them that i'd like to see change (nothing along the lines of oh our group wants mechanic A to happen because its easier than mechanic B), but for scripted fights the completion rates of progression content sure are small and they are doing one hell of a job keeping them mentally taxing and difficult.  

Relics that are special- This is still pretty darn true. Relics are extremely reliable and powerful, you don't see a lot of people running around with novus level ones either. The only thing that trumps a novus relic is a turn 9 weapon taken from the hardest boss in the game, assuming your group can beat it (which most can't) and get it to drop.  

Like I've commented at one point, there are things from 1.0 that would do good in XIV such as dungeons with multiple paths and more important crafting, but the rest would cause XIV to crash and burn just as 1.0 did.  

I will agree with all you said but one,Open world dungeons. As long as the dungeons were like the rest of the open world, to explore do FATES and gather resources.

Originally posted by Chrisbox
Originally posted by zanfire
Originally posted by Chrisbox
Originally posted by zanfire
Originally posted by Foomerang

 


Originally posted by nbtscan

Originally posted by Cleverjack My biggest issue with the game was the lack of customization and character growth. I think its funny how you started out being able to make your rotation full of different skills from all the classes, then at hitting lvl 30 the game limits you to your class and the few skills allowed from 1 other class. And end game everyone looks a like and every class uses the same rotation. That makes the game boring and its why I stopped playing. Now when they add the multitude of classes that XI had then maybe it will be worth a look
Unless they drastically change the class system in between now and then it's not going to help you any, as you're just going to be a new class locked into abilities from two other classes.

 

As a crafter, I have access to 8 other classes abilities. The higher I got, the more options I had

which is great for crafting (even though crafting, as great as it is, sits as a secondary thing when people barely have use for it, blame the whole "best gear comes from coil" crap (this could be fixed if there were multiple sets of the highest end gear between crafts and multiple events or gear that is very very close).

As for combat Foom is right, your stuck with the 2 classes for the jobs, even if there are 20 classes it wont matter. I dont mind that honestly but the problem comes when so much is limited to use between classes, there should be more classes subs per job and finally classes themselves are so gimped compared to jobs noone uses them past the point of getting the job.

The class system was far better in 1.0 because it didnt have lower base stats (and each stat didnt count as much) the stats were just less focused and more spread so if your Lancer wants to cast cure of fire, he could do it even if the results were not all that great, but still viable (perticualrly with cures and buff it worked just fine). In AAR when you put on a job not only are the stats more focused, but you get MORE stat points and now that each stat point means far more than it did before, you are extra gimped as a class.

Its a system they should have balanced more from how it was in 1.0 or toss out and just have jobs only (which as it is now would have been the best way to do it). They could honeslty remove classes and people would quickly not care and forget about it. You want a solo job that can use everything? Just put in an "onion" classes (knight/mage or just one) and make the stats more balanced all around and let people use all non job skills.

I agree that crafting should have more importance. It should not provide the best gear though, nor will it ever. . 

Your reasoning behind classes is completely flawed though.  Now in ARR, you start off archer for example. You get archer skills, then you learn bard and equip that for access to bard skills and a dex bonus.  When ranger comes out you can equip that for ranger skills and a dex bonus. This is how the game has to work in order to function and not be a disaster like 1.0.

The reason things like lancers curing in high level 1.0 content was because the games entire structure was a mess and allowed such ridiculous things, and pve progression content was a joke compared to ARR and basically was non existent. The guy who thought it was a good idea to have classes be viable alongside jobs really did a great job himself as you can tell from the response 1.0 got, right?

No lancers want to use cure that's why they're lancers.  Nobody wants jobs to be useless either and have classes be just as strong, they can't co-exist on the same power level in a proper made game with end game progression or you break the class trinity and you break real raid content. That is the reason for jobs, and should've been the purpose to begin with....to be stronger than classes which is why you start off as a class...its a fairly simple concept that 1.0 didn't grasp. 

crafting the best should not happen,but something near the top (which imo they need to close the gap on all endgame gear so its not such giant jumps) And as for the class bit, why should lancer not be able to use cure decently? The entire point, even according to Yoshi was that classes were for solo and there so you could use many more of the skills and set more of them. You should have stats shifted around so its more balanced so as any class a cure has some use, or a debuff lands and does something worth while, or a buff works even if none of those are nearly as powerful as how the job would use it.

1.0 classes had some instances where classes were the better choice and i can see there is some possible unbalance, but it was rare and normally revolved around the strength of a certain skill (like lancer using that shielding skill for ifrit). Its nothing some tweaks could not handle and make it so classes have use...even if its only for solo stuff.

Right now classes are a sad joke and serve only to be a starting point for having multiple jobs off them. They need to adjust it so they find some use other than "well i hit 30 and have my job, class is done"

Yes thats the point though.  Classes are the starting point for jobs and it maintains balance and purpose.  Would you be happier if they called jobs classes or something? There is no reasoning for them to make jobs less powerful and classes more powerful and you're probably the only person I've ever heard want that. Nobody wants anything that 1.0 did, ever. 

Why should a lancer not be able to use cure effectively? Because they would never do that in a well made MMO. They'd be executing their dps combo, and filling their role as dps.  LIke i said, doing what you propose breaks balance and breaks purpose.  Lancers don't need cure for solo play either, everyone is fine in solo play currently.  Do you just really want to cure on a strength user?

Not to mention I know plenty of people that use jobs for group play and instances but use classes for open world soloing.

yay............
Originally posted by doodphace
Originally posted by Kicksave321
Originally posted by doodphace
Originally posted by Kicksave321
Originally posted by doodphace
Originally posted by Kicksave321
Originally posted by doodphace
Originally posted by Moirae
Ummm... I really think some people aren't in touch with reality. SWTOR has raiding (called Operations), various different Flashpoints,  and PvP at end game. Just like every other game on the market. How are those not end game exactly? SWTOR's end game is no different from any other games. 

I don't think the sentimate is that the game has no endgame, but that they haven't added much new content in quite a while. Nightmare modes of the same raids some have been farming for the past 9 months might be too little for some (im perfectly fine with it though). As for flashpoints, RoTHC launched with only 4 HM endgame FPs, and none of them were new. Since then, they have only added 2, so SWTOR has essentially only added 2 new HM flashpoints in the last 2 years. Even PVP, they have only recently added 1 new WZ map, the first since patch 1.2 in March 2012 when they added Novare coast. Yes SWTOR has the same types of endgame as other games, but not as much of it in a lot of areas.

For comparison sake, lets look at new (not mentioning TFB, because its rehased) lvl 55 raids added during RotHC.

SnV - 7 Bosses

DF - 5 bosses

DP - 5 bosses

Thats 17 new bosses total, 3 difficulty modes each.

Now lets compare that to WoW`s Mists of Pandaria new level 90 raids

MSV - 6 bosses

HoF - 6 bosses

Terrace - 4 bosses

ToT - 13 bosses

SoO - 14 bosses

Thats a total of 43 new endgame level 90 raid bosses, 3-4 difficulties each.

For me personally, the endgame in SWTOR is fun and whats there is more than enough (even if I am a little concerned that the last 3 FPs were tactical only), but based on what I spelled out above, I can see where some might have different opinions.

To be fair people only run SoO to get top gear not all the others.  All the others are to gear up so you can run SoO so if you want to compare don't add in all the raids nobody runs in Wow anymore, and once WOD is released it will be over a year since they released any content dailies, raids or other content.  

 

Edit:  I don't think anyone will argue that WoW has the most "new" raids/ops.  They have also been around for almost 10 years, have 7X the population of the next closest game so why don't you go look at endgame content to other games...like....

LOTRO

Age of Conan

Rift

Tera

TSW

FFXIV

ect

ect

Now if you compare all those to WoW they all lose also...but if you compare those to SWTOR you may come up with a different answer on some, most or even all ill wait for your comparison should be interesting. 

If you want to dismiss the "gearing up" raids in WoW, then lets also dismiss the "gearing up" ones in SWTOR as well....so we have Dread palace...Dread Palace NiM is the highest tier in SWTOR (like SoO), and its 5 bosses...thats it...... Lets compare that to WoW's current tier, SoO, 14 bosses.....5 bosses compared to 14. That has nothing to do with how "old" WoW is, SoO was released at the exact same time as DF/DP normal.

Lets also forget the fact that the current raid tiers in most of the games you mentioned are also more than 5 bosses, as you even pointed out, most people play wow, therefore ones expectations on what a Themepark MMO's endgame should consist of is usually compared to that. You seem to be taking this personal and are of the assumption that I feel SWTOR's endgame is lacking, even though I have already stated otherwise. I am just pointing out that its not unfathomable to have a different opinion.

Haha personal too funny you are the one who gets defensive I just post to your comments.  If you rather just post and not have anyone reply please let me know and I'll stop replying to you as it seems you get upset when i do.  As for the "gearing up" that would full under KP, tfb, and flash points so don't try and spin this.  Again if you want to dismiss comparing to other mmos (not including wow) Swtor is not lacking in endgame then their is no point in discussing this with you.  

You cant dismiss all of WoW`s raids except for SoO because they are only ran to `gear up for SoO`, then turn around and claim that I cant dismiss all of SWTOR's raids except for its newest also. You cant have your cake and eat it to. We either dismiss everything except for the newest tier in both games, or neither game. You are also welcome to respond to all of my posts, but at least be logical. Dismissing all of WoW's tiers except for its newest (SoO), then turning around and telling me that I cant do the same for SWTOR (DP NiM), is illogical. (on a side note, KP is tier 1 from launch SWTOR, and level 50, not even max level...I am utterly perplexed why you would even bring it up here).

I also added the following to my last post in case you missed it:

ALL of the games u mentioned have FAR more max level dungeons than SWTOR, which goes back to my initial response to the guy I quoted who thought people were saying SWTOR had no endgame. I dont think people feel SWTOR has no endgame content, I think some feel it has not really had enough of it, something I dont personally agree with, but I can see where they are coming from.

No offense but you need to do some research if you think ALL the games I mention have FAR more end game content then Swtor...

 

lotro  no longer releases endgame raids or dungeons, so in their last expansion they added ZERO.  Now they do have big battles but head on over to their site the players do not count those is raids or dungeons.  

 

Tera has five level 60 5man dungeons.  

 

Age of Conan has one tier 4 raid

 

Rift three tier 2 raids *not updated so could be off

 

i can keep going if you want...but I hope you get the point.

 

 

 

I said: "ALL of the games u mentioned have FAR more max level dungeons than SWTOR"

You reply with: "No offense but you need to do some research if you think ALL the games I mention have FAR more end game content then Swtor"

This is what im talking about, almost every single one of your replies to me in this thread is to debate something I never said to begin with. I really have no explanation why you would think I said all of those games had more endgame. Go back and read every exchange we have had so far in this thread, every reply you think I said something that i never did. When we were talking about the tactical flashpoints, you thought I said they should only add HMs and not tactical, yet in every one of my posts, I said they should add both. You then tried to dismiss me as having a "add more of what i want, and less of what other want" attitude, even though I never said anything even remotly close to that. That's why I think you are taking it personally, I really have no other explanation.

Oh, and Tera has more than 5 lvl 60 dungeons: http://tera.enmasse.com/game-guide/dungeons/#dungeonguides

Xiv has over 10 dungeons at top lvl so yeah there are a number of games that beat out Swotor as far as that goes.

I am ashamed to breath air! Ever since the day I was born I have fought to breath it. To think all you complacent bastards are sitting there taking it for granted makes me ashamed.
I 'm sure I'll get called a fan boy to but I wish this game would do like XIV and bring out out a ton of content every 3 months or so. I would probably play if they did because it had great story telling which I love and well it's Star Wars.
Originally posted by dancingstar
Originally posted by Whyspre
Originally posted by Doogiehowser
Originally posted by Edli
Originally posted by Kyleran
If they have 2M subs, they are not players from the west.

Why would you say that? I'm on a US server and is full with players here.

Because of its huge following in Asia. Even FFXI to this date gets majority of its population from Asia. On top of that add consoles popularity in japan and lack of good MMO options avilable to them. So yes FFXIV is doing great thanks to Asian players.

and this is bad somehow? 

I don't like throwing the word "racism" around loosely, so instead I'll say that for some posters on this site "Asian" seems to be less a geographical designation and more a vague snarl-word.  

Has FF XIV actually released in China or Korea yet anyway?

In any case, it's been repeatedly stated (e.g. in the recent interview with the game director on this site) that the "2 million" figure is "registered accounts" and since it is highly implausible that everyone who ever played the game is still subbed, the number of actual subscribers is probably somewhat less.

Not yet it will launch in china sometime at the end of this year though.

Originally posted by Lissyl
Originally posted by drivendawn

Yeah those were starter dungeons it gets progressively harder and mechanics more complex as you level and very much so at endgame.

If I might ask a question here, because I'm having trouble finding a good search query with a definite answer:

 

Are the Hard and Extreme modes necessary for Storyline advancement?  Or are they more along the lines of Extra Content for Raider Types (tm)?

 

 

No gives some nice side story though.

Originally posted by doodphace
Originally posted by vandal5627
Originally posted by LeGrosGamerV2

 The only thing FF14 has going for it, is the awesome story line quest.  Once that's over with, there is no point in playing any more, dungeon grind is awful,  crafting is a challenge until you get the hang of it and start creating HQ crafting gear. Back then I had level 50 in all crafts, not sure if they upped the max or added anything new since December 2013.  I'll give it another go in a year or 2, by that time the story line would have grown even more.   

 

   Contrary to other MMO titles out there, FF14 has the best story line quest and side quests out of any MMO.  But is under par everywhere else.   Dungeons ... beurk!! Worst experience ever!!     And I really hope by now, they changed the EXP lay out of the game? Meaning that it's not all about camping FATE's any more.

IMO the dungeons in FFXIV ARR are better designed then any other dungeons in any other games i've played and i've played alot.

I only ran the first few at launch so I can't comment on endgame dungeons, but with that said, I personally found the dungeons in TSW and Wildstar much more challenging and better designed.

Yeah those were starter dungeons it gets progressively harder and mechanics more complex as you level and very much so at endgame.

Originally posted by Wizardry

I am not trying to knock on the game,i really enjoyed for a short while and Square is the best developer out there for creating content and ideas.It simply depressed me knowing that no matter the game has more content or improves at a better pace than ANY other game in the market,it is class/combat, those 2 areas of great concern for me that i know will never be to where it needs to be that keeps me from playing and probably will never return.

Sad gamer,myself and many others just wanted another FFXI with these graphics and a few tweaks to make it better.

Sorry you wont be returning and hope you will find a game to call home in the future. My bro quit for the same reason and knew it would never be like XI so he left and now is stuck in MMO limbo. :(

Originally posted by Foomerang

Zones are small and not seamless, combat is way too slow for my tastes, and the majority of quests I found tedious. But the crafting, gathering, aesthetics, day night cycles, weather, sound, music, housing and gardening are some of the best I've experienced. Looking forward to chocobo raising next patch and golden saucer in the future.

It's cool to see different people playing for different reasons. I have actually met alot of crafting and RP only players in the game.

Originally posted by iftachby

I just bought the game off Steam for $12.50.

Even if i just get a months worth out of it its money well spent IMO.

 

Here's hoping I get more than 1 month :)

Cheers to that sir :)

Originally posted by Kuuhn
I am a returning PS3 player looking to be able to spend some time on my laptop as well. Mostly gathering and crafting as that's what I enjoy. My specs are an i7 2.2(3.2) CPU, GTX 760m 2g GPU, and 12g VRam. My HD is lack luster but I don't mind loading times coming off of the PS3. I am able to play Tera on high settings if that's any indication. I was having trouble getting the benchmark to run. I'm not looking for ultimate high settings, but an upgrade from the PS3 visuals would be nice.

Yeah you'll be fine and yes you should get better visuals than on your PS3. :)

Nice to see a well written article about XIV again.
Originally posted by Doogiehowser
Originally posted by ElRenmazuo
Originally posted by Doogiehowser
Originally posted by Edli
Originally posted by Kyleran
If they have 2M subs, they are not players from the west.

Why would you say that? I'm on a US server and is full with players here.

Because of its huge following in Asia. Even FFXI to this date gets majority of its population from Asia. On top of that add consoles popularity in japan and lack of good MMO options avilable to them. So yes FFXIV is doing great thanks to Asian players.

Arent majority of WoWs players asian too? Especially Korean?  Consoles are just as popular in the west too.  And NA servers are very full majority of the time.

They have slightly more servers but if you look at this link each of our servers are more populated than the Japanese ones.

http://xivsoul.com/ click on population to sort from most to least and you'll see that all NA are on top of Japanese.

You will be surprised to know how many Asians prefer NA servers for playing. 

Lol, yeah most JP love american and european servers. >.> Also you would be suprised more by the amount of western players on the JP servers.

Originally posted by ZizouX

YoshiP said they are planning an epic story line that leads to the expansion just like 1.0 ended and 2.0 started.  He said the world won't be destroyed this time, but everything we're doing now is slowly building towards the story content in the expansion.

 

I'm really looking forward to it.  BTW, the female elezen in blue in the video is probably Shiva in disguise.  

Yup :)

lookin sweet, I'm guessing that is the king of Ishgard at the end there.
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