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All Posts by Dzone

All Posts by Dzone

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315 posts found

I remember back in the early years of ffxi. Everyone would go to valkurn dunes to party, and at times there would be several people with there party flag up, but no one would start a group.  Remember trying to  pull lizards and snippers back to camp...


Even after getting a group and finding a safe spot to came, there would be several other groups around you. That made pulling mobs suck. I very rarely pulled mobs back to camp, but I remember running around for several minutes just looking for one to grab, hopefully before the other group would.


That's the only thing I hated about ffxi grouping, that areas could only really support 1 or 2 groups, or mobs became to hard to find.


FFXIV arr is completely different. Only some fates, and now hunt mobs require a few people to do in the open world. The only thing that requires grouping is instance and that can be automatically formed with their duty finder. They even gone as far as no one tag's mobs/gathering points anymore. Everone just shares everthing now.


Its sad in ffxi I used to group up just to help peoplei, but with ffxiv arr even though there could be 30+ people on in your guild only like 3,4 of those will actually say anything in chat. Every once in a while with ffxiv someone will ask "Does anyone need any help?" no one ever responds to it,


Let me give some examples of stuff people needed help with in ffxi.


1. The 3 mages gate (needed 3 mages to stand on these switchers to open it)

2. Quicksand caves ( Needed 2 or more people to stand on switches to open that)

3. This other dugeon (can't remember the name) it had 3 gates you needed a group to pass through.

4. One time was killing lizards for a rare stone drop for a teleport quest, me being whm took really long time to kill, so another guy went to the other zone and klled lizards there to help out.

5. Hunting specific nm's ( lot of those couldn't be solo'd if not a certain type of job) so people would group to help each other on those.

6. Just getting around the would teleporting required a whm that you had to group up with to send you around, or a blm you had to group with to warp you back to your home point. Back in ffxi you didn't wanna die cause you would loose xp and could dlvl and loose some of your gear, So people really wanted a manuall warp back.

7. There was a quest that was specifically designed for like 10 people around lvl 20, or something like that. It was called eco-warrior and each of the 3 starting cities had one. The very early days of ffxi, I remember seeing shouts all the time for those.

8. The Journey Bastok quest, you needed a full group of lvl 5 or below players. Your group would travel out pretty far to talk to an npc to complete it.

9. San doria had a quest that would 3/4 parts to it where you would form certain types of groups and go to the watch tower to talk to the guard there. It had a nice spell after completing that quest line.


Man so many things even quest's required groups in ffxi, I miss those days.



Nothing in ffxi was automatic everyone had to manually group up to do things in that game.

Back then I was playing ffxi when I got home from work at 730 am, if I was off the next night I would stay on until 10-11pm the following night. At that point I would always be very tired and would crash for the night. So around 14-15 hour's 2 days a week.


Nowadays after like around 6 hours I hafta take a long break if its my night off. Watch tv, browse the internet, but eventually go back to it again.


Come to think of it, after all these years I still have the same time frame, wonder why I can't play for very long sessions if I'm off from work the following night while playing ffxiv, like I did in ffxi....

So lately I've played a few mmo's (GW2 and FFXIV) which seem like crafting is pointless to the community. Those games just hand out gear from dungeons/quest's, ect. I really enjoy the crafting system in ffxiv arr though, to bad they hand out so much better gear than crafted :(


I'm looking for kinda a newish or upcoming mmo that relies heavily on crafters. I would love to beable to be a full time crafter and just help support the community and feel wanted ingame.


Any games out there that crafters are very important and always in demand? Kinda like when people always need ammunition, or medicines, and the best gear made from crafters.


Would be nice if an mmo had a system where adventures would only get mats/ingrediants to trade/sell to crafters so they can make gear and such for them.


Perhaps star citizen or AA? I heard AA you can't really just be a full time crafter in that one...

Don't these dev's pay any attention to other games.... I mean ffxiv had the exact same problem 1 year ago. They ended up having to kick people from being afk and worked very hard to alow more people to get on. Took them like 4 months to make logins smooth. Lets see how long it takes AA to do the same....


Isn't it funny how companies don't learn from other's past mistakes.

So I've never actually played a pvp focused mmo before, but I'm beginning to think I should try one. I have literally over the years only played pve games: EQ, FFXI, LOTRO, Hellgate London, FFXIV ARR, GW2, Vanguard SOH. I know some of those have pvp but I've never actually tried it, they kept it separate from the core game.


The way PVE has become, I'm seriously thinkin of changing to the open world PVP sandbox scene. Well unless they had a PVE Sandbox only game...


I was thinking about Archeage, but I play at a casuall pace, never rush. So I'm gona end up having trouble getting land in that game, plus don't wana spend money on the cash shop.


I've also looked at EVE online streams on Twitch, but I just don't understand how that game works. Looks like they are just staring at the screen not doing anything to me, but I guss it really is different with hands on with that one...


I will pay a monthly sub though, as long as I don't hafta worry about a cash shop and have access to 99% of the game. The game could have a cash shop, just not to were I hafta buy things to advance...


What would be a good pvp sandbox game for me?

Yep know what you mean about inventory space. I'm only gona be whm as far as jobs go. On the flip side I'm leveling all 8 crafts plus 3 gathering classes. That alone will pretty much feel up my inventory space. Even with around level 30 for everything, already more than half full on 2 retainers + myself.


Only thing I havn't really touched is fishing, and that is gona kill my inventory when I get around to it. Well that and cooking     /panics.

How in the world is anyone gona beable to chug potions every 4 hours. Lets see what they do, not work, take a nap wake up in 4 hours chug a potion. Go back to sleep. Wake up in another 4 hours chug again....


Seriously who in the world can do that constantly 7 days a week.


I just watched a few streams of AA online and apparently during the 4 day open beta some gamers were already level 50. That doesn't sound good to me at all. Didn't everyone start open beta with a fresh new character?


I only have like around 4 hours a day to play this and beginning to think I wont beable to compete in PVP if the progression is that fast in this game.


I thought this was gona be a long lasting game with long term goals to achieve but I may of been looking at it the wrong way.


Havn't played it yet. Been waiting for official launch, but things like this makes me rethink my purchase...


I've been playing ffxiv arr and it works pretty well, but started to get old after awile. I don't think I have ever tried a sandbox mmo b4, so figured I'd try out AA. Confused on what to do now.

When I played ffxi, voice chat never even crossed my mine back in 2003-2005. In that game people would just set up macros were they just press a certain key like cnt+9 and it would just pop into the chat box with a sound.


I seriously never came across a time back then when I ever even thought about VOIP. Fully enjoyed that game to. Just didn't really touch endgame though, so maybe that's how I avoided it.


These days with mmo's seems like if you don't do caped group content you don't have much to do. Guss that's why voice is more required these days.

I was caped for several months on my blm. I never botherd with coil or crystal tower. I just did daily rouletts everyday and aventually that got old doing the same dungeons over and over. I got to the point I had all ilvl 100 gear and was stuck there for awhile. I ended up getting tired of that, so I created a new character leveld it abit and became a full time crafter/gatherer.


Got tired of that pretty quickly to, so now I'm playing something else. Didn't like hunts either although they seem very popular right now.


Just don't see the point of playing this game, unless your an endgame raider.

FFXI is like 11 years old now and still going. I remember playing that game way back in 2003 for over 12 months strait before I reached my first level 75 (cap) with my whm. Even when I got to cap I barely did any end game. I pretty much just farmed, camped nm's, fished, did merit parties quit a bit, and skilled up. Oh also got into making prism powders with alchemy just to support the market on um. Peaple used those a lot, that and sneak oils.


I did do znm's for a few months with a linkshell. Did windurst dynamis 2 times. Other than that I didn't really toch end game stuff in that game. Played it for like around 3 years till my computer broke and took over a month to fix it. By then I moved on. now kinda wish I didn't, but I can't see myself getting back into that game after all these years now.


Man how I miss those days.


FFXIV it took me little over a month to reach cap.. Yep end game focus is very heavily focused on ffxiv arr. I swear 90 percent of the people I click on says lvl 50. Althogh I do see a few new players, but caped people clearly out numbers those. Plus everything they add in that game is for cap players with each expantian.

oh forgot to mention, im playing it on the PS3.

I started playing DA origins again and decided to play a rouge that's sneaky and sets traps, disarms, and scouts out areas. But the problem I have is how am I supposed to keep my other party members from charging in?


I've ran into 2 instances early in the game. One in the jungle where there were traps. Soon as I detected um the other party members ran ahead after the mobs and got caught in um. I ended up wiping there twice. Same thing happened when I enterd the tower to light the beacon at the top.


Any tips on how to control my party so I can disarm traps and scout areas ahead of time, so maybe I can position them if I need to?


I havn't actually tried the trap making part of the game yet, but I bet that will be harder to manage if alistar, my tank, keeps pulling him in the wrong direction.... I can already see the problem there to heh.

My biggest complaint is how gear is handed out to all players. I wish games were designed were the adventurues would get crafting matts only to sell to crafters which would provide all the gear to the players.


The last two mmo's that I've played, which were GW2 and ffxiv arr. Both of those games their were npc's all over the place that pretty much had all the gear you would ever nead. Plus just doing the quest's and dungeons gear you up completely anyways.


Gear is handed out in so many different ways with modern mmo's, that I feel like it has totally destroyed the player driven economy that we used to have.


I love to craft, but it seems pointless to do so these days :(

I want a mmo were you get more xp if your in a group compared to being solo.


I want non instance dungeons that are open and no set path to follow, with NM's and gathering/fishing in them to. I want dungeons to have multiple exit's out to different parts of the world.


I want a huge world with limited fast travel, I like to journey across the world not port everyware.


I want NM's that will can spawn at random times, that are much stronger than other mobs in the area. I wont areas you hafta sneek past mobs, because if they see you they will chase you across the whole map, and will most likely kill you.


I want it to only be able to solo farm lower level mobs than you currently are. All mobs your level should be extremely difficult to solo.


I don't want everything given to me instantly, I wanna have to work on stuff to unlock other stuff. For example, when you first start out in a city no will know who you are. After you do several beginner quest's, your fame in that city will raise and then more people will begin to offer you quest's. In ffxi there were 10 fame rank levels, and you had to do a lot of quest's to max out your fame to get all the quest's. Raising your fame, also lowerd prices on items in shops, plus shops would sell new stuff to you aswell.


I want to actually ride in a boat to travel, and airships to.


I want a really strong player driven economy, where crafters make the best stuff. Crafters should make bullits,arrows, tools, items like that, where people hafto keep a good supply on them, since they should run out. Also people should use items like sneak oils, and prism powerd, which will cause you to sneak/invisible around mobs. Which will aventually run out, and hafta use another one. Then buy more of those when those run out again.


I'm pretty much comparing my experiances from ffxi to ffxiv, and I really wish we could get a modern mmo like ffxi pre abbysea used to be again.

Why does this game have,


1. Quest markers over npc's heads. Eazily viewable on map. Shows exactily what level to start it. No requirement to start the quest, other than be high enough level.


2. A place to teleport to  every zone in the game. Everyone has access to it as soon as they touch the aetherite in there locations. Cost very little gill to use.


3. infinite amounts of arrows. You never have to restock on arrows in this game. Even though you shoot a ton, they somehow magically reappear on you.


4. Spells, abilities you automatically learn those as you level. You don't have to go and buy/hunt any of your stuff anymore.


5. A gps system that shows you exactly where to go to do a quest or other activities in the game. All the lev npc's have areas greyed out where you know exactly where to initiate um. Quest's that you have also show on map exactly where to go. It even has Q's over the mobs heads, so you know exactly which are quest mobs to kill.


6. 3 different database centers. One for EU, one for Jap, and one for USA. They separate the player's by where there located in the world. In ffxi everyone all over the world played on the same servers, but not in  ffxiv.


7. Nothing in the open world is remortly dangerous. You don't loose anything if you die. Only suffer a really small reapair fee. Mobs die pretty quickly. Mobs wont hardly chase you at all before they give up.


8. Dungeons that are all instanced. You can only enter a dungeon when you have a group of 4 or 8 people. Till end game, then that number goes up. You can never enter a dungeon by yourself. There is no camping nm's or farming/fishing/mining/digging up bones/harvesting at all in ffxiv's dungeons. They don't have multiple exits where you can pop out on different parts of the world. They are literally a set path, kill a few bosses and a warp out at the end. Oh and don't gota travel to um either, your ported there instantly and returned instantly to were you were before you enterd.


9. No mob lock. Everyone can just attack the same mobs. This one is a problem with hunts now, 100+ people attacking the same mob and complaining they die to quickly... No competition claiming mobs in the world anymore.


10. Gear that is just handed out to everyone, so don't really need to buy anything off the market boards to play this game. Quest's gears you up completely with your first class/job to 50. Dungeons/npc's pretty much take care of the rest.


I've been playing this game since it relaunched a year ago. I have literally changed the way I play it now though. I started a new character and just gona focus on crafting/gathering now. It sure is a refreshing change from what it was for me. I just really miss how ffxi was before abbysea, but times have changed and from what I've been hearing, this is what mmo's have become.


Hopefully someday an MMO will come along that brings back a lot of the things ffxi had with modern graphics.

I just received my retainer a few days ago. I was around lvl 16. During the main storyline it will have you do 3 dungeons in a row, One more thing, then you will go to western thanalan to meet a new gang :) After a bit of that it will say "retainer unlocked" on your screen.

Well doing your main storyline, general quest's, class quest's, and battle leve's will all pretty much gear you up to 50 if its your first class.


Battle leve's come from the leve-masters which are scaterd arund on every map, pretty much. Thers one in your main starting city, basically where you start the game at, I believe. Can check that one, and it will tell you were to go for certain levels.

What I hate the most is fast/instant travel. It makes the world seem so small. Let's look at ffxiv compared to ffxi.


FFXIV has instant travel all over the world. It has a port to every map in the world. Everyone can use it for barely any money. No restrictions for fast traveling. It's immediately accessed upon just touching the aetherite to access.


FFXIV's boats and airships are also instant. Airships you have a Cut Scene, while boats don't have anything, just black screen, then pop your there.


FFXI on the other hand, had some forms of fast travel, but it was a lot more limited. For one, in order to get the outpost warp, your home nation would have to control the region. Then you would need to do a supply run to access it. Also if the beastmen controlled that region you wouldn't be able to warp there at all.


FFXI the airships took like 4 minutes to travel in real time, could just chill out on the deck and enjoy the sky, or stay in the room. The boats took like 12 minutes to travel. You could stay in the room or go out onto the deck and enjoy the ocean. You could fish on the boat. Even notorious monsters would sometimes spawn on you, along with regular sea monsters you could fight. Could even fish up monsters.


FFXI also had tele crystal spread out really well, only a few and a really huge world. In order to fast travel to those, you would either need to be a whm or get a whm player to tele you. I really enjoyed teleing people around back then.


In ffXI BLM's could d2 (warp 2) players, which would warp a player to hes/her home point. The reason that was usefull is because people didn't wanna death warp because you would loose quite abit of xp, and It took awhile to get that back. Plus you could even down level, and literally loose some weapons and gear, until you gained that level back.


That's why I much prefer the way traveling was in ffxi over ffxiv's.

Elite marks aren't that great. I only tried one for a little while. Aperently the one that's on the hunting board for this week on my server is in coetheas central highlands. The mob is shared among everyone. He's said to have a respawn rate at around 30 minutes, and can literally spawn anyware in that entire zone. Also the mob dies literally in seconds. He's extremely squishy.


I tried an elite mark once, and quickly decided I wasn't gona bother with that feature and focus on everything else they put into 2.3, oh plus I still need leviex and mogex to do still on top of it. Oh and crafting, which I havnt hardly touched.


I'm gona treat elite hunts like I did fates. If I happen to see one while doing other things i'll take it on, if not I'm not gona bother with it. Hopefully the'll fix elite marks soon :(

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