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All Posts by rwyan

All Posts by rwyan

17 Pages 1 2 3 4 5 6 7 » Last
321 posts found

The Champion System is being introduced in phases and mentioned in this very thread.  It won't be until Update 7 or 8 I imagine that the current VR system will be completely obliterated.

For what it is, FF14 is a great MMO.  If you were looking for a next-gen FF11 - then unfortunately that game has not been released yet.

 

FF14s success is riding on the high-level of polish, FF ambience, and a devoted developer.  With that said, my hope is that the expansion will provide a for a more interesting end-game.

 

I do agree that FF14 1.0 had some stronger ideas behind it, but unfortunately, that effort was fumbled greatly.  FF14 2.0 brought us a high quality experience at the cost of delivering some very familiar in terms of scope and reach.

Originally posted by Hyanmen
Originally posted by immodium
Originally posted by Hyanmen
Originally posted by Pratt2112

There is a difference between coming across a difficult enemy in a remote cave or something, and having a fellow player come along to assist you with it, and the more spammy "free for all" nature of FATEs and Hunts. In one case, you're being helped because the person is there and sees another player who could use a helping hand. In the other, a bunch of people are there because there's a reward in it for them personally.

These fellow players happen to be in a "remote cave" but not to kill the same enemy?

They could be seeking a skyshard, or a lore book to level mages guild. Most quests you may pick up in an OW dungeon in ESO don't involve killing the boss within, so they could be questing.

Killing the boss unlocks an achievement and you'll get some loot. It's not the main reason to go in them. It's to explore.

EDIT: Also at the moment if your in a dwemer dungeon they could be looking for chests to pick for the racial motifs for crafting.

Loads of reason to go in ESO dungeons besides killing.

So you're saying the boss rewards are locked behind quests, are not locked behind quests, or are locked behind quests but the game sometimes makes you go in the dungeon without the boss quest in your log?

There are 3 reasons to go into one of ESO's open-world "caves" or "delves" - none of which require a quest.

1. A skyshard - collecting a set of 3 of these will reward you with a skill point.  Some delves have a skyshard

2. Achievement - there is a boss in each "cave" that is used to track whether or not you have been there.  Kill the boss and get the credit.

3. Loot/Challenge - the madeover "caves" are more challenging and feature better loot.  Previously, only the boss had the potential to drop the great stuff. 

Originally posted by JudgeUK
Originally posted by Hyanmen
Originally posted by Pratt2112

There is a difference between coming across a difficult enemy in a remote cave or something, and having a fellow player come along to assist you with it, and the more spammy "free for all" nature of FATEs and Hunts. In one case, you're being helped because the person is there and sees another player who could use a helping hand. In the other, a bunch of people are there because there's a reward in it for them personally.

These fellow players happen to be in a "remote cave" but not to kill the same enemy?

Not always, which may sound surprising.

Some players just go in to get the Skyshard - a click on item that gives you a skill point to spend. Getting to these means you usually have to go through a few corridors/tunnels, but not always to the boss.

ESO's open dungeons are ok for picking up some levelling loot, but little more than that.

As one of the first replies said, ESO better for pvp bias. FFXIV gets the pve vote.

It depends honestly.  These 'caves' are getting a makeover in each patch.  So they are not only becoming less copy/pasted but they're getting larger, more challenging and re-itemized. 

 

If you like instanced pve - go with FF14.  However, if you are looking for a game with a bit more emphasis on exploration and open-world challenges, ESO may be the route to go.

I was recently subbed to both as they both provided different fixes. 

FF14

This would be the safe choice.  It is your run-of-the-mill MMO but with Final Fantasy flavor all over the place.  The game is exceptionally polished and has a solid development team behind it.  It is doing very well and has a very healthy future ahead of it.  The game is gorgeous and has an expansion pack in the oven.  A constantly growing number of pets and mounts to acquire.  The game also features housing now - though it doesn't compare to WildStar or even Rift's housing systems.

 

Its downsides would be the lack of true character development.  While you can level each class/job on a single character, each job/class has a very streamlined item progression and a preferred set of stats.  The end-game for most players will revolve around dungeon instances as open world content is severely lacking. Voice acting is very poorly done.  Some quests are voice acted, some aren't.  Some scenes/cinematic are PARTIALLY voice acted which I found very annoying.

 

Elder Scrolls Online

Where FF14 embraces the modern MMO formula, this starts to turn it on its head a bit.  I found the main scenario to be more engaging and better paced.  If you just follow the main story quest and the main quest of each zone, you will miss out on quite of bit of content - as the game does encourage you to explore and wander.  The map updates as you explore and makes it easy to note areas you haven't "completed". 

 

Of the two, I think ESO has the best character building.  Each of the 4 classes can serve a variety of roles (tank, dps, healer, etc...) and there is an emphasis on choice.  You aren't locked into any one role and can change out abilities/gear as you need.  Each class can use any weapon and any armor.  Your stat choices will be very impactful and relevant.  End-game itemization is daunting in terms of all the potential choices between crafted, raid, etc...

 

There is a bit more emphasis on the open world as well.  While instanced dungeons are there, the more rewarding content is found in the open-world.  The tiny dungeons - called delves - do have a copy/paste feel to them at times - but you go there for the challenge, not the scenery.  The public dungeons are interesting but used mostly for quests and certain achievements.  The instanced dungeons can be exceptionally fun and challenging in a visceral sort of way.

 

The downsides to ESO is that it stumbled greatly at launch.  While the game is certainly fun and engaging, it is hard to tell what its future holds.  It has had solid, regular development efforts since launch however.  The end-game is currently in-flux as they are currently working on a set of updates that will completely altar end-game advancement.

Ended up canceling my sub and paying close attention to expansion news.  Kind of over the tome/token grind and hope the expansion brings a healthy dose of variety to engaging end-game activities.

The occasional design flaw aside, FF14 is an exceptionally polished MMO that is constantly giving back.  It isn't the most forward-thinking MMO on the block, but it doesn't try to be anything it isn't.

 

It embraces the theme-park designs and it delivers it with huge Final Fantasy flavor - there is a reason why it has done well.  I do think the game can use a bit more depth throughout, especially in its open-world content and class/job designs as that flavor only gets you so far.

 

I personally found the main scenario storylines un-entertaining.  Don't get me wrong, there is an entertaining story there, but it is so awkwardly paced in its quest setup and its intermittent use of voice-over is annoying (either go all in or not all!).  Admittedly, the story presentation has been improving with each update - so they are learning.

I don't think the MMO is dead per say.  I do think there are a lot of cultural shifts in the gaming industry and MMOs are just one of many things getting caught in the flux.

 

Before WoW, MMOs were in many ways, very experimental.  Each game had its own look and feel, its own interfaces, its own rulesets, and its own unique gameplay mechanics.  The differences amongst these games contributed to a lot of their perceived depth.  Each MMO was interesting in its own way.

 

After WoW, MMOs became very formulaic and conventionalized.  You can essentially hop from MMO to MMO and immediately know the basic mechanics within a few moments.  For most modern MMOs, there is enough overlap that the only thing that is dramatically different from game to game is its look and feel.

 

Once the industry accepts that it will probably never see a MMO as big and successful as WoW, the better.  We'll actually start to see some unique offerings for once.  We are getting there.  Even Blizzard finally publically acknowledged its MMO follow up has been tabled indefinitely.

 

A good use case is FFXI.  This game never had WoW's numbers.  However, it has been acknowledged as being the highest grossing Final Fantasy game by Square Enix.  A quality MMO may not achieve the multi-million user numbers, but it can provide long-term value to a publisher/developer.  The problem we see today is that products are so similar and familiar, it is almost impossible to engage a user past the first few weeks.  That is why we see MMO hoppers.  That is why we are seeing more and more cash-shop driven games - because they simply can't sustain subscribers.

 

Build a quality, engaging, social experience and they will come and they will stay.  Build the same thing that has effectively come before, and they will come, but they won't stay very long.  And when they won't stay very long, your only option for monetization is to try to make as much money off users before they leave.

I would also love to see more interesting open world content.  Fates, hunts, typical questing.... it's all just boring.

I am hoping the expansion creates a more engaging end-game.

Don't expect any changes to the end-game design until 3.0 and if that.  Similarly frustrated as the game has so many quality of life enhancements over FFXI and is simply gorgeous, but the end game lack A LOT of depth.

If this game is a slog until level 30, then I obviously have better things to do with my time.  Acceptable slogs are waiting for the game to download or the game to patch.  But no, you have to put up with some pretty uninspired content for 30 levels just to get to a point where you will even know what the "true" game is like.

 

Poor design. Poor execution.  Enough said.


The game is not designed for hoarders.  You do get plenty of space.  You should simply sell what you don't need or aren't using.  I've been casually playing since launch and had about 500k gil to my name.  Recently started selling all sorts of hoarded things that I'm not using.  Now, I'm almost to 1mil gil to my name.

 

 

 

 

Ive tried joining guilds with mic requirements and it just doesn't work. Why? It immediately ruins my perception of my fellow guild members. That guy who made great in-game chat turns out to be either whiney or a real life dbag. For some reason, chat becomes this stream of personal sharing that is frankly uncomfortable. I appreciate text based chat because it obfuscates detractors and personal tendencies that become obvious over VoIP.

I would say the worst for me today's "hardcore" MMOgamer.

 

* has ridiculous amounts of time to burn

 

* thinks anything that takes a ridiculous amount of time equates to more challenging

 

 

* typically is a "marathon man" and an "elitist".

 

* typically overcomes every challenge by throwing a ton of time at it, worst kind of metagaming or zerging.

 

* wants every grind to be simple and therefore boring because its actually easier to metagame said grind

 

 

* and the worst, they think all casuals want an easy button.... When most want a challenging, immersive, social experience.

Originally posted by Pratt2112
Originally posted by lobotaru

It's actually really good. The new ixali town is filled with people and it genuinely feels like I'm playing an MMORPG when I'm in there.

On the other hand, the raiding community in this game is non-existent, in that its mostly large numbers of merc players looking for win groups and not a whole lot of dedicated statics. Now if they could get people to actually settle down long enough on the combat end of things to communicate and build a sense of comradery, we might actually have something going here.

Sadly, it's not SE that can make the players settle down into statics. Players form those bonds through their own actions. Players form those communities through their own initiative and cooperation. Everything can't be laid at the feet of SE. Some things have to be taken up by the playerbase itself.

 ......

Couldn't agree more.  There are  A LOT of little nuanced issues with the MMO community at large that MMO devs can't design around or for. 

 

For example, the added hunt system could've been fun derivative content that provided nice boosts to end-game token rewards here and there.  Instead, its being metagamed the heck out of simply because players found that hunts are most efficient way of attaining these end-game tomes.  This wouldn't be so bad except that hunts are zerged and all challenge is simply removed.  Don't do what the zerg likes? Then get all sorts of nasty comments thrown your way.

 

I remember when being hard-core meant your knew your stuff.  You had the resources to organize a lot of skilled players to tackle some extremely hard content.  Nowadays, being hardcore simply means you have 6-8+ hours a day to burn on your chosen MMO. 

I think he is referring to the fact that stat allocation is per class, not per job.

I do have a confession. While I love TSW for its storie, dungeon design, and ambience, Funcoms biggest mistake was creating an endgame with the standard gear/raiding model.

 

I almost felt TSW would have been better off as a single player game with co-op and pvp hook points like what we're seeing with Destiny or Dark Souls 1 and 2.

 

 

I could see that providing the TSWish fix. But narratively and ambience wise, Bioware has a lot to live up to.

For some reason, I'm simply not all excited.  Could be fun.  The concept of 1v4 is similar to some thematic board games where you have the villain/dungeon master versus the rest of the players who work cooperatively.

 

From reading the blogs, it sounds like it'll essentially be a similar game to diablo 2/3 with the added enemy player to the mix.

 

The community has its fair share of bad apples.  However, most players are typically patient and social.

 

I would also recommend avoiding their official forums.  The most toxic bits of their community tend to hang out there.

I will concur that ArcheAge gives a bad first impression.  I mean... BAD.  Yes, we all hear the things are so much more engaging and emergent at around the level 30 mark.  While yes, it would seem you can skip these quests.  However, it doesn't appear that there is much more to do from the outset.  You simply won't have enough LPs from the outset to do much in the way of gathering and crafting without leaving yourself logged in overnight or something.  And killing some of the most statically placed mobs since EQ Classic for exp's sake is laughable.

 

It is smart to quickly introduce the skill/class system which is something in-between Rift and TSW.  Imagine if Rift allowed you to combine souls across archetypes.  Imagine abilities designed to synergize via states.  The tab based combat isn't so bad.  There is enough mobility in it that it doesn't feel too dated.

 

I don't doubt that there is a very fun game there at higher levels.  The stories I hear of high level play are very interesting.  However,  it is fair to say it isn't doing itself any favors in its current state. 

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