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Do you think FFXIV will bring back old school endgame?Follow

#52 Aug 13 2015 at 10:47 PM Rating: Good
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FilthMcNasty wrote:
FFXI 3.0 equivalent would be CoP. If you compare XI to XIV side by side in their respective timelines XI still had more to do. Again, it comes down to more of the game being viable content. It seems like the philosophy has shifted away from 'what can we add to this game that players will enjoy' to 'how can we keep people busy for the next x months'.

And CoP added what exactly for your average player? Bibiki Bay as an exp spot? There were no new jobs and the vast majority ignored the missions and the zone access that came with them (forget sea, I know people who were still on promyvions when ToAU hit.) In reality CoP added relatively little to the game for most people.

Heavensward may just be more of the same, but at least there really is more of it now.
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#53 Aug 14 2015 at 12:27 AM Rating: Decent
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Karlina wrote:
And CoP added what exactly for your average player? Bibiki Bay as an exp spot? There were no new jobs and the vast majority ignored the missions and the zone access that came with them (forget sea, I know people who were still on promyvions when ToAU hit.) In reality CoP added relatively little to the game for most people.

Your average player by what standard? Again, the point I'm making is that the average player in 2005 wasn't nearly as thirsty for endgame content as your average player a decade later is. By today's standards, your average player wasn't even playing FFXI because it was 'too grindy'.

That's the main reason why FFXI only grew slowly instead of blowing up like XIV 2.0 did. It wasn't accessible to anyone on their own terms. You couldn't just click a button and go afk until you were alarmed and summoned to an instance for experience. You actually had to take the time to seek out other players who were looking for the same things you were.

CoP release didn't make RotZ content pointless. People who were still working through RotZ when CoP launched continued to do so knowing that their progress was still worth the effort. Most NA players (even those who started early like I did), weren't really in any position to challenge Sea or Limbus had they been available from day 1 anyway. Not really worth mentioning that the expansion content came out over a period of months and several updates because most people still weren't ready by the time the last update was available. Surely they were doing something with all that time... Smiley: sly

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#54 Aug 14 2015 at 2:27 AM Rating: Good
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FilthMcNasty wrote:
CoP release didn't make RotZ content pointless. People who were still working through RotZ when CoP launched continued to do so knowing that their progress was still worth the effort.

Maybe that was part of the problem. While I think that FFXIV is obsoleting gear and content a bit too fast, I have no problem with the idea in general. In FFXI everything stayed pretty much the same for years. There was new story every patch or two but even that only meant something to the 10% of the population who cared about missions. In FFXIV you at least get new dungeons and gear which means new things and goals. I like being able to do and see everything in a reasonable amount of time and then move to something new.


Quote:
Most NA players (even those who started early like I did), weren't really in any position to challenge Sea or Limbus had they been available from day 1 anyway. Not really worth mentioning that the expansion content came out over a period of months and several updates because most people still weren't ready by the time the last update was available. Surely they were doing something with all that time... Smiley: sly

Some of that is that in FFXI it just took...... so...... damn...... long......to......do......anything...... Even normal stuff like leveling and AF quests could take days or weeks. "Surely they were doing something with all that time"? Yeah, they were probably hanging around in Jeuno/Whitegate seeking party, or spending 3 days farming a Garlaige coffer key and another week trying to find people to help them open the banishing gates, or farming clusters so they could afford Utsu scrolls, or something. (And of course you couldn't really do those things at the same time because you needed to be on the right job for everything.)

Don't get me wrong, FFXI did have a LOT of stuff to do in game, but most people ignored the vast majority of it. When was the last time anyone actually did an Eco-Warrior, or a Expeditionary Force, or Pankration, or a BCMN/ENM that wasn't one of the few good money makers, etc? Having a ton of content means nothing if no one does most of it.

FFXIV may have fewer things to do but a lot more people participate in everything.
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#55 Aug 14 2015 at 6:42 AM Rating: Decent
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Karlina wrote:
Maybe that was part of the problem. While I think that FFXIV is obsoleting gear and content a bit too fast, I have no problem with the idea in general. In FFXI everything stayed pretty much the same for years. There was new story every patch or two but even that only meant something to the 10% of the population who cared about missions.

If you're suggesting that only 10% of the people actually cared about the story in a franchise that prides itself on just that... I mean, you couldn't even access endgame for the expansions until you got through all but maybe the last few missions. You should probably check your facts.

Karlina wrote:
Don't get me wrong, FFXI did have a LOT of stuff to do in game, but most people ignored the vast majority of it. When was the last time anyone actually did an Eco-Warrior, or a Expeditionary Force, or Pankration, or a BCMN/ENM that wasn't one of the few good money makers, etc? Having a ton of content means nothing if no one does most of it.


Again we're comparing XIV to XI at the same points in their life cycles. Aside from Pankration not being introduced yet, everything else was not only viable but it was being played quite often. I had linkshells for EF, garrisons and ballista specifically aside from my social and HNM shells. Just because you may not have been one of the people participating doesn't mean that it wasn't being done.

It wasn't for everyone so I understand that it might not have offered you a lot, but that doesn't mean it didn't have anything for anyone else. I can make a list of things I would have changed longer than the list of things I enjoyed doing, but it wouldn't change the fact that my plate was always full.
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#56 Aug 14 2015 at 9:00 AM Rating: Good
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FilthMcNasty wrote:
Karlina wrote:
Maybe that was part of the problem. While I think that FFXIV is obsoleting gear and content a bit too fast, I have no problem with the idea in general. In FFXI everything stayed pretty much the same for years. There was new story every patch or two but even that only meant something to the 10% of the population who cared about missions.

If you're suggesting that only 10% of the people actually cared about the story in a franchise that prides itself on just that... I mean, you couldn't even access endgame for the expansions until you got through all but maybe the last few missions. You should probably check your facts.

Fact check. Here's the missions section of the 2008 census.

OK, you're right. It's not as low as 10%. I'll admit I guessed there, and guessed low. My point still stands though. Almost 4 years after CoP's release only 27% of the population had Sea. Even the significantly easier and more accessible ToAU missions only had a 15% completion rate at that point. Look at the small number of people who actually finished ToAU and the large number of people who stopped RoZ at sky access. That tells me that yes, people really didn't care about the story for the most part.
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#57 Aug 14 2015 at 11:26 AM Rating: Excellent
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OK, you're right. It's not as low as 10%. I'll admit I guessed there, and guessed low. My point still stands though. Almost 4 years after CoP's release only 27% of the population had Sea. Even the significantly easier and more accessible ToAU missions only had a 15% completion rate at that point. Look at the small number of people who actually finished ToAU and the large number of people who stopped RoZ at sky access. That tells me that yes, people really didn't care about the story for the most part.


I don't think those stats reflect how little people cared about storyline... I think they reflect how hard it was for people to get anything done.

It was easy to find linkshells to help get you sky access, because people needed you to help them farm items... but once you got to sky, those endgamers didn't care about helping to finish RoZ.

And CoP -- probably the game's golden moment -- pretty much required a static, given the nature of the dungeon crawls and item farming built into some missions. And most people with normal obligations and healthy social lives don't have time for in-game statics. The only reason I was able to beat CoP was because my wife and I had opposing schedules for a year, and my "Friday night" didn't really start until 11 p.m. Saturday... by the time I got home, the wife was asleep, my friends were winding down and I really had nothing better to do than log in and play.

ToAU wasn't as punishing as RoZ, but those missions were still difficult to find help for without a static.

I loved FFXI... loved, loved, loved FFXI... but I knew tons of people who were always somewhat frustrated because they just couldn't get anything done, and it was always so difficult to find help. Even when the help was there to get things done, there was always that requisite hour of standing around while people gathered up and got ready. Everything just took so damned loooooooooooooong. And while that wasn't as bad at the time, I just couldn't make a good argument to revert to that kind of game.
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#58 Aug 14 2015 at 11:54 AM Rating: Good
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Yep, the main issue with CoP was ORIGiNALLY, as in on launch, it was very difficult. You needed to static because, much like XIV, the average user couldn't handle the content or weren't good enough to do it. Not to be mean, but in all actuality, that was the problem. The reason it seemed like CoP was so segmented because the actual stopping block was One to be Feared, Cid was still "researching" how to deal with the weapons as a cover for the missions being stopped there. Then they stopped shortly after you beat Tenzen, just before you can enter sea, then it stopped before promathia.

So for comparisons sake

Promvions in XI is what Turn 5 is to FFXIV. If you can't get past that..you really...well.

The low turnout rate in CoP is mostly because a lot of people didn't like syncing down, but it was perfect for those still leveling (the point of the cap.) But there were no reason to rerun the missions which means newer people got stuck, kind of like in XIV there's no reason to do 2.x content anymore unless you're behind in the story. The biggest issue with XI end-game:

You don't have to complete it to access certain content.

You only needed a certain point to access a good majority of content you did. While sea access went further in, you only needed to be past Diabolos in order to access Dreamland Dynamis and ENMs. Zilart you only needed to beat the pretty boy and get a crystal to access sky, ToAU you only needed to be introduced to Luzaf and clear the black coffin (and a few cutscenes) to access Einherjar and so on. Completeing the missions were suggested for end rewards, but for the CONTENT you never had to complete it, so that too explains why the completion rate is low. I personally didn't finish off Zilart or ToAU till long after I was done with the content simply because the game didn't force you to, just like I can safely guarantee a lot of people would not complete XIV's 2.x storyline if they could jump straight to Heavensward, purely based on the OF and Reddit alone.

Edited, Aug 14th 2015 11:05am by Theonehio
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#59 Aug 14 2015 at 11:55 AM Rating: Excellent
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But talk about a sense of accomplishment when you finally got it done! When I got my Rajas ring I really felt like I had done something special. I felt like a member of an elite club. I used that for a long time.
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#60 Aug 14 2015 at 12:04 PM Rating: Good
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kainsilv wrote:
But talk about a sense of accomplishment when you finally got it done! When I got my Rajas ring I really felt like I had done something special. I felt like a member of an elite club. I used that for a long time.


This kind of sense of accomplishment is what I miss in MMOs and why XIV largely disappointed me. It's not even really nostalgia, it's just aside very select optional content and maxing out crafting, there's really nothing that...for a lack of better phrasing, kicks your *** as a long term goal to complete. Kind of like when you finish your masters in college.

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#61 Aug 14 2015 at 12:34 PM Rating: Excellent
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But talk about a sense of accomplishment when you finally got it done! When I got my Rajas ring I really felt like I had done something special. I felt like a member of an elite club. I used that for a long time.


Yeah, it was a big accomplishment! In my static, we all cracked beers when we finally reached Sea... it was epic.

I just don't think there's any way to really go back to that. Not only has that old-school audience grown up and become much busier in RL, but today's younger gamers are being raised on such atrocities as Angry Birds, Flappy Bird and whatever other dumb-*** one-dimensional bird game you can stick on a tiny smartphone screen.

Someday, I'll tell you guys how I really feel.
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#62 Aug 14 2015 at 2:46 PM Rating: Good
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Karlina wrote:
OK, you're right. It's not as low as 10%. I'll admit I guessed there, and guessed low. My point still stands though. Almost 4 years after CoP's release only 27% of the population had Sea.


It's a little unfair to benchmark an event against it's expansion launch date when the content wasn't accessible until roughly 8 or 9 months following that date. I remember because I was /facepalming at people for demanding CoP content that they weren't yet ready to complete. Limbus was about a year after the expansion IIRC. Also, if you look at the previous census data you'll see that almost 25% had obtained their rings. Nearly the same as a year later.

Do you even remember the reward from the Aht Urghan missions? You shouldn't and I wouldn't blame you if you didn't. ToAU missions also didn't require as much progress to gain access to things along the way(runic portals, assaults, salvage, ect.). Honestly though, the fact that the final completion reward wasn't a Rajas necklace was enough to keep people from completing those missions. I finished the missions and though the story was good. Not my favorite, but I took my time with them knowing what was coming my way as a reward.

CoP was a ******* beast and I can see why it forced a lot of players out of the game, but at the same time it brought together the people who were determined to see it through. As cliche as it sounds, I feel like I formed a stronger bond with my friends in that game than I have with some of the friends I have outside of the game. I have the perfect analogy for it, but I don't wanna ruin a game for anyone who may not have played it Smiley: glare
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#63 Aug 14 2015 at 3:34 PM Rating: Decent
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#64 Aug 14 2015 at 9:33 PM Rating: Excellent
I'm trying to remember, memory is a bit foggy...didn't alliances join up to do the Promy climb, then you'd split off into your party of 6 to do the actual boss fight? I just remember avoiding certain mobs like the plague. Later on I believe they nerfed it though so you could safely do a 6 man climb.
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#65 Aug 14 2015 at 11:45 PM Rating: Good
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Quote:
I'm trying to remember, memory is a bit foggy...didn't alliances join up to do the Promy climb, then you'd split off into your party of 6 to do the actual boss fight? I just remember avoiding certain mobs like the plague. Later on I believe they nerfed it though so you could safely do a 6 man climb.


Oh yea...we did that, usually with groups already in the zone. Helping each other up each floor. Then there was the mad dash to the zone line and one or two people 'taking it for the team' to grab agro while everyone else zoned in. oh great times that was.
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#66 Aug 15 2015 at 3:12 AM Rating: Decent
FilthMcNasty wrote:
Nashred wrote:
FilthMcNasty wrote:

In XI you were limited in how much you could participate in many things, but there were so many more things to do that if you enjoyed enough of them you could stay busy. Maybe I just have more patience than today's average gamer, but I feel like it was viable variety that kept me from getting burned out on that game.


This is it right in what you said but FFXI is a older game and had time to add so much more. I do feel this game has been around long enough though to have had something added.


FFXI 3.0 equivalent would be CoP. If you compare XI to XIV side by side in their respective timelines XI still had more to do. Again, it comes down to more of the game being viable content. It seems like the philosophy has shifted away from 'what can we add to this game that players will enjoy' to 'how can we keep people busy for the next x months'.


Not "CoP" but merely the expansion patch that unlocked the expansion. Areas with little to do in them, with a few missions and quests to go.

When CoP was released the game was still extremely reliant on RoTZ.
#67 Aug 15 2015 at 3:26 AM Rating: Excellent
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All it took to do a 6 man climb pre-nerf was patience and awareness. Players had the former by default, but someone always managed to get too close to the true mobs or facepull something. I don't really remember having any derpy issues up until the paths split. Usually at that point you'd end up grouping with people who somehow managed to skip talking to an NPC so you made your way across the world and sat there for an hour while that person retraced their steps. Aside from that I didn't think it really got all that challenging until I hit moblin fight.

I honestly don't feel that the content was that difficult, but the experience loss penalty was still harsh back then. PUGs generally weren't willing to step outside the cookie cutter setups because most of them didn't want to bother with forming groups later on to gain any lost experience back. BCNM and KSNM I can understand the logic because seals were rare, but you can farm a few levels back in a matter of hours. Getting people to make attempts with alternate group compositions was almost like pulling teeth back then Smiley: grin

Hyanmen wrote:
Not "CoP" but merely the expansion patch that unlocked the expansion. Areas with little to do in them, with a few missions and quests to go.

When CoP was released the game was still extremely reliant on RoTZ.


That was kinda my point. The release of CoP didn't obsolete the content of RotZ. Not merely for the fact that it took so long to flesh out the missions, but because it was actually additional content. FFXIV along with many of the more modern MMOs are inserting content that essentially takes the place of content that was already there.

So essentially while you had to wait for a little while, you ended up getting additional content to go along with content you already had in FFXI. You didn't just drop what you were doing in RotZ at the time and move to CoP content. I honestly though that ToAU was going to award some sort of godlike neck piece or back piece to support AF and other class based armor sets(think sea torque +1), but it didn't happen. If it had, you probably would have seem multitudes more people actually clearing it.

The current meta is almost a zero-sum kind of thing though. Developers going the vertical progression route essentially nullify old content. Though there may be new zones, new crafting patterns and new styles of gear, it's all just replacing stuff you already had. So instead of having the old content along with additional content, they just remove old and replace it with new old... if that makes sense.


Edited, Aug 15th 2015 5:43am by FilthMcNasty
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Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#68 Aug 15 2015 at 4:26 AM Rating: Decent
FilthMcNasty wrote:
That was kinda my point. The release of CoP didn't obsolete the content of RotZ. Not merely for the fact that it took so long to flesh out the missions, but because it was actually additional content.


Because there was literally nothing to do outside the main quests at the release of CoP. HW didn't obsolete ARR quests either. It is additional content, just like you said.
#69 Aug 15 2015 at 5:37 AM Rating: Good
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FilthMcNasty wrote:


The current meta is almost a zero-sum kind of thing though. Developers going the vertical progression route essentially nullify old content. Though there may be new zones, new crafting patterns and new styles of gear, it's all just replacing stuff you already had. So instead of having the old content along with additional content, they just remove old and replace it with new old... if that makes sense.


Edited, Aug 15th 2015 5:43am by FilthMcNasty


I think it goes hand in hand a little with things taking more time and restrictions in XI as well though. Because in XI you might do dynamis a couple of times a week, HNM every now and then, ENM every 5? days, BCNM/KCNM when you had enough seals or to help, Nyzul when that was applicable, SKY/SEA content, once or twice a week, limbus, salvage etc and all of it usually took quite a while to do and there were usually some restrictions on some of them at least so you could not do it more.

In XIV however things don't really take all that long and instead what you are supposed to do is do the same thing over and over and over and over and over again the whole week. I have to be honest, with a system like that I am not sad that they completely replace the old content. This is made even more apparent because of the token system where a lot of the time people just choose one dungeon which is the best and grind that one because it is the fastest tomes etc. I mean unless you just don't play that much of course and just do expert roulette or w/e its called once a day and even then I'd think there are better ways of doing it.

If their dungeon was say a super long dungeon crawl where you could save your progress and just continue deeper down every time you logged in and for most people that took a week or two to complete, instead of doing a short dungeon over and over, I could see there being a point in building on and adding content instead of replacing it because many would not be super bored and hate the dungeon when new content came along. With short lasting content with few restrictions though I don't think I would very much enjoy content being added on top of the rest regardless though even if the reward was still relevant. I dunno, I mean I am a big proponent of horizontal progression, but I am not sure I think it matters much in XIV because of how the system is set up around it. I think there would have to be a lot of changes aside from just making the rewards come from different things and hold you over for longer.

#70 Aug 15 2015 at 5:54 AM Rating: Decent
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Hyanmen wrote:
Because there was literally nothing to do outside the main quests at the release of CoP. HW didn't obsolete ARR quests either. It is additional content, just like you said.

At least keep up with the convo.

Though missions are mentioned, the central idea in the discussion is endgame content. Not sure why I have to reinforce this. What is the title of this thread? Sorted? The reason why the missions were mentioned at all is because in FFXI you needed to clear them to unlock... you guessed it, the endgame content. They're mentioned because they're in the way.

The differences between XI and not only XIV, but most other modern MMOs is that when content is added it most often comes with increased item levels which effectively removes the need to visit older content. The exception would be any content that requires completion to progress any further(again, see FFXI mission content), but the new meta has added accelerators and in some cases complete content skips.

Just look at the feedback and player concerns about content accessibility and what Yoshi's response was to that. He basically says that players who have to leave for any extended period of time can return to the game comforted in the fact that they will be able to dive straight into current content at least at it's lowest tier.


Edited, Aug 15th 2015 7:59am by FilthMcNasty
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#71 Aug 15 2015 at 6:29 AM Rating: Decent
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Belcrono wrote:
With short lasting content with few restrictions though I don't think I would very much enjoy content being added on top of the rest regardless though even if the reward was still relevant. I dunno, I mean I am a big proponent of horizontal progression, but I am not sure I think it matters much in XIV because of how the system is set up around it. I think there would have to be a lot of changes aside from just making the rewards come from different things and hold you over for longer.


Yeah I don't think it would work at all. XIV has already settled itself into it's foundation. If it were ever going to happen it would have needed to be at the start of 2.0 at the latest. I don't dislike XIV, I just prefer a lot of options in how I can progress to keep it interesting. The game has improved tremendously over what it was at initial launch. It gets my attention, but doesn't quite hold it long enough for me to stick with it. Freshly re-skinned hunt mobs and raids with different flavored fire to avoid standing in only gets me so far Smiley: sly
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#72 Aug 15 2015 at 6:39 AM Rating: Decent
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Thayos wrote:
Quote:
OK, you're right. It's not as low as 10%. I'll admit I guessed there, and guessed low. My point still stands though. Almost 4 years after CoP's release only 27% of the population had Sea. Even the significantly easier and more accessible ToAU missions only had a 15% completion rate at that point. Look at the small number of people who actually finished ToAU and the large number of people who stopped RoZ at sky access. That tells me that yes, people really didn't care about the story for the most part.


I don't think those stats reflect how little people cared about storyline... I think they reflect how hard it was for people to get anything done.

It was easy to find linkshells to help get you sky access, because people needed you to help them farm items... but once you got to sky, those endgamers didn't care about helping to finish RoZ.



Read that line carefully everyone.

Edited, Aug 15th 2015 8:39am by TwilightSkye
#73 Aug 16 2015 at 2:54 AM Rating: Decent
FilthMcNasty wrote:
Hyanmen wrote:
Because there was literally nothing to do outside the main quests at the release of CoP. HW didn't obsolete ARR quests either. It is additional content, just like you said.

At least keep up with the convo.

Though missions are mentioned, the central idea in the discussion is endgame content. Not sure why I have to reinforce this.


And I'm not sure why I need to mention the fact CoP offered no endgame at the point of comparison (the expansion's release). Why you keep constantly ignoring this fact is beyond me. When considering CoP at a similar timeline to HW, all you can do is talk about missions and a two-year-old RotZ endgame.

If you want to compare the two games at least stop ignoring the facts while doing so.

Edited, Aug 16th 2015 8:57am by Hyanmen
#74 Aug 16 2015 at 6:33 AM Rating: Decent
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Hyanmen wrote:
And I'm not sure why I need to mention the fact CoP offered no endgame at the point of comparison (the expansion's release). Why you keep constantly ignoring this fact is beyond me. When considering CoP at a similar timeline to HW, all you can do is talk about missions and a two-year-old RotZ endgame.

If you want to compare the two games at least stop ignoring the facts while doing so.

Fact: I can only really blame myself for clicking that expand post link next to your name.

Fool me once... Smiley: sly
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#75 Aug 16 2015 at 9:50 AM Rating: Excellent
I get what Filth is saying (although Hyamann is correct on needing to be consistent with comparison points), but XIV is a totally different kind of game being verticle progression. The only reason xi worked was being horizontal AND we could swap gear during battles. This meant devs could make new carrots to chase simply by making a new price of gear that had just one stat that was awesome. In XIV, the devs don't have that option. So, instead, we get new content on a more regular basis.

XIV will never be like XI, which is both good and bad. I do miss thebsensebof accomplishment from XI. I don't miss having to farm the same content for a year to get one drop, or needing to depend so much on others to get anything done.

I also really like story mode Alexander... It's like endgame for casual players like me who don't have time for SM statics.
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Thayos Redblade
Jormungandr
Hyperion
#76 Aug 16 2015 at 9:50 AM Rating: Excellent
Double post.

Actually, I'll use this to say something else about Alexander Normal.

For me, Alexander NM fills in a huge gap that was previously occupied by coil. By splitting Alexander into SM and NM -- and by making the Alexander battles engaging enough to not be total facerolls -- most players now have another avenue for content that will last the life of this expansion. That's a pretty cool deal! Now that we have NM, I seriously have zero desire to tackle SM, so all of the "FFXI-esque" frustration of not being able to progress without conquering the logistics of a static is gone.

I'll be very happy with XIV's endgame going forward if "normal mode" raids become permanent.

Edited, Aug 16th 2015 9:14am by Thayos
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Thayos Redblade
Jormungandr
Hyperion
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