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Friendly review. Not a troll.

In the interest of time, I'll keep it short:

After playing the CE edition; I found that yes, indeed the game has its flaws like many other MMO's upon launch. If you are new and are looking for a fresh MMO to try. This is one perspective you might take into consideration.

Firstly, I think the greatest boon to this game is the graphics. It is indeed very appealing to the eyes. The music is an outstanding score and brings much nostalgic appeal to the "fanboi" community. Upon entry one can already see how many countless hours and thought went into the production of these game traits. 

But where the game lacks is unfortunately; a clear and defined description of the simple basic mechanics of the game. Which is, in my opinion crucial when trying to attract new subscribers and keep the game alive with new players. 

Upon starting out, one is confused on what to do. While this may bring exciting and uncharted territory for some, having to figure out what works best for them and really learn what is going on...But, for others this can prove too challenging; and does not bring a fun and engaging experience, which ultimately leads to a cancelled account and harsh feelings. 

It is easy, and sometimes fun to point out the problems that MMO's have...Nevertheless, this is a good game and it has potential. 

Personally, I will put my copy on the shelf; and "rediscover" this in the near future. But for now, I think its best to let the hardcore have a go at it for now. 

Comments

  • ShadowzanonShadowzanon Member UncommonPosts: 350

    I remember when ffxi came out it also mentioned the site allakazam.com which seems se had affiliations with their game back then.  Before it was sold that website proved very valuable to get information which helped me tremendously understanding different aspects of the game.

    Id say Fans of the games should be smart and start pointing people to similar websites that have been allocading information about ff14 . sometimes a good read can be the factor of liking or disliking a game.

  • TheEmpyrealTheEmpyreal Member Posts: 65

    The ultimate irony about having to look up info on FFXIV is that it's primarily for how to play the game and not so much on how to master it.  The game is definitely way easier than FFXI.

  • LeucentLeucent Member Posts: 2,371

    As much as I like 14 and will continue to plug along at it. I might in a month or 2 shelf it a while and watch it closely. I see huge potential in the game and I m sure it will get there,  but the sad thing is, I m missing 11 more and more every time I log into 14.

  • Vonkirk14Vonkirk14 Member Posts: 7

    Originally posted by TheEmpyreal

    The ultimate irony about having to look up info on FFXIV is that it's primarily for how to play the game and not so much on how to master it.  The game is definitely way easier than FFXI.

    Would you mind elaborating on this? I have never played FFXI. Just wondering if you could fill my curiosity.

  • TheEmpyrealTheEmpyreal Member Posts: 65

    Originally posted by Vonkirk14

    Originally posted by TheEmpyreal

    The ultimate irony about having to look up info on FFXIV is that it's primarily for how to play the game and not so much on how to master it.  The game is definitely way easier than FFXI.

    Would you mind elaborating on this? I have never played FFXI. Just wondering if you could fill my curiosity.

    Yah, whereas the combat in FXIV is primarily based off of simple min maxing, the combat in FXI was more about elaborate combos you'd have to set up with your teammates and pull off midfight, the slightest mistiming could result in a wipe.  FFXIV is more solo friendly whereas FXI was party-requisite.   You had defined roles in parties in FFXI and you had to fufill them or be destroyed in even the simplest of fights.  FFXIV is forgiving in it's combat, requiring less strategy and more spamming: there are few fights where you mistiming a skill results in your entire party dying.  FFXI was one of the first mmo's where combat's focus was just as much on skill as time invested, it's sad thing to see that go in FFXIV.

    If you like mmo's and haven't tried FFXI, I'd recommend it as it's a really good, unique game.

  • birdycephonbirdycephon Member UncommonPosts: 1,314

    Yeah, be prepared to visit database websites often, cuz they will help, a lot.

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by TheEmpyreal

     You had defined roles in parties in FFXI and you had to fufill them or be destroyed in even the simplest of fights.  FFXIV is forgiving in it's combat, requiring less strategy and more spamming: there are few fights where you mistiming a skill results in your entire party dying.  FFXI was one of the first mmo's where combat's focus was just as much on skill as time invested, it's sad thing to see that go in FFXIV.

    'Defined roles'. When roles are defined, it already diminishes strategy, know and memorise the roles and you can after a while auto-pilot your way through fights, things become predictable and rigid. That's the whole problem with MMO games where defined roles are dominant, as the trinity team build. What all those systems have in common is defined roles and loss of flexibility and strategy. What made games like EQ and FFXI  special comparesd to later MMO's  isn't 'strategy', it was the increases challenge by making encounters more difficult.

    Games as GW where there are not just defined roles on the other hand stimulate a wide variety in tactics and strategic builds.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • ShadowzanonShadowzanon Member UncommonPosts: 350

    Originally posted by TheEmpyreal

    Originally posted by Vonkirk14


    Originally posted by TheEmpyreal

    The ultimate irony about having to look up info on FFXIV is that it's primarily for how to play the game and not so much on how to master it.  The game is definitely way easier than FFXI.

    Would you mind elaborating on this? I have never played FFXI. Just wondering if you could fill my curiosity.

    Yah, whereas the combat in FXIV is primarily based off of simple min maxing, the combat in FXI was more about elaborate combos you'd have to set up with your teammates and pull off midfight, the slightest mistiming could result in a wipe.  FFXIV is more solo friendly whereas FXI was party-requisite.   You had defined roles in parties in FFXI and you had to fufill them or be destroyed in even the simplest of fights.  FFXIV is forgiving in it's combat, requiring less strategy and more spamming: there are few fights where you mistiming a skill results in your entire party dying.  FFXI was one of the first mmo's where combat's focus was just as much on skill as time invested, it's sad thing to see that go in FFXIV.

    If you like mmo's and haven't tried FFXI, I'd recommend it as it's a really good, unique game.

    wonder when was the last time you played ffxi ? sorry i ask but there has been plenty of changes where  you can basicly duo if you please with the right classes.  like cyph said. the egagements were just difficult.  you can go to valkrum dunes at lvl 10 and party up taking on rahabs n struggle or fight in lathiene plateu to gain a few lvls 13 to 14 to hit the dunes making it much more accessable.

    duoed with my friend most of our lvls have soloed warrior class to 25 and i wont start with red mage.  dragoons were fun soloing oh and i used a galka.  there are tons of possibilities in ffxi (love da game) after they have done many changes to it. its not as harsh as it once was when it came out.

  • TheEmpyrealTheEmpyreal Member Posts: 65

    Originally posted by cyphers

    Originally posted by TheEmpyreal



     You had defined roles in parties in FFXI and you had to fufill them or be destroyed in even the simplest of fights.  FFXIV is forgiving in it's combat, requiring less strategy and more spamming: there are few fights where you mistiming a skill results in your entire party dying.  FFXI was one of the first mmo's where combat's focus was just as much on skill as time invested, it's sad thing to see that go in FFXIV.

    'Defined roles'. When roles are defined, it already diminishes strategy, know and memorise the roles and you can after a while auto-pilot your way through fights, things become predictable and rigid. That's the whole problem with MMO games where defined roles are dominant, as the trinity team build. What all those systems have in common is defined roles and loss of flexibility and strategy. What made games like EQ and FFXI  special comparesd to later MMO's  isn't 'strategy', it was the increases challenge by making encounters more difficult.

    Games as GW where there are not just defined roles on the other hand stimulate a wide variety in tactics and strategic builds.

    So many things wrong with your statement that I don't even know where to begin.  Gonna keep it short cause I'm at work.  

    -By your logic, chess has diminished strategy because of the defined roles of the pieces while checkers is a deeper game... 

    -Secondly, because a game has defined roles doesn't mean you can go on autopilot, GW(which you mistakenly say lacks defined roles, you are thinking of GW2) is the perfect example how autopilot doesn't work in a game like that.  You miss an interrupt, you screw up your role as a ranger/mesmer and your team suffers.  You mistime a knockdown, a block, a heal, whatever your role is and it's game over.  It's the very definition of having a role.  However, spamming the skill that does the most damage in the shortest amount of time over and over isn't a skill.

    -Third- it was that both games were both forward thinking and had lots of content that they succeeded.  Two things which FFXIV lacks.

  • ShadowzanonShadowzanon Member UncommonPosts: 350

    Originally posted by TheEmpyreal

    Originally posted by cyphers


    Originally posted by TheEmpyreal



     You had defined roles in parties in FFXI and you had to fufill them or be destroyed in even the simplest of fights.  FFXIV is forgiving in it's combat, requiring less strategy and more spamming: there are few fights where you mistiming a skill results in your entire party dying.  FFXI was one of the first mmo's where combat's focus was just as much on skill as time invested, it's sad thing to see that go in FFXIV.

    'Defined roles'. When roles are defined, it already diminishes strategy, know and memorise the roles and you can after a while auto-pilot your way through fights, things become predictable and rigid. That's the whole problem with MMO games where defined roles are dominant, as the trinity team build. What all those systems have in common is defined roles and loss of flexibility and strategy. What made games like EQ and FFXI  special comparesd to later MMO's  isn't 'strategy', it was the increases challenge by making encounters more difficult.

    Games as GW where there are not just defined roles on the other hand stimulate a wide variety in tactics and strategic builds.

    So many things wrong with your statement that I don't even know where to begin.  Gonna keep it short cause I'm at work.  

    -By your logic, chess has diminished strategy because of the defined roles of the pieces while checkers is a deeper game... 

    -Secondly, because a game has defined roles doesn't mean you can go on autopilot, GW(which you mistakenly say lacks defined roles, you are thinking of GW2) is the perfect example how autopilot doesn't work in a game like that.  You miss an interrupt, you screw up your role as a ranger/mesmer and your team suffers.  You mistime a knockdown, a block, a heal, whatever your role is and it's game over.  It's the very definition of having a role.  However, spamming the skill that does the most damage in the shortest amount of time over and over isn't a skill.

    -Third- it was that both games were both forward thinking and had lots of content.  Two things which FFXIV lacks.

    ugg this reminds me when my macro for my thief was messed up and trick attack wouldnt go off..........

    but now that you mention that. heck even as a dragoon duoing, wait to long to cast that spell and before your dragon can heal you its over. 

  • Vonkirk14Vonkirk14 Member Posts: 7

    I wish I had started playing FFXI all those years ago....Here's to lost opportunities. *Cheers*

  • BeansnBreadBeansnBread Member EpicPosts: 7,254

    Originally posted by Vonkirk14

    I wish I had started playing FFXI all those years ago....Here's to lost opportunities. *Cheers*

    Completely overhaul the UI so that it includes drag and drop, has zero lag and reduce the sheer amount of menus involved in doing menial tasks.

     

    Edit: Aw, not fair, you edited likely right as i pressed the quote button. Well, here is a suggestion anyway.

  • Vonkirk14Vonkirk14 Member Posts: 7

    Originally posted by birdycephon

    Yeah, be prepared to visit database websites often, cuz they will help, a lot.

    Not that it isn't a useful tool to use, it should not be so heavily relied upon by players, and that is a fault of development. 

    What solution would you suggest?

  • Vonkirk14Vonkirk14 Member Posts: 7

    Originally posted by colddog04

    Originally posted by Vonkirk14

    I wish I had started playing FFXI all those years ago....Here's to lost opportunities. *Cheers*

    Completely overhaul the UI so that it includes drag and drop, has zero lag and reduce the sheer amount of menus involved in doing menial tasks.

     

    Edit: Aw, not fair, you edited likely right as i pressed the quote button. Well, here is a suggestion anyway.

    My apologies, the original question was "If you could tell the programmers what to do, what would your suggestion be?"

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by TheEmpyreal

    So many things wrong with your statement that I don't even know where to begin.  Gonna keep it short cause I'm at work.  

    -By your logic, chess has diminished strategy because of the defined roles of the pieces while checkers is a deeper game...  We were talking about team combat in MMORPG's, so that's what I was referring to. With analogies you can 'prove' anything you like. Simply put for your sake: chess is not team combat in MMO's. 

    -Secondly, because a game has defined roles doesn't mean you can go on autopilot, GW(which you mistakenly say lacks defined roles, you are thinking of GW2) is the perfect example how autopilot doesn't work in a game like that (snips)  Your words are a sign to me that you clearly have trouble with the concept. I don't consider the role variety and flexibility in team setups in GW as rigid and 'defined' as FFXI. The more rigidness and 'defined' roles, the less 'strategy' needed. Example: those people who are familiar with the tank-healer-dps trinity mechanism in combat don't have to think as much for filling in their role in other MMO's with sortlike team combat mechanics. 

    -Third- it was that both games were both forward thinking and had lots of content.  Two things which FFXIV lacks.

    Yawn. We were talking team combat mechanics, besides you suddenly going off on another tangent about those two games, you're also wrong in the logic in your conclusions. The fact that other newer MMO's have lots of content too already shows that it wasn't that aspect that made FFXI and EQ special.

     

    Alright, I think we have derailed from the OP topic far enough - or better said, you have derailed again and I helped you by continuing your derailment - so let's keep with the thread topic, shall we?

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • Vonkirk14Vonkirk14 Member Posts: 7

    The topic of team combat brings up an interesting question: Did anyone else feel that grouping was, for a lack of a better term "clunky"?

    For example: I joined a group in a level 10-15 area to do local leviquests. One person shared their leviquest, and so we ran off to kill the said monsters. After a few wipes and almost no experience. The party disbanded, after grumbles of little to no xp and "One-shotting monkeys on steroids.

    Solution: Make difficulty clear to everyone, also the party screen is a little confusing.

    The nice thing about it was the increased money gains. I needed all the money I could get to afford that shiny brand new axe.

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