Things I feel in FFXI these days (WARNING LONG POST)

Shia

Airship Passenger
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FFXI. The first time I heard about this title was during my EQ days where my guild itself was burning out. I have heard some of the members were playing FFXI, a great hit MMORPG Title released in JP. While I was a big FF series fan, I took my time and researched about this game. What hit me most were:

1. Incredible grafics
2. Mission (firsst game I saw which has a storyline based quest)
3. Job change when ever you want to what ever you want.

I bought a copy from japan (since I am JP and all), the first impresion was big. All the good graphics, astonishing characters and lots of starting quest with good rewards. First couple of missions also was challenging. Met a couple of friend, introduction of Linkshells, Skill chains and so on. While the Dunes were also crowded at that time (pre NA release) it was not as bad as the dunes now days. Everything looked great.

After 1.5 years. Now I am sitting here in windrust, with my friend about how he viewed FFXI. He started 3 month after the NA release. He was also in EQ with me in the same guild, different jobs but there. Although I still find alot of new things I want to try out, I have also found what has changed in a bad way.

1. Gil farming. Like wise there were some good source of gil farming when I have started. But many profitable gil farming has been nerfed, shattered by Square Enix, but the gil requirement increased. Hence gil farming become more difficult, more extence. This requires time. Time which some people just don't have enough. Tradeskill, fishing, farming mobs which drops gil, item even NMs requires Time.

2. Increase of mobs difficulty, also nerfing players. Where to begin.

- The orcs 1.5years ago had about half of the hp they have now.

- The skeletons AoE like blind, drain never dealt as killing damage as they do now. In fact, 1.5years ago exping in Fei-Yin, Eledime necropolis was popular.

- The nerf of multi hit WS and their TP. This killed alot of high and effective party such as Drk, mnk and other players with multi hit ws.

- The nerf of utusemi. Although it was a powerfull tool I agree, you must understand some mobs were designed to be so hard that without utusemi you couldn't win. The good example is the Dynamis lord in Dynamis Xalcabard. His attacks 70% of them consists of powerfull aoes, without utusemi it was near impossible to beat him.

- The nerf of warrior agressor. Prior to this nerf, warrior agressor was 25"%" increase in accuracy and 25"%" decrese in evation. Now its 25 fixed number.

- The nerf of SA. 1.5 years ago, SA dealt crit to all the hits in a multi hit ws. Which means Mnks were king of damage dealers with SA raging fists. Although this was not a bad nerf, well kills another good damage source for fast exp.

3. Hard progression in missions. The introduction of Promathia missions has really killed alot of people interested in missions including myself. Remember the 3 nation missions and Zilart missions. Althouth there were some level stricting aspect, it was not as hard as the Promathia missions. You didn't need vast amount of medicins, with low level armor to function. Also, missions never took like 4hours to complete 1 particular part. (promivon). I have a feeling that instead of people enjoying the missions by doing it, now I have a sence of "I want to get over with this crap". The enjoy place will become just this. To get through asap. Also asking help is not as easy as other missions. It requires the helper to get ready as well as the others for no particular benefit.

4. Exping. The introduction of lifting the max exp earned may be nice in paper. But for the high levels its near impossible to achieve. We are talking to have to kill mobs which are 15levels higher to get those 300+ exp. Around low level may be possible but around 50+ it becomes hard unless certain conditions were met. I will discuss about this certain conditions in the next part. So lifting exp is pretty much minuscule effect amoung most of the high level people.

5. Exping part2. Some jobs has way too much advantage compared another. Take rangers for example. They are the king of damage in physical sence. Although they use high expence this leads problem to the competitor of the same element. Which are the dragoons. Due to the vast requirement of the Blm Rdm Brd and whm, summoner job is also left behind since their offer to the PT are not as "Effective" and "Big" as the 4 mage jobs. Hence balance is pretty much shifted to the favour of specific jobs while the ones who are left behind will have no choice but to become leader inviting people or simply switch.

6. Subjob system. Although it is a very nice idea for customisation in jobs, the fact remains that there are certain subs that is actually "required" and "forced" in Party situation. This game is a "Party" based game with cooperation from each other. What does this mean? By playing amoung others you have to think about being effective to you "AND" the party. Thus your "Individualism" and "Freedome" of customising your main character is gone. "Effectiveness" is what seeked in a party which leads to "Effective" subjobs.

7. Based on above fact. Since this game is a "Party" game, soloing possibilities are pretty moot. Which means the only time that you can do your "INDIVIDUALISM" and "Freedome" of doing what ever you want will lead to practically no where. Beast are pretty much the only job which can solo anything (although limited), but will require resources that usually nets other party exp. This will push the beast to move to camp where no one actually levels up. (not always true but 1.5 years ago this was a common etiquette) Followed by the none existant of non-full PT exping. Will go into this afterwards.

8. High difficulty and low reward. New ideas were put into the game such as Garrison, Ballista, Dynamiss. But how many people actually enjoy these?

- Garrison, was very entertaining at start. But the high level ones were so hard to complete, not many people actually bothers doing them. Not to mention that it takes 1 week to try doing again.

- Ballista was not always the PvP everyone seeked. I won't touch into this since I never did one myself so I cannot comment much.

- Dynamis. People who enjoy does have fun times. But this requires mostly to be in a big LS to fully enjoy without much fuss in it. Or be in a friend list of a such large LS. Reward is usually a couple of pieces of AF2, relic weapons which needs insane amount of cash to upgrade. Exp loss which will pop your eyes out. Might be fun to do if it was not every 3 days and with a fee of 1million gil.

7. Exping part3. Competition on mobs become more common these days. The lack of hunting grounds and lack of mobs, competing of rival parties for those needed high amount of experience. The source of this will be followed afterwards. Like stated before, the requirement of full PTs will take more advantage compared to the low people PT such as a party of 3~4 due to the sole fact that lack of hunting grounds. Why is this? People hate exping against Anticans, who fights bombs appart from beasts? Who want to fight a Dark stalker type? Or ghost (Pre Ramp tomb)? So many mobs has so insane resist or melee, magic mitigation that limits your hunting grounds. How about promathia areas? Will require to do missions.

8. Over crowded, over populated servers. The more I think, Square Enix should have splitted the servers between JP NA and EU. Reason was not only communication difficulty, the language preference. But over populated servers, the squished hunting grounds, the competition of NM, HNMs, The competition of crafters. The server just has way too many people to support the entire world's users. If not split, they should have made the world choseable instead of usign this silly idea of random world selector. Those who wish to play with JP could do so. Those who wish to play with NA only could do so.

9. Greed of Crafters, Fish botters. This is related to above section aswell somehow, I will explain. The FFXI economy were built amoung the crafters, NM hunters, HNM hunters of JP. There are always high end crafters who are benefiting most without letting a chance to the new crafters. I take an example. I am a pretty high cloth crafter (hitted 70 yesterday). I check the ingredients needed for the items I want to make. They are never on stock. The vast majority of the high end ingredient were bought by certain individuals. Which you guessed its the high end crafters. Bad thing is these ingredients are usually dropped from places where farmers are located. (WARNING this is not for all crafting)

Now lets follow for fish botters. It is clear, that those people who wears fishing gears with Lu shang and Sinking/Minow are usually bots. If not semi bots. You can find them alot in Saruta, South Gusta, Port Windrust. Botting surely gets on my nerve. I don't know if the amount of people in the area over all affects the fishing rate, I myself experienced alot. My friend gets alot of "Couldn't catch anything" as a 45 fisher in saruta. Which is the place where he can gain skills. He got 50, I repeat 50 continuous "Didn't catch anything" in a row. He was so frustrated about this. And this was happening since the arrival of saruta fishing.

How do I know they are botters? Well for starters, if people continue fishing after they fished a monster... and never bothered to fight it. Its pretty clear.

10. The BCNMs. This was a blast, instanced battlefield with 6 people or 4 or 3. This is what some casual people afford some good items or cash source. For some. But the new implementation of BC99. Its actually 3 HNM packed in 1 BCNM with 18 people. Their difficulty is so high and the reward is so low that nearly no one is doing this BCs. Should this be the future BCNMs I would be pretty pissed. My pld friend was so excited about this BC but due to the difficulty "And" the unavailability of getting the "abjuration" has drove him away from this.

So far these are the "Problems" I think FFXI currently have. Why I continue playing? In any mmorpg there are improvement every patch. Or sort of. As well as possible solution, and of course the one I call in EQ "Stealth NERF" aswell. I always try to have faith "One day, there will be time that things will turn to the better". I want to try out all jobs. I want to know all the story that missions offers to me. I want to have the joy of making my armor I wanted so much with my own hands. Such goals are currently in me. Its a bit sad that the game mechanics asks me to have alot of people, patience, and level to achieve them.

I like FFXI as a game. It has potential but the way the game is evolving, I see way too much things that prevents a "normal" or "casual" player to achieve. I categorise myself to be sort of "hard core" player even if I have a 10hour daily job. But this game has too many of this in terms of EQ I say "Cockblocks" designed by the Company to make the player stay longer in the game which is sad. As a final note, I would like to share what many JPs feel about this game. They are pretty much agreeing on what I am saying. They rate ths game "A good graphics, sound and storiline but has too many faulty mechancis, timesink, that will drive players away from the game". In another word, the negative part are overwhelming the good part of the game which they rated this game a score of 39/100.

Here is the link of the source (JP SITE):

http://kyoichi.mods.jp/ps2/soft/mmorpg/ff11/index.html

For people who are playing in a Big LS in already built in HNMLS might have a different view. But compared to the over all population of the FFXI servers, the HNM dedicated LS are a minor. What I want from this game is more choice to the casuals, less timesink to an extent, revising of current job balance without nerfing them nor making the mob harder. Promathia expantion was thought to be for casuals and low levels. Only to realise its for skilled hard core players whith intence difficulty. I mean, do you think a fresh started level 30 person could do well in Promivon? I don't think so.

P.S. The purpose of this post was if there were anyone feeling the same way as I am, or has a totally different view about the game which actually I can rethink what I feel for FFXI.
 
Raeding that makes me think even harder about changing to another MMORPG, im a big ff fan, me and my mates always talked about FFXI and what we would do, i seriously thought it was going to be an open rpg x 100

We had a plan to open a shop, then when people buy our goods, we then send two players after them, kill them get our items back, and resell then repeat,

I was the first to buy this game, after letting my friends know that it isnt really open, that you cant really solo, and we would need 6 of us with diffrent classes to even get some good exp going, heaps of them decided to stay away, :/

Only one of my friends has started playing but he doesnt enjoy it verry much...

I can only play a few times a week for a couple of hours, some times more some times less, and i hate logging on and searching for a party for over 2 hours, :( it sucks, and since you cant solo there is no real other choice since i cant gain the exp my self

I was forced to buy a additional character for storage, the way i see it the creators thought this game verry well, time consuming in every little aspect and where ever they can gain money out of you they will :/

Also think how much money the company has made, 100 dollars for the game x 1.5 million people + the subscriptions 12 dollars or more, for me 24 dollars because US currency is twice that of Aus, and they cant implement simple things like

New hair / faces / SOLO ONLY MISSIONS / and to get rid of them god damn gil farmers, because ever since i started everyone has been speaking of FFXI dieing because of gil farmers, i just started i dont want the game to end so soon, but if nothing is done and all i hear off is doom aproaching i might have to quit :/

Sorry about my ramble
 
very nice argument, although i find garrison VERY easy to do for lvl 20 and 30 in many diff areas. garrison brought me 300K this past weekend run. i would say more but i gotta run out the door >.>
 
very good points and I agree with almost everything you went over 100%.

It also reminds me of a guy named "Shaguar", he is a well known player in the Counter-Strike community who one day decided to write an article like yours, describing the problems with the games and MOST importantly the solutions he thought would be needed. He got his article posted on some of the big main CounterStrike gaming sites and also submitted it to Valve (the company that produces and sells CS).

And guess what? Almost all his suggestions and changes got implemented into the game within a couple months because of the support his article got.

Do you get what I'm trying to say?

Try to be like Shaguar and change the game for the better. Counter-Strike is a huge game with a massive player base many times bigger then FFXI, and one guy changed many aspects of the game with a simple article that just simply made good sense.
 
The thing is, not all my possible "Solutions" will benefit all members in the FFXI comunity. I will need sources, many people's Opinion in order to find a good "solution" that will reflect to all aspect of the game.

Reason I say this is simple. Although I might have a good idea on "Some" part of the game, I still don't have much clue on how the HNMLS operate appart from the information I gather from JP Shitaraba sites (a discussion site). Experience is something I should have in order to perform such discussion. Possible solutions that I think for my points and mine alone that mentioned above.

1. This is a tricky one. When people implement more profitable gil collect source will definately be used by many people, hence the gil will overflow in the game and prices may sky rocket even further. I cannot think much but I would say to try stopping nerfing the cash farming that already is in the game. Really this is very very hard to find a solution.

2. They should just focus on one way. Truely if you nerf the player and increase the difficulty of the mob will end up people not fighting those. Hence look at the over crowded hunting grounds like Fei-yin, Eledime necropolis, Monasteric Cavern is now a complete ghost town. The utusemi nerf has completely removed the possibility of ninja and maybe warriors tanking skeletons. As if we have a shortage of tanks, thats one hunting ground less for the 60~70s with a nin tank.

3. At the very least make the missions in Promathia able to play with any job combination, without the need of vast amount of medicins to complete. Hence lighten the difficulty a bit. As it is, War/nin is a must, Rng/nin is mandatory, whm is a must to complete the mission smoothly without much frustration.

4. They should rethink of the exp chart once again. Without the need of a 3 ranger 1 bard 1 rdm 1 blm combination party you cannot possibly chain a mob which has 15more levels to gain those new exp implemeted in game. Honestly around 60~70 your exping places gets very very limited. By the change of exp chart there should be a chance to increase in the hunting grounds available, with good exp. What I am thinking is not the need to fight IT++ to net 200 which are 10levels above you but lets say scale down to 5~7ish.

5. Revise those people who are left behind. I would say Make warrior more versatile in tanking ability (innate enmity maybe?), samurai with their accuracy and their weapon damage needs to be revised. Compared to other 2handed weapons its somewhat "Lacking". Dragoons WS element should completely be revised. Their incompatibility in skill chaining and lack of Potency "Wheeling thrust" makes them not very desired in parties. Summoner, well this one where to begin. Revise the bloodpact use, reuse, and timer. As it is, they can perform 1 blood pact and cannot do a thing but cure during the 1min timer. Or introduce such items like Carbuncle mittens towards other summoners. Somehow this makes them doing something in party other than heal till they wait for the blood pact to cool down. They have to look the balance of every job and comparing in every aspect, without nerfing the current high end jobs. Nerfing them will lead to point 4, another loss of good exp source.

6. This is pretty much tied with point 4. By changing the exp table, by fighting mobs which are less strong for good exp, people will try out new things which may make fun to exp. At the current state they want the "Best" and this "Limits" the sub job selection. They want the "best" since it won't net good exp without being the "BEST SUBJOB". Hence smn getting whm sub, blm getting whm sub, dragoon getting war or thief etc. Higher level difference = more damage dealt to the players, hard to hit, hard to land spell, vast amount of hp, slow kills and of course having a non adequate sub job will increase these aspects and lead to "Bad and not fun Exping" time.

7. At the least, excuse me for my language "AT THE LEAST LET US KILL AN E A S Y P R A Y mob which gives 2 digit exp without us being CREAMED". How funny is a lvl 9 sheep landing his sleep on a SEVENTY THREE redmage? How fun is a 75 pld getting whacked hard against a 64 bone? This sort of thing. At the very least damage mittigation, spell resistance of the player should increase towards these mobs which give minuscule exp.
Give some sort of soloing capability by doing this. At the very least you could gain 500~1000 exp while you are seeking is nice to have. Instead of waiting eating your finger nails for a PT since there aren't any other productive way of gaining exp. Some Jobs can do. Like rdm, nin and perhaps thief (high evation), but vast majority of the jobs can't.

8. Possibility could be decrease on the retry time. Not sure about ballista but at least the Garrison and Dynamiss could be once per day. I won't say the lowering costs since I don't know if this is a good idea. Although paying 1million for 1 try with mostly exp loss seems kind of lame but thats my own opinion.

9. Increase the mobs who drops those crafting items. Or able to harvest, lumber, gardening what ever. Or make a recepie to make that ingredient. Supply vs demand is true but if that supply is going to one particular high end crafter is not fair towards other crafters IMHO. I don't know maybe I am just being jelous. Or make those items drops in a BCNM where there aren't much competition.

10. For the BCs, At the very very least scale the 99 difficulty down and improve the possible loot. You still have to collect 99 seals but you have a chance of maybe getting 1 Abjuration? I don't find it very unbalancing since there are too many competitors in the HNM already.

This is truely the solutions I find may balance some things ingame. This solutions could most likely not reflect towards every people playing the game. Some may say its totally balanced and should stay as it is. Some may agree. Ironic that the most problematic part ingame is really hard to find a solution, such as gil farming is so hard to find a good solution since if they implement a good source of cash farming many people will jump towards that and will probably result to nerf it and resulting nothing has changed. Pricing in AH are player made, not Square Enix. Still thinking of a possible good solution, but I can't think of any right now.
 
Finally i see someone thinking the way i do. Thx Shia. I agree on everything you have said in the initial post as i am hardcore as well, played for like 10+ hours per day most of the time and i've seen alot of what you have wrote that happened in-game. Like alot of quests requires utsusemi like fenrir fight, summoners rarely get invites unlike the 4 major job class. I never did garrison as it was kinda pointless from the start but i did do ballista, it was only for fun factor :D. Promyvion missions are a pain and yes ppl just want to quickly finish this shit and move to the next mission. Totally no fun at all. Tried Holla 6 times and failed all 6 times miserably not to mention gathering 12 ppl is not easy. I've never did dynamis, never will as i don't see the point in it. Alot of ppl will say you go there for your AF set2 and that's the only reason. lol

Shia said:
For people who are playing in a Big LS in already built in HNMLS might have a different view. But compared to the over all population of the FFXI servers, the HNM dedicated LS are a minor. What I want from this game is more choice to the casuals, less timesink to an extent, revising of current job balance without nerfing them nor making the mob harder. Promathia expantion was thought to be for casuals and low levels. Only to realise its for skilled hard core players whith intence difficulty. I mean, do you think a fresh started level 30 person could do well in Promivon? I don't think so.

That is so true, sad but true :( :(
 
::Claps::

One of the reasons I am realy looking at World of Warcraft is because you can solo OR party. I absolutley loath spending hours looking for one stinking BLM RDM or PLD. It takes all the fun out of exping.
 
This is really really great! I had a converstaion with a GM last night that I think sort of falls under the "This asspect is holding the game back" issues. It started out as a simple "I see a gil seler" call and I got the standard letter of "Don't bug us with this." Then Foxboy started cussing me out in Chinese, and thanks to Teng I was able to insult his mother a few times. I called the GMs cause I didn't like this guy yappin at me. I got DC'ed in the middle of me chat, logged back on and sent a call telling them what happened. And another GM began speaking with. Told me to Blist foxboy (who didn't see that one coming). Unfourtunatly I don't have fraps so i wasn't able to record the converstaion but it went somethign like this:

GM: Do you have any further comments or questions?
Devi: Yes actuttaly I do.
GM: Ok What is your question?
Devi: I dont' mean to offend in anyway but I was just curious because there seems to be a general air of apathy on the GMs part toward's player's complaints, and I was wondering why little to no action seems to be taken.
GM: How do you know what we do?
Devo: Well it's mostly heresay, that is what I hear from other players on forums.
GM: Pick up a copy of the "Sun" Magazine in the last week?
Devi: Sun Mag? I'm afriad I dont follow.
GM: Nevermind, please don't beleive the forums. Sun Mag. is a tabloid, you know saying aliens are taking over our government, do you think aliens run our contry?
Devi: no, not aliens
GM: haha good one.
Devi: What I meant by forums are message boards at community sites, why shouldn't I belive them?
GM: Because they aren't offical reports, thank you for calling today Devi, good luck and have fun.
Devi: Ok....Have fun.

It was interesting to actually talk to a GM for a change, but it was disturbing how fast he changed the subject, and avoided my questioning...I think GMs are another part of FFXI that is a bit "lacking" that is they never really seem to do anything. I've heard tons of stories of harrassment and the GMs say to use the blacklist command, people can do that on their own, they dont need to call a GM to hear that. If someone is making comments that are truely offensive, they should be repremaned....just my thoughts on the matter.

P.S. Shia, great insight.
 
Direwolf said:
::Claps::

One of the reasons I am realy looking at World of Warcraft is because you can solo OR party. I absolutley loath spending hours looking for one stinking BLM RDM or PLD. It takes all the fun out of exping.

That's what I like about WoW...party combos work with almost any arrangement, and killing mobs for XP isnt' exactly the fastest or most fun way to level up...well some reasons I like WoW over FFXI right now from just playing the open beta...and I'm being objective here. I did enjoy FFXI a lot, I can't deny that.

Graphics - a lot simpler than FFXI, yes, almost to the simplicity level of EQ1, but the way they present it is just gorgeous. Instead of realistic high polygon structures, you have low polygon counts with a brilliant and colorful atmosphere that is something out of a true fantasy world. FFXI's graphics lean more towards complexity and amazing constructions of Vana'diel, but that's what ALL MMOs will try to do...they did an excellent job, but sometimes the world seems so bland (places like Tahrongi, for example). I haven't been unsatisfied with any of the areas in WoW as of yet. Every area, region, map is full of the atmosphere that should accompany the race that primarily inhabits it. Night elves live in the dark forests, undead live in a ruptured countryside, very Salem Witch Hunt era-esque looking, Orcs live in primitive strongholds, and so on. Everything seems to fit seamlessly together, and the maps in between are no dissapointment either. What I'm not very impressed with are the spell effects in WoW however... nothing really strikes me as "amazing" in the terms of spell animations. Fire is just a little fireball thrown at the enemy like an arrow, the priest's holy Smite ability is just a few pixels of light thwacking the target... Warrior's "Warcry" type ability is just a red circle appearnig on the ground for a second... it doesn't look very WARCRY'ish. I'd have to say FFXI's spells are actually interesting to look at every time. Fire IV looks like it hurts, Cure V looks like it's healing major wounds.

Exping - I agree the EXPing in FFXI has too many problems to count. Theres so many mobs in the game no one will level off of, and solo'ing with any significant XP gain is out of the question, at least if you're not BST or don't mind 5 minutes or more downtime between battles. The only way people know how to fight in FFXI is "one at a time", more than one mob usually results in problems, even for significantly higher level players. Death is a severe problem without a Raise III, especially in an XP party. The reason we XP is to gain it, not lose it. When someone dies, you can expect they'll come off extremely sore about it, and denounce the party's playing ability, when accidents can happen anytime...but to lose 2000 xp for an accident is just making the timesink seem even more gruelling. This is, because 2000xp can take a little less an hour to get in the average XP party. For lower levels it isn't so bad, but the problem lies in finding a decent party. There's just this constant cookie-cutter mindset about how you must XP, and what jobs you MUST have or death will result.

However, there is that challenge in obtaining the next level...how difficult they make it is appealing. It really sort of tries to promote "The average bad player will not progress" idea, and when they find themselves struggling to level they either stop and start a new one, or take months to get to 75. This just means you'll find more people who know what they're doing in the high levels, rather than just someone who has no life or skill but could hack n' slash his way to the top without really having to worry about others who are depending on his role. FFXI -is- party based, and as such, people need to learn to work together because all the endgame stuff requires large groups to succeed.

Now in World of Warcraft, XP parties pretty much don't exist. You don't need to sit in a large town for several hours waiting for an invite. EXP is gained in majority from doing quests, and there are TONS of them to do. There are quests that are safer to be done in a group, yes, or even required because of the difficulty, but in no way do you need a cookie cutter group. No one says "Oh wait we need a druid, or i'm not going without a hunter!", nah. It's very casual, I've done "shouts" looking for random quest parties to gain EXP and gotten a small group of 2 or 3 together in seconds every time. Even if I couldn't find a group, it isn't really necessary...solo'ing is an option! But again, XP gain doesn't lie solely in hours of killing the same monsters over and over again. You actually have this sense of adventuring while gaining it. Oh and you get some decent money from the drops along the way too. For example...a simple EXAMPLE of a quest would be some that involve just killing a certain mob, like "Go kill 10 duskbats" etc etc. Well you get XP from the kills, and from completing the quest, but mostly from the quest completion. But the idea is progressing "as you go" so you don't get tired of the EXP grind mentality. I took on a simple quest with a partner where we had to examine ancient slabs in a nearby ruins. With all the mobs we killed to get to them, by the time we finished the quest, I had gotten halfway to my next level in only 20 minutes. This isn't to say that all quests are -easy-...many of them are extremly difficult.

Now death is handled very well in this game I'd say....though sometimes it seems almost like a joke in some respects. No one really gets mad if they die, because there's no outstanding penalties on the player. You can run from the graveyard you respawn in to your corpse, and rez yourself for only a durability hit on your armor, or take an XP loss and rez at the graveyard. In all honesty, corpse runs aren't hard or annoying, and it sure as hell beats the pants off being forced to lose something like XP. Oh and of course theres always Priests who can ressurect party members for no loss at all. Of course I hear at later levels these armor repairs get extremely expensive.

Battles are fast moving and interesting, though there are a lot of bugs I think they need to work out still, and balancing issues (the fact that Tank jobs have an incredibly hard time holding hate to a minor cure spell is annoying...the recently added reagents to priest buffs which cost an incredibly high amount to purchase). Other than that, a lot of the battles are pretty carefree and fun... and in the worst case scenario, you can actually RUN with little difficulty. And again, even if someone dies, there's no sense of loss in it...just a minute corpse run and you're back in business. Though this game is sort of a hack n' slash type mindset...it seems too easy some of the time, almost to the point that seeing a high level player isn't impressive.

Economy- FFXI's economy is so player based that the prices of many "important" equipment have gotten out of hand. Greed, botting, gil selling sites, high level craftsmen, but mostly greed seem to dominate the market in this game. Making money is increasingly more difficult as the prices of things go up and up and up. Just to make 100k now can take several hours of farming, and even then the drops are slow and each drop is worth an insignificant amount of money. People are now satisfied for 50k a day from 8 hours of farming. This really does not go far, since all the gear you probably need are in the 6+ digits anyway. Crafting is not profitable, unless you level it to the very top, because its the high level crafters who dominate that market, making the lower level items worth nothing, or just a loss, because they profit highly off the HQs which only they can make reliably. This drives people away from crafting, and also the fact that to obtain those high crafting levels, you have to sink so much money in first, to get anything out, and even then it is a big risk.

In WoW a few coins go a long way. And even if something is out of reach due to cost, just doing quests you'll find yourself ending up with a signficant amount of money, and the drops you get sell for a decent price to NPCs also. The auction house system isn't as well made as FFXI's I'd say, but it gets the job done. Also, crafting in WoW is able to turn a profit. Since most of the things you can craft can't really be found in npc shops, and people "specialize", since you can't raise more than 2 crafts at once. This way, even the low level crafts can make you some money if you know where to sell...the only thing I wish they had was an option to bazaar items. Levelling crafting isn't incredibly difficult or money draining though... the thing I liked about FFXI's crafting system was the difficulty in getting it up there. The equivalent of lvl 200 in a WoW craft I'd say is about the difficulty of getting a FFXI craft to lvl 40. But they do go a lot higher too... Recipes instead of being craftable anytime with a certain level of skill required to succeed are instead given a minimum level to make, and so far they've all succeeded. The only thing is they stop giving you skill increases after they hit green status, but you are able to see every recipe you can concoct, without the mystery of "oh so what level is this? I don't want to take the risk"...and most ingredients for crafts can easily be found while questing as well. Find a bush along the road and stop to get some herbs for your alchemy, or skin the hides of the mobs you kill that aggro. No camping the AH and buying stacks of items for maybe 0.1 skill gain. When you craft in WoW, you GET SKILLUPS.

Anyway every MMO has it's shares of peeves. I have a feeling I'm only experiencing the start of WoW now only having started over the last weekend. I'm not at all saying WoW as a whole is better than FFXI, but for the time being it's a nice distraction from the everyday grind in FFXI that is easy to get tired of after so long. Shia's right though (diff. post)...most of the people who leave for another game end up right back where they started. There must be a reason ;P...and I have no doubt I will end up playing FFXI again in a month or two. It's been a while since an MMO really held me like this one.
 
Now if only we could get someone important to read these great suggestions. -.- However, I think that even if they did get wind of these suggestions, that they would do absolutely nothing. SE seems to have their own agenda about how the game should be and where it's going. It's just my opinion, but it seems as if they really don't pay much attention to player response.
 
lorelaiy said:
It's just my opinion, but it seems as if they really don't pay much attention to player response.

I don't know about this statement....I play a job that recently got a huge boost due to what I think were player complaints. People bitched an moaned about summoners not being able to magic burst...now not only can we magic burst we can also participate in Skill chains.

I think change does happen eventually, Squares' just new and a little slow on the uptake. By the way this is an awesome post! Quality content :D
 
I agree with it all entirely.

I will completely agree with the lack of solo options. I mean when I was playing Asheron's Call I only had to have a party when did one of two things got lost and died in a really stupidly hard spot, or when I wanted to fight a hard monster like Pooky. I love to solo play, but I love to chat with friends well I play so I love the MMO format. I got this game when it released here in NA, I played for a month and a half as a a Galka monk and couldn't get any higher then lvl 20 and it was like pulling teeth. Its insane I've quit once and had job enforced sepertation once and the mot I ever enjoy this game is for the first five minutes then I try to fight something solo and it like ....oh yeah crap I need a party bah to heck with it.
 
WoW allowas you to Solo and Party without consequence which I realy like. Sometimes I am just sick and tired of dealing with my fellow human being and some of the incredibly STUPID things they can do in a lvl 50+ party. (IE using an AoE and getting us all killed)
 
SE will improve the game based on player suggestions if there is a strong following.

To take an example... on FFVault someone back in February posted that Mannequins would be a good idea for the game, it got about 10 strongly agreeing posts and a few months later it was in the game. You just need to get the message to the right place. And send emails to SE's development team with your solutions and references to the strong following.
 
we should email SE telling them about this website. Im sure if they bother to read all our rants and ideas they might reconsider chanigng things.
 
Thx for the replies. I really wish how the High tier HNMLS think about this game. I don't know but their style is pretty different from us. Gaining gil could be easy or hard. Gear problems were usually solved with HNM drops (I THINK) at the very least the melees do. Its sad that the people quitting are usually good skilled, good natured people and only "Not so nice" people and "greedy crafters" remains in the server.

I still play to fullfill what I want to achieve. I also stick with my friend who has helped me alot. Untill there are nothing more to do than join an HNM dedicated LS (which I won't most likely), or I find my end of enjoyment with frustration (which I think it will hit me before I can achieve my goal) I will continue to play FFXI. Should I ever consider another MMORPG, would be WoW. No way in the hell I want to try EQ2 after what I experienced in EQ1. It seems more directed to casual players but... well in EQ1 they always made an "Unfinished" product, and always somewhere that has a "forced cockblock" (HI VEX THAL! HI PLANE OF TIME! F**K UQUA!)... no thank you.[/img]
 
hah i remember when i posted about the WoW ST and CB I got flamed but with this open beta ppl are seeing the light, if FFXI incorporated somethings that WoW does right i could see a lot of players sticking around

one thing i remember from ffxi was when i fought the rank 3ish dragon how lame and small it was compaired to something like the ones in phantasy star online

now heres a dragon from WoW its a HNM of sorts :p

http://webperso.easyconnect.fr/triex/Onyxia.wmv
 
Hmm...entire alliances getting raped... one shot AOEs... mages throwing their most powerful spells and doing no damage....









Yup. HNM alright :twisted: ...now THAT's an HNM. King Arthro bows in shame.






fucking crab...
 
hm.... i agree with you shiia, there are so many mechanics that are simply frustrating to the point of me wanting to tear my hair out

mostly i've just got a gripe with crafting since i don't go out exping often (as most people who know me will agree) but i guess the exp situation isn't that great either, since usually i find myself annoyed often by certain things in my party

being a thief, often i find myself looking for my craft items by myself - but my friends always tell me that it's inefficient, i should just go do what i do best for gil and buy the items off of AH... where they are always superinflated and end up always frustrating me to no end (often times lack of supply for a decent price)

the distinct problem doesn't really lie in the game mechanics, more like the community itself... since most will agree that the auction house system is one of the better ones out there, and mostly it's the price gouging that gets in our way. mostly, i think the community isn't that well informed... or is just too lazy to do so.
those that are better off in the information department usually end up powerful... and corrupted. the introduction of the cop items (without including the recipies) made the first few sales of these items phenomenally inflated... i remember sparky bragging that he bought his bard jse gloves for 500k was it?

also, for crafting, i find myself hating the timer to continue crafting... why do i have to bother waiting around 10 seconds between each craft even if i'm doing the same recipe? i understand the timer for fishing, but even that timer goes down as you level up...

while exping, i find myself usually wondering what the hell some of my party members are thinking.
sure, AF is pretty and decently useful to some extent for certain jobs.... but wearing full AF until end-game is usually unheard of for some jobs (with few exception)
equipment.... while it doesn't have to be the HQ kind all the time... you might want to invest in your own character if you're missing more than 50% of the time (if melee) or resisted more than 50% of the time (if caster) just a bit of "advice" (pronounced "mandate")
if you take your character that far - you might want to know how to do shit in general... a lv 65+ that doesn't know how to skillchain / magic burst... is. just. sad. (this goes along with a lack of spells... "what? i can cast that?")
yeah, i would like to get easy exp and have a better time looking for members to party with instead of always looking for "a tank, 2 damage dealers, a healer, a nuker, and a mana battery" - because some combinations just have a harder time to make things work... how often do you see a bst in an exp party?

i'd seriously like a redefinition of enemy checks... if they're called "easy prey" then why the hell do they attack me and eat me?

easy -
1. Capable of being accomplished or acquired with ease; posing no difficulty: an easy victory; an easy problem.
2. Requiring or exhibiting little effort or endeavor; undemanding: took the easy way out of her problems; wasn't satisfied with easy answers.
3. Free from worry, anxiety, trouble, or pain: My mind was easy, knowing that I had done my best.
5. Causing little hardship or distress: an easy penalty; a habit that isn't easy to give up.
prey -
2. One that is defenseless, especially in the face of attack; a victim.
(from dictionary.com)
i mean... hell, these wipe the floor with you at higher levels

ok, the lifting of exp cap to 300 base exp past level 50... i have never used this. there are few party setups that can even begin to hope for this kind of gain... all of them needing an endless cash flow just to attempt it.

race restrictions... alrite, it has to be said... mithrans have it easier. mithran nins, mithran rangers, mithran dark knights, mithran thieves... etc etc... come on. unless you're incredibly wealthy, or the mithran in comparison is incredibly poor... any other race and there's no contest.
there's no incentive to go with anything but what's accepted as best. if you're not the right race or the party that's looking for your job isn't desperate - don't expect an invite... end of story (this goes with being any mage without a massive mana pool... sorry elvs and glks... you're last on the list)

i agree, the progressive nerfs in the game really do make certain things just undoable. sure, these nerfs are to prevent exploiting and blah blah blah blah blah.... but they really limit things down to having to only follow a certain path.

i don't know... this went on longer than i thought, and i forgot what i wanted to say half way through
blah blah blah blah blah

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