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Final Fantasy XIV A Realm Reborn: Patch 2.1 "A Realm Awoken" Preview Trailer

I agree completely, the game is fantastic it just lacks variety at the moment. Im not really the type to grind 2 dungeons for 2 months.

Thats why i said i was going back when they added a bunch of it. I was just saying that if we have payed the equivalent of 45$ for this content, im a little underwhelmed, i dont feel its value for my money. I hope they speed up the pace, after all the suposed incentive to be paying a sub is a high mount of content being given out.

I don't know if I'd be underwhelmed on the content, just feels like the average MMO launch to me, I don't know. Playing hardcore in most MMO tends to burn people out quickly. Did the same thing in WoW, STWOR and GW2. Maybe it's just me, but I've gotten used to supplementing other games along with the eventual endgame burn of MMOs.
 
I've played over 50 hours of gw2 I'd imagine before I got so bored with the limp noodle combat, poor graphics (what art design?), and extremely poor story.

Art direction doesn't excuse poor graphics and that's what gw2 has. Good graphic design takes time and ads to immersion and excitement which gw2 has none of and why it feels like a free game. There is no why in gw2. It's just endless blah content.

I have over 500 hours on GW2 and over 250 on final fantasy. I trully dont know what the hell you are talking about. Guild wars 2 world looks gorgeous, the scenery is fantastic and there are a lot of varied vistas to look at. Guild wars 2 has a lot of details(like final fantasy has) that set it apart and show the quality it has. Grass moves as you pass through it, the wind drives petals up and when you are swimming the algae also moves out of the way if you pass through. When you jump into the water and you get the splash effect, the amount showed varies according to the distance at which you jumped into the water.

The combat is meaty and responsive, its also has a very unique in its aproach.
The story is indeed crap

Im curious now, you said you were gona post some screens. Go ahead and do it then, i wana see them

If you really want an ugly game that also costs 60$ you can always look at Swtor.

PS: i still have no fucking clue why you keep bringing all of these up, my point was regarding content, not any of this.
 
Sure

They added a lot of mitigation skills, scaled back some of the lifesteal and made the DPS combos more attractive.




It is Holmgang, and it does look like it can be used for PvP. I'd imagine most of your regular skills on a job are able to be used in PvP along with the new ones.

Oh! I thought you were joking!
Wow i'm kinda wanna go back to the game now...
 
How is that a good idea? You want people to have to compete for a spot on FATES? That goes against the FATE idea of making ppl being able to tackle content around the maps.With the exp buff on dungeons now people has actually interesting pieces of content. FATE will be relegated to what they should have been: filler to get exp while waiting for DF.

And for that what they offer is good enough.

Then dungeons get repeated until they are boring (especially when they are designed to only be "learned" once) and/or people get bored with the filler they are doing while the DF is, inevitably, taking too long. Or they could do what I suggest, and rebalance most of the content in the game to be interesting (and efficiently so by establishing some rules across the board). I'm very much against the idea of negating FATEs (either by removing them or making them useless), because there is like nothing to do with FFXIV besides instanced content and FATEs. FATEs are what's little left to give the open-world, never mind the server community, any meaning outside quest hubs.

"Competing for FATE spots" could be worthy cost for making content fun and, ultimately, be alleviated by adjusting things so there is less disappointment. This is ultimately about making "public quests" work from a game design stand point (i.e. what would be acceptable game design outside easily-forgiven MMORPGs) instead of just putting them into your game carelessly and make the same old mistakes (as every MMO has done as far I can tell). Instead of arguing examples, I'll just link the one wall of text I made, although it was made before devs decided to balance FATE and dungeon rewards to some extent and it is very inclusive (I would go as far to say it is an attempt to fix everything outside dungeons). That said, once you make FATEs meaningful encounters, you can make them more plentiful or less plentiful depending on how many mouths you want to feed in any one zone (or put things in place to make players spreading out over many zones more enticing, as limiting FATE participation in a single zone in any form would already encourage).
 
Looks like I'll be resubbing. Finally more than 1-2 dungeons to grind for progression. Doing the same stuff over and over KILLED me.
 
If anything I rather they just add more fates to the game across all level ranges. Just adds more variety to the game with just adding a few fates once in a while. Later down the line when leveling a different class, you got some new experiences available too.

The problem is that there are plenty of fates in other areas but everyone does the same route of Aleport->Quarrymill->Costa Del Sol->Etc.

Doing my hunting log in other areas always had plenty of fates up where I would proceed to solo them or maybe one other person might show up. This is not the optimal route so nobody does it. Unless they just add fates to the popular areas its a waste of resources. It is probably my only complaint with this game. Everything is a speed run and everyone is some fake efficiency expert.
 
Im kind of bored about this pattern crap, Twintania is ridiculous as well, it's not about real skills :/

Wouldnt pattern memorization = skills? Especially when you still need to have said skill to take advantage of the patterns. Besides, what boss battles in any game dont have patterns of some sort?
 
Wouldnt pattern memorization = skills? Especially when you still need to have said skill to take advantage of the patterns. Besides, what boss battles in any game dont have patterns of some sort?

Something XIV ARR can do to set itself apart is to create multiple algorithms for boss behavior and to, quote/unquote, "randomize" the attacks bosses use as well as have them adapt to what classes/skills the player characters are using. To mitigate people trying to abuse this and go in with specific class setups/skills each boss could have a segment of its AI be completely random to disrupt any sense of security the party may have in using the same strategy over and over.

Of course that takes a ton of testing/coding and would be a major update, and then eventually people will figure out the best setup to tackle each boss with, regardless of randomization of attacks.
 
I skipped the original Final Fantasy XIV altogether and I'm passing up last-gen A Realm Reborn as well.

Patiently awaiting the PS4 version coming in 2014, hopefully by Q2 / spring.
 
So seeing that guy firing a gun, is there a gun class/job yet? It's pretty much what I've been looking forward to for a long time haha.
 
I feel attracted by this game for the first time, I think. It seems totally different from what it once was.

...Do want, kinda. Not sure if I want to plunge into a MMO. D:

EDIT: Dat music.
 
The problem is that there are plenty of fates in other areas but everyone does the same route of Aleport->Quarrymill->Costa Del Sol->Etc.

Doing my hunting log in other areas always had plenty of fates up where I would proceed to solo them or maybe one other person might show up. This is not the optimal route so nobody does it. Unless they just add fates to the popular areas its a waste of resources. It is probably my only complaint with this game. Everything is a speed run and everyone is some fake efficiency expert.

Yes I know, the game is getting sad with how dead its becoming. It was such a full of life word with players everywhere, but now its empty as everyone just goes to the few popular fate grind hubs anymore. So many ignored fates everywhere, and empty world. Looks like its going to get just worse with players just doing the same and duty finder instancing.
 
Titan EX is going to melt minds.

Lol I had this saved for Titan HM before I memorized it
IVRmCoM.jpg


Can't wait to see the Titan EX version :D
 
I'll probably jump back in when the PS4 version hits, I'll have burned through the launch games by then. Is there a way to buy cards for game time instead of using your CC?
 
having finished levelling a class to 50, another to 40 and rocking through a couple 50 crafters and well into coil (up to turn 4), i think the one major thing that i've been missing is CASUAL hard content that's WORTH playing through. the hardest thing that you can just step into with a team of 4 right now is AK and it's pretty damn easy once you're geared up for coil. you can always find a titan fight, but there is literally no reason to do titan HM over and over once you beat it. i've run thru it maybe 6 times or so now to help out some ppl vs the literally hundreds of WP runs i've done.

i'm hoping these HM dungeons give rewards (tomes or crafting mats) that make them worth doing, else it's more WP for me.
 
Switching from fate grinding to dungeon grinding does not sound like an improvement at all.
.

Of course it does. FATEs are mindless spam fest, dungeons require co-ordination and a degree of jknowledge skill to do efficiently.

FATEs teach you nothing about how to play your class well, dungeons do.

It's a very good change.
 
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