Are there any ffxi features ffxiv could take inspiration from?

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Much in the way skyrim’s dragonborn dlc whispered “why play little morrowind when the full game is just over there?”, the recent alliance raid and slightly less recent eureka content have piqued my interest in ffxi.

Personally I’ve enjoyed how open the world is. Arr is probably the closest ffxiv offers, where there’s nothing stopping you from wandering out of ul dah and walking back to where you start via gridania and mor dhona. In ffxi, I’ve wandered to rabao, ro’maeve, nearly xarcabard but a bat killed me and delkuft’s tower which isn’t really that impressive but it looks cool. I think it would be possible to have four or five expansion zones accessible from the start, but they do like the sixth being a spectacle so unless there’s trickery - underneath as with BA in hydatos, persistent weather obscuring half the zone as with the tempest etc - it probably would not work that well.

I think the dangerous monsters are necessary for the world to feel worth exploring in a way. Similar to eureka where there’s some higher level mobs guarding a cave and it just inspires curiosity about what could be in there. This does of course fall a little flat when there’s no chance of treasure - I would say that anemos and pagos had pretty reasonable mob drops (strider boots, scorpion harness, emperor hairpin, optical hat, cassie earring etc). Haste is slightly uninspired as an effect, but nms that drop effect gear for non combat or non-level cap content might be interesting. Who does it really hurt if a monk has +6 haste in lota or a dark knight heals from crits in sastasha? I think all roles with all main stats would probably be the way to approach this - no weapons either even if the kraken club would be very funny. Despite their current state, legacy ultimates should probably be spared from effect gear if it were added. I think it would add a touch of depth to synced content and pseudo-horizontal progression while levelling.

Speaking of levelling, I have found it engaging enough so far, but I am aware that exp is thrown at you now compared to how it was. The subjob system has been interesting to play around with, even if /war or /drk for berserk or last resort, or /thf for treasure hunter has seemed to be the answer to everything so far. Limit breaks have been interesting too, I’m not sure they would fit in particularly well with ffxiv, but finally being able to reach 55 after exploring some of crawler’s nest, necropolis and the stronghold one was satisfying. The spread of abilities/traits and weaponskills also feels better than ffxiv in some regards, while overall the combat is too different to really compare fairly.

I understand that the old relics still have their uses, but since gear swapping is forbidden in combat here, I don’t think it would work. Combat very much revolves around damage output, so if the kaiser knuckles zeta had double attack on, it would be difficult to make a new relic with a competitive effect. During 1.x the relics did have effects, I think monks was something to do with shoulder tackle, but presumably this wasn’t brought into 2.x for a reason.

Any thoughts? Sorry if no replies, I’m unsure when forum access will be revoked.

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