Vatrina wrote:The biggest problem with FFXI is that you need to be in command of a small (or large depending on your goals) army to get said content completed.
I'd have to strongly disagree with this one. Most of FFXI can be done with 18 or less -- all of sky can be done with 6-12, for instance. All of Dynamis can be done with a very good 18, though if you're new, 36+ helps a lot. Some of the very hard fights need 36, but that's about as bad as it gets.
I've seen "giant" in EQ. FFXI doesn't come close to what you need for EQ endgame. One of the EQ end game fights requires 64 people, for instance. You have to slay 12 hard NMs at the same time (they all must die within 60s of each other). That pops an even harder HNM that all 64 slay.
General requirements for a shell is about count+50% for a shell made of dedicated players or shell+150% for a shell made of casuals. FFXI has a lot of highly successful endgame shells with only ~50 people.
FFXI's endgame problems are not head-count. They're monopolization and balance. The fact that one tiny group can totally monopolize all end-game content and prevent anyone else from playing there is a major problem; eg. RMT in sky. Balance is a much smaller problem, but still an issue. XP is balanced just fine. Endgame, the need for melee vanishes entirely. Melee TP:Damage ratio is prohibitively high for HNM. Adding melee to an HNM doesn't make the fight easier, it makes it harder due to more HNM specials from all the TP fed to it by the melee. Melee also have to stand next to the HNM -- inside all AE's.
So, not only do melee feed gobs of TP to the HNM, but they require extra healing to do so. Ugh. OK, solution = throw out the melee. BTW, this problem is not new to FFXI. All the MMORPGS I've played have it. When it comes to end-game, all the devs over the entire world seem to think it's OK to throw out all the melee and put a premium on ranged damage. If they don't throw out the melee, they throw out the mages or the -- gah. Someone always gets the axe.
Stuff I've actually seen as a general end-game design philosphy:
EQ: "let's make it harder by making it immune to magic!" (bye mages!)
EQ: "ok, throwing out mages was bad, let's give it millions of hp!" (turn on attack, afk for 2H)
EQ: "hmm, 2H fights were bad, let's have bosses use huge AE!" (bye melee)
EQ: ...
EQ: time for a new game with all new mistakes -- EQ2!
FFXI: "let's make it fun by adding competitive spawn claiming!" (hello RMT!)
FFXI: (still hasn't clued in why it's not fun to stand and voke-race v. RMT claimbots)
FFXI: "let's make HMM harder by giving them high def/vit & killer TP attacks" (bye melee!)
FFXI: (still hasn't figured out why this is bad for balance)
I suppose you could say that at least SOE/EQ recognized the issues and tried to address them. SE/FFXI isn't even trying.
Vatrina wrote:Graphics don't make or break a game.
They contribute. One of the reasons I left WoW was because of the graphics. I tolerated them while it was fun, but when I got tired of it, they were another bonus for leaving. FFXI's graphics are a reason to stay. Best MMORPG graphics ever. From what I've seen of Vanguard, it looks like FFXI's beat that one, too. At least Vanguard's aren't gaudy, just not as artistic as FFXI's.
Wanta wrote:One thing I do know is that the story in WoW (if you could even call it that) is a total joke. Sure it may have a quite big lore, but the game itself does not utilize anything of it. There is no plot or story progression at all.
I'd have to agree 100% with that. When I was playing WoW, the fanbois would go on and on about story and plot and such. I kept saying "Huh? Where!?" The answer, it seems, is that all the "story" comes from various game-novels published by blizzard. LOL. If it's not in game, it doesn't exist as far as I'm concerned. FFXI's story is *all* in the game with nice dialogue, CS's, and NPCs that have distinctive personalities. WoW's is just a bunch of menu-driven fetch'n'carry quests.