The good
- Beautiful landscapes really bring the world to life (this sounds some song-and-dance SE would use).
- The ability to customize stats and add abilities acquired from leveling different classes is a very nice touch. To an extent this reminds me of RO, where being able to divvy up stats as you saw fit was one of the game's strong points. Of course, if you messed up somewhere and wanted to change things, you had to re-start from level 1 but I digress.
- The guildleve system, which provides a means of making money and gear via short quests.
- Ease of transportation thanks to aetherite crystals.
- A separate physical level for which you can get exp by doing things other than killing monsters (such as mining or crafting).
- The concept of equipment decaying with use. Now I realize just what it is they're going for with this here, but still it gets irritating. I shudder at the thought of repairing rare endgame cutlery with super-pricey crafting materials (think imperial wootz used for salvage bodies). I can see this getting very expensive very quickly.
- Anima, or rather how super slow it recovers itself. Though this could just be from the beta. I know it's to prevent people from zipping around the world so quickly, but you're screwed if it gets too low. It could get problematic for those having to move from one end of the world to another. I can see it now; "Fifty DKP minus for not having enough anima to warp to the dungeon entrance!"
Will XIV rise to the same level of grandeur as XI? We shall see in the coming years. I do hope that SE has learned from the many things that worked and didn't work with XI. So far with some of the things in place and those that are planned, it looks that way. Though my cynical side tells me "it's SE - they'll find some way to ruin it."
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