Change movement speed?

For discussions on the public old-school server

Change movement speed?

Poll ended at Thu Jan 10, 2013 4:11 pm

Lower it to retail speed
10
56%
Keep it the way it is
8
44%
 
Total votes: 18

pookaderp
Posts: 1
Joined: Sat Jan 05, 2013 4:07 pm

Re: Change movement speed?

Post by pookaderp » Thu Jan 10, 2013 9:33 am

Voted to classic server walk speed.

iamnotalolicon
Posts: 10
Joined: Tue Jan 01, 2013 9:08 pm

Re: Change movement speed?

Post by iamnotalolicon » Thu Jan 10, 2013 9:49 am

The more I think about it the more I dislike the idea of "fix a bug with a custom change" because I feel like it's making the server less classic. And all it's doing is let you run away, which isn't really a solution. So I'd prefer retail speed and just have to deal with the monster issue. My initial vote stands :)

SnakekillerX
Posts: 15
Joined: Tue Nov 20, 2012 10:47 am

Re: Change movement speed?

Post by SnakekillerX » Thu Jan 10, 2013 12:26 pm

Not being able to run away in retail was probably one of the most annoying situations actually. Not having to worry about mobs aggroing you so much is actually a nice thing to me. Sure some of the sense of danger might be gone, and you are less likely to cast Sneak/Invisible.. but how likely are you to even have a source of those anyway? Everyone will have to sub WHM or RDM to get anywhere as lots of the current play is being done solo on this server.
Not to mention lots of low level quests are riddeled with high level monsters which makes it even that much more of a pain to do without an escort.

I get that this is the classic server and it should try and stay true to being classic, but we could also argue that I can't raise a chocobo, so it isn't classic.. or I can't get X item or do X quest because it isn't scripted, guild shops and some other merchants don't work, etc.. I'd be able to get around hell of a lot faster if I had a chocobo whenever I wanted though, but I can't.
I know the things I've mentioned simply haven't been implemented yet, the result is the same. Normally I would have done one thing (buy from guild shop or AH), but now I can't so I have to find an alternative. (farm it manually)
MY classic experience is not the same. Yet I'd probably had more fun already on this server than I ever did playing retail.

Changes have to be made to keep it playable for the few of us that actually do play. Like the AH, you can place any number of items on the AH currently with no tax and no time in which it will be returned to you.
That isn't classic, but its a welcome change because it makes our gaming experience better. Also, the AHs are all connected, Jeuno, Bastok, etc.. because lets face it, no one wants to travel to a new town to look and see whats up on the AH when there are only a handful of people even playing.

How about dual boxing? (playing 2 characters from the same PC)
This is very common on private servers, but not so common on retail because you'd have to pay full price for multiple accounts to do it.
Result is someone playing 2 characters usually in a duo group which makes others less likely to find parties in their level range because people have already outleveled them playing on their own. This makes it difficult for some of us, but some people like it so why not.

But the real point is, SE likes money. What better way to generate it than to make things take forever to do?
So.. what takes forever to do?

Getting EXP (though Abyssea can be argued here, but this to me is no longer considered "classic" anyway.)
Crafting
Farming Items
Running from point A to B

Whats actually "fun", gives a sense of accomplishment and is the reason why we play the game?

Getting EXP
Crafting
Farming Items

Running from point A to B is just a modifier for all those others things and a way to make more money over time.
Running to meet your party, running to find a mob, running back to your group if you happen to die.
Running to AH for items, running to mog house for storage.. running here, running there you get the point.
The run speed is slow because SE likes money, I'm sure no one would be complaining if it were faster from the start though.. lol

The only arguement I can see someone making to the run speed is that the mobs are now slower and you can out run them or kite them.
To that I say, if the current speeds are not acceptable why not just re-increase mob speed back to match player speed (but this time without the buggy teleporting lol)

</rant>


EDIT

Forgot to mention Explorer Moogles and Nomad Moogles have been added to different towns 24/7. Both excellent changes, but definately not classic.
Could just vote to call the server "Almost Classic Server" instead? lol

BoogieWoogie
Posts: 1
Joined: Thu Jan 10, 2013 1:26 pm

Re: Change movement speed?

Post by BoogieWoogie » Thu Jan 10, 2013 1:54 pm

I like the speed the way it is now. One of the reasons we continued playing on this server was because of the faster run speed. We even were able to convince a friend to play because the option to run away from goblins is now available. :)
This is Snakekillerx's wife by the way. BoogieWoogie the dancing Taru.

Monsters are scary-wary and I like being able to run away if I have to.

DarkSlayerEX
Posts: 5
Joined: Tue Nov 20, 2012 10:58 am

Re: Change movement speed?

Post by DarkSlayerEX » Thu Jan 10, 2013 1:55 pm

My vote is to keep the movement speed at what it is now.

It's kind of hypocritical to say the server is classic, when there are so many things different about it already. Why lower movement speed? All it will do is make people hate travelling again. I hated it before, and I'll hate it again. If the biggest problem is "it's not classic" then we need to re-evaluate everything else on the server that isn't classic.. Certain items, jobs, NPCs, areas, and even expansions entirely. this server is still very far from classic, and other than some of the bugs we still have, I'd prefer if it stayed the way it is now, in most aspects. If the mob teleporting glitch,and terrain collision can get fixed, then we might as well just keep the speed bonus, and not have deal with taking 30 minutes to walk to the end of the next zone.

I went to play on the retail servers a few weeks back, and I have to say.. I absolutely couldn't stand the movement speed. I for one, might actually stop playing if it comes down to it =(

SnakekillerX
Posts: 15
Joined: Tue Nov 20, 2012 10:47 am

Re: Change movement speed?

Post by SnakekillerX » Thu Jan 10, 2013 2:05 pm

I know some of us liked the danger of exploring dangerous areas, or of being aggroed or linked by a monster. But not everyone that plays feels that way. I know of a couple of people who aren't as adept at videogames and even have some troubles navigating the menus at times. These people need a bit of safety net or they would do nothing but get aggroed, die get frustrated and stop playing.
I for one play with some people like this already (not naming name as I don't want to offend anyone). The way it is now feels more friendly and welcoming to all types of players.

I also agree with DarkSlayerEX with the speed decreasing becoming very painful after being used to what it is at now. The thing I've come to love about this server is that travel isn't such a chore, so I actually do end up going to different places and others are willing to travel with me.

iamnotalolicon
Posts: 10
Joined: Tue Jan 01, 2013 9:08 pm

Re: Change movement speed?

Post by iamnotalolicon » Thu Jan 10, 2013 2:11 pm

DarkSlayer - Why did you join a classic server, then, if reverting to retail mechanics are going to make you quit? Unimplemented features do not make it "not classic", they make it a work in progress.
Some of us like retail. On the wiki this server is advertised as a classic experience with the only perk being explorer moogle - and that's what I, and any new player reading it - would expect. It's incredibly important to keep focus of the project's goals, so at the end of the day it's going to be down to Whasf to make the decision. Not "classic with a few custom bits" - It will either be a classic server or it won't be. And if it ends up as the latter, then this server's ideals are quite misleading.

SnakekillerX
Posts: 15
Joined: Tue Nov 20, 2012 10:47 am

Re: Change movement speed?

Post by SnakekillerX » Thu Jan 10, 2013 2:29 pm

When I first started I had expected run speed to be normal, and I was going into the game thing eh It'll be ok I guess.
I was surprised to see the speed was increased and though hey, I guess its a feature and they just didn't put that on the Wiki, because everyone seemed to know about it, and it was obviously changed on purpose.
I've already invested waaay too many hours into my character on this server to move to a different server where the speed is increased, and I've already made friends with a lot of people here too. We are a small community trying to have fun. Changing this "feature" will make it NOT fun for a lot of people after being used to the way it is now for so long.

To explain why I picked this server over the others is easy..

Official DarkStar Test Server
-Auction House is populated regularly with items for 100 gil.
-You start with 4 million gil
-Character speed 1.5x
-All classes start at level 1
-Experience rate is 1.89x

4 mil gold and almost x2 exp rate, this just feels like cheat to me and there is no point in playing

New Gilgamesh Server
-Exp rate: 5.0
-Auction house is for player's sales only but we have a market with price of official server (http://gilgamesh.servegame.com/market).
-You start with 50000 gil.
-Run speed +10
-All job are unlocked at the start (subjob and 20 jobs)
-You can start at 75 with subjob at 37, 10M gils and some Ki, if you talk to festive moogle (choose correct job and subjob first)(1 per account)

even worse

Ifrit (Funserv)
-Speed 70
-Exp rate 20x (current retail is 2x)
-Fame 5x
-Guild point rate (when implemented) 2x
-FoV Tab rate 2x
-Staring inventory size 80
-Starting gil 9 million
-Auction house everything 100gil and restocked daily
-Scripts to unlock subjobs and advanced jobs anytime
-All maps unlocked
-Explorer Moogles
-Chocobo licence
-Airship pass
-Teleport Crystals
-AF/Relic Talk to armor storage npc in Lower Jeuno for claim slips.

just as bad

Silverwolf's Server
-Auction House is populated
-You start with 4 million gil
-Character speed 1.5x
-Experience rate is 4x
-Decent balance, more of that retail feel....
-Range Attack does some damage but no skill up yet.

cheat mode again

Borfax's Test Server
-Jobs start at level 30, but will probably be adjusted randomly, depending on testing.

I like playing from level 1..

Abbysea Public Server

Abbysea, enough said

Fantasy World (the international server)

-24/7 online
-Daily update/restocking auction house
-walkingspeed: 80 (retail is 40)
-starting gil: 15.000.000
-exp rate: 20x (10x now,bether balance for the gameplay)
-fame rate: 10x
-more fov exp
-more weapon skill points
-higher weapon skill power
-higher healing power/ spells and potions
-hedgehog pie modded for solo play

easy mode yet again

FFXI Unlimited Private Server

-Exp rate: 60x
-Starting gil: 50mil
-100g all items in auction house.
-All jobs unlocked.

no point in playing

and finally..

DarkStar Old School Classic Server
-Exp rate: 1.0
-Auction house is empty except for what other players put for sale.
-You start with 10 gil.
-Potion & Ether power is 1.0
-All NPCs are "stock" (No Reet to give you all the maps and such!)


We picked the classic server because it was the only server that isn't blatantly cheating with millions of gold off the start and EXP up the wazoo.
Its a nice bonus however that travel has become more tolerant because of a faster run speed and teleport moogles.
It is currently the perfect combination between Classic and what Classic should have been.

But in the end yes, its up to Whasf what he wishes to do. I think however if the votes are this devided it should just stay as is.
No one makes any arguement as to why it should be reverted anyway other than "classic", and it will displease a good chunk of people now who enjoy it.

Would be like SE one day going.. ehh we are getting rid of chocobos, decided agaisnt it, makes it too easy to travel. lol
Last edited by SnakekillerX on Thu Jan 10, 2013 2:42 pm, edited 1 time in total.

DarkSlayerEX
Posts: 5
Joined: Tue Nov 20, 2012 10:58 am

Re: Change movement speed?

Post by DarkSlayerEX » Thu Jan 10, 2013 2:42 pm

In retail I had lots of outposts and teleport and such, but with the run speed increased, it wasn't as bad to start over again... I'd rather they just increase the mob speed after fixing the teleporting, instead of lower player speed back down.. It would be the same result, minus having to spend all that extra time traveling.

Publicly accepted "features" that aren't on the wiki should be allowed to become server features, even though they don't show up on the wiki. Especially since It was Snake and I that brought roughly 8 new players to this server. That may not seem like much.. but with a server community so small, it makes a big difference. They like the run speed as it is now. Would really be counter productive to lower it now.

Who can honestly tell us that they wouldn't be annoyed whatsoever with having to walk at half the speed they've been used to running at on the server?

Simply saying "Because the server is labeled classic" shouldn't really be a valid arguement as to WHY it should be lowered.
Last edited by DarkSlayerEX on Thu Jan 10, 2013 2:49 pm, edited 2 times in total.

iamnotalolicon
Posts: 10
Joined: Tue Jan 01, 2013 9:08 pm

Re: Change movement speed?

Post by iamnotalolicon » Thu Jan 10, 2013 2:48 pm

Snakekiller, if that's the case, then I really think it should be made clear in the server description. It's very misleading for someone that wants to play "true" classic, as that's very much what it makes it sound like ...

And you're right, this game takes a lot of investment. You play for a long time and make a lot of friends. That's why I would like the server ideals to be very clear, so I (or any other new player in the same boat) don't end up playing for a long time without realising that the server is heading in a different direction than I thought. Not that there is anything wrong with that, but I would like to know before I get started so I don't end up unhappy as the server develops. The ideals need to be concrete and whatever they may be, they need to be clear.

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