I hadn't played XI in a long ass time, but I'm curious what sort of stuff constitutes the 'good parts' that you'd like to see in XIV.
I did like the skill chain/magic burst system and thought that was a cool concept for a game. The game also had a lot of flavor that I also enjoyed. But beyond that, it was an oppressive, grindy game that embodied the worst of MMOs of that era. I know it has changed, but genuinely curious what's in there that'd be of interest.
Truthfully, though it was grinding, I enjoyed that battles kept you on your toes. I like that gear and abilities mattered in a deeper way. A mistake would legitimately put you on the back foot for a while in a fight until and unless you could regain the momentum after surviving long enough. Another aspect is that teamwork mattered. 14 requires all the players to play in parallel, without their locatoon or what they are specifically doing mattering that much in regards to your own gameplay. In 11, you were constantly juggling aggro, managing when to use your strongest abilities (healing or damaging) so that you didn't generate too much that a tank couldn't regain. Skillchains and magic bursts alone required you to be ready and make the right move in time, meaning it was better to do something suboptimal as a team instead of making optimal plays alone. One of the best parts was rhat there was no tank-heaker-dps trinity that every job had to 100% adhere to. The closeet to a traditional tank was paladin, and the closest to a traditional healer was white mage. Beyond that, it varied immensely all the time. You had ninjas serving as dodge tanks, thieves using directionals that manipulated enemy aggro, summoners swapping out to different summons based on need, etc. You played as whatever, and you had several tools for dealing with the fight that gave you some versatility. Probably the biggest aspect for me was that there are a shitload of activities for several different levels, and large amounts of horizontal progression. Nothing in the first 3 expacs felt outdated, since all were based around the lvl 75 cap, until the later ones raised it to 99, and even then, all expacs I encountered seemed to have areas of appropriate levels for those who weren't quite where the expac wanted them yet. The game nowadays is a bit stale, with much of the teamwork gone and replaced with admittedly-good trusts, so there isn't that much teamwork. I'm told private servers are much closer to the teamworking experience of old, but ultimately, it's just an old mmo. They cut down the grinding a lot, but it still exists.
It's far from a perfect game, but I can't help but think 14 would be better if it had more interesting job gameplay, bigger dungeons that were their own zones instead of expensive hallways, a more dangerous world that causes spontaneous team-ups, gear that serves as more than a stat stick, more activities to do at lower levels, etc. Biggest gripebisnjob design, because I noticed that dark knight didnt use ho as a resource at all, and I thought that was weird. 14 is a great game and very well made, but I can't help but feel that something is missing when I play it, and I realized it was that player choice aspect, in gear, class, fights, exploration.
I apologize for shitting up the 14 thread.