Though I will be judging ARR on its own merits, it certainly doesn't exist in a vacuum. What elements do you think make ARR a more engaging and worthwhile experience to rival, current-gen MMOs like Guid Wars 2?
Though I will be judging ARR on its own merits, it certainly doesn't exist in a vacuum. What elements do you think make ARR a more engaging and worthwhile experience to rival, current-gen MMOs like Guid Wars 2?
As well as "fun and easy and pointless" seasonal/transitional events, will we also see some form of long term dedicated transitional events with more purpose to reflect the fact we are at war with the Garlean Empire.
(For example, having different zones transformed into a battlefield for 2 weeks with boss mobs dropping end game gear, or an airship Dungeon in certain weeks as Garlemald attacks, to make the world feel more living and breathing, to give incentive for long term commitment to the game)
(yes I ripped this from SWTOR which has introduced end game events appearing for set periods of time and goes away again before coming back in a different area)
Last edited by Altanas; 02-15-2013 at 10:13 AM.
Question:
Will we see different weather seasons in different parts of Eorzea?
For example...since Thanalan is a desert, will it only rain a total of 5-10 days per Eorzean year? If the Shroud is a rainforest, will it be rainy most of the year? Will an area like Limsa see snowfall towards the end of one year and the beginning of the next?
will the game gonna have hardcore stuff
Has there been any decision on whether or not same sex characters are going to be allowed to marry in-game?
How will the progression be handled for those of us who were still in the middle of our relic weapon quest when version 1.0 ended? Will it continue where we left off, or will we have to start over again? How will the quest as a whole be different from 1.0?
How do the developers plan to distribute current and future jobs into roles? will the jobs be put into niches or will multiple jobs be able to cover the same role in similar capacity?
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
To help the players that are getting Motion Sickness (乗り物酔い) from the Alpha Camera shown so far, will you give us the Option to Adjust the Camera Speed / Smoothness in the final game?
With the new graphical and server systems, will it be possible to introduce full flowing capes in 2.0? It was said that this wasn't feasible with the old systems, that it would be too hard to do capes that flowed and fluttered (like the already existing flags in Limsa), but the new systems seem to counter many of the problems of old.
Will the 40 new pets (such as baby Behemoth) fit within the current lore of the world? For example, will we find that baby after slaying its mother and take it in as a young but wild creature? Or will pets just be sort of tacked onto the side of the game, not really integrated beyond perhaps a shop keeper in Uldah?
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