they showed this few mins ago
in the middle of talking they said void ark
is it?
pics
http://i.imgur.com/odUxd7z.jpg
http://i.imgur.com/26osZBX.jpg
http://i.imgur.com/9YvTW0a.jpg
http://i.imgur.com/ir0H66g.jpg
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they showed this few mins ago
in the middle of talking they said void ark
is it?
pics
http://i.imgur.com/odUxd7z.jpg
http://i.imgur.com/26osZBX.jpg
http://i.imgur.com/9YvTW0a.jpg
http://i.imgur.com/ir0H66g.jpg
And after a couple of runs it will turn into a massive chore.
if that's what that is (and it looks like it), then awesome :) i just hope the fights are a little better as far as mechanics go.
This made me smile, I hope we get teleported to another dimension of the Ark :o
It reminds me of PSO actually lol
I'm interested by this.
Looks like something from FF12.
I'm upset knowing that this is just going to be another standard 24 man raid, with trash > boss > trash > boss > trash > boss > boss... This looks like it could have been an absolutely amazing area, if Diadem was handled right (spoilers, it wasn't) I'd be hoping this was an area on that scale... Instead it's another second installment of a raid trilogy in which we'll seemingly be fighting the final boss at the top of a structure with clouds as far as the eye can see...
Damn it's pretty though... Shame that large sprawling open area is just going to suffer the XIII effect... This could be an actual zone in its own right, it's almost a waste of resources that it isn't...
looks awesome , but yeah path with trash > boss > path with trash > boss , at least its different and more open than others raids
Not what I was asking for... Was I even asking for anything? Pretty sure I was just stating my disappointment that this huge area is just going to be a set path and we'll never get to explore the area...
Open world dungeons might be close though, but really I just want Diadem to be done right, and that's certainly possible... FFXI did it perfectly OK with Sky/Sea/etc., and I see no reason Diadem couldn't adopt a similar force pop mechanic in which we follow a similar path of NMs to reach Absolute Virtue... This zone, which I'm assuming is Yafaem Saltmoors, looks absolutely perfect for such an area... It's much more similar to Sky/Sea than Diadem was, given we have three distinct areas (Saltmoors, the City, the Pyramid to Ru'Aun Gardens, The Shrine of the Ru'Avitau, Ve'Lugannon Palace) that could all be locations for increasingly stronger NMs, with our Absolute Virtue clone sitting at the top waiting to be spawned... Instead, it's just going to be trash > boss > trash > boss > trash > boss > boss...
You may not have asked for it, but I know many others have or will and unless the dev team suddenly got more people and a budget increase, it'll be just a pipe dream. How often do we see us players asking for a new feature, only to be told no in a variety of ways?
Probably going to get shit for saying this, but they really should take notes from World of Warcraft for raids. Firelands was one of the better raids in recent(ish) time, it was open and let you pick the order you wanted to do the bosses in with exceptions in the final 3 I believe (7 total). That's not to mention the lack of conveniently placed circular or rectangular platforms, god am I getting tired of those.
The artwork looks great. Looking forward to seeing this place.
That's the thing... Were weren't told no about this... We got Diadem, it's just Diadem sucked Ba'als... They put zero effort into crafting Diadem into a solid event, they just slapped us with a zone and put Hunts in it, because Hunts aren't the single worst piece of content ever added to this game (no, that comes second to Verminion these days). It's just glorified FATEs, while anyone who played XI for a serious amount of time can probably flip a series of charts out that detail exactly how something like Diadem should have worked...
More people and/or a bigger budget isn't going to fix this... It's becoming increasingly apparent that the developers just don't care to deviate from the templates they set up in 2.0... I'm becoming increasingly disillusioned by this... The music and level design in this game are top notch, it's just such a shame they're wasted on recycling 2.0 content ad nauseum... Hiring new staff might get that pointed out and changed, but they shouldn't need to do that... They should just be able to look at their 24 man raids, look at the forums, and realize that they've done the exact same thing for over two years... How hard is it to then go ahead and, I don't know, take that 3 party split for the trash we always get, and instead work that for an entire boss? They sort of did that with Cerberus, but I'm talking something much more like Atomos, where the alliance is physically split up, just with boss level mechanics, not one or two gimmicks... We've got a huge area for 3.3s raid, why not use it for something like that?
Another? How about we just have three paths right from the start... Group A fights a boss, while Group B and C fight "endless" waves of trash, with one of the two also doing something to provide support for Group A. Then we move up and this switches, A nd C fight waves, B fights boss. Once C does their boss, we move onto the final boss as usual. That's the same 4 boss and trash we currently get really, it's just a different spin on this tired template... Not the most amazing improvement in the world, but after two years of trash > boss > trash > boss > trash > boss > boss, it's something...
I see lines of linearity in the dungeon and raid design again. Oh boy oh joy. Hopefully the new gear designs if any won't suck.
I wish they would at least go back to something more similar to the Labyrinth of the Ancients, where they were a bit more daring when it came to experimenting with party co-operation. It breaks my heart that they decided to dumb the following 24-man raids down to alleviate "player stress".
lol that pyramid. Illuminati confirmed.
I had mixed opinions about Firelands, quitting until Mist during its patch, but certainly did like that it felt more like a zone, complete with wide-roaming trash packs, that a dotted hallway of trash and bosses.
But looking back at it, the majority of WoW raids as far back as Molten Core and that troll place in Vanilla had at least some element of freedom of kill order. Most raids were developed with wings, often with 1 bosses leading to either of two who must be killed in either before reaching the fourth, etc, etc, which I really liked. I mean, in terms of visuals and often enough complexity, I feel like our Savage fights often outstrip WoW's heroic/mythic's combat aesthetics, but often feel like their thematics are weaker. When you add the fact that we get one boss in place of each entire wing or more of a WoW raid, even if at least frequent patch releases, you can't help but wonder what could be done with a bigger dev team here in XIV.
No mention of the boss fight mechanics? I SERVE A NEW MASTER NOW, MORTALS! On my end though, I stopped like 2-3 months into firelands due to group reasons and the general lack of content outside of raiding, alongside catas's weak release.
On top of firelands (the raid), there was also the molten front for a daily hub. Even though they had very long pauses in each patch, there was enough content to tie over that long period of time too. Our patch cycles (especially something like 3.1), has almost no lasting power for veteran/current players. Sure it was a bit weaker/less dynamic than the future questing hubs ,but catacylsm in general was pretty weak.
It'd be nice for them to step out of their comfort zone (in general, not just to this) for designing content for the players. I feel that they played it too safe with 3.x in general.
I used to love Crystal Tower. It got dumb sadly when people became over geared and stopped following mechanics.
Definitely, but sometimes I wonder if it's really even the mechanical design that's most hurt by their over-caution, or, indirectly, the community. Rather than raising both challenge and support, they seem to just cut the complexity in half. And our midcore population seems to get chopped off at the knees as a result. It's sizable, but just doesn't really seem to... get around. That may just be my server though.
I feel like a lot of the time there's just too much of a gap between so-called casual and static-requiring play. I have no doubt that many a capable PuG party, with mixed experience perhaps but no prior clears, could get through A5S within a few good hours. And yet at least on my server there's almost never a PuG PF up for it, just sub requests. That feels pretty different from when I was playing WoW heavily. I wasn't on an especially large, successful, or raider-heavy server back in Wrath, but we at least tended to know someone to knew someone, there was a lot of communication and member sharing between guilds, and the players certainly weren't afraid to let a lack of a static hold them back from heroic progression. I knew a few incredibly good tanks and healers who stuck to PuGing, usually showing up around the same times each week to join or throw up a PF, simply because they enjoyed having new people to play with each time. Heck, sometimes it seemed like the tossed together groups even learned faster and burned out a lot slower if only because they had a less stressful mentality to them (especially with those few familiar faces helping to keep things competent and respectful, but also fun and light). Again, it could just be my luck, but Levi Ex, casuals' T10, helping out with some late T9s just before FCoB's release, and all of two A2S pugs were about the only times I've actually seen this in XIV. It just feels like there's a stauncher inertia here, so to speak, and a lot of that probably comes from that gap.
With the server transfers during 3.1, it's much harder on some servers ( at least mine) to put a PF together for anything ,if only because the player pool to draw from is significantly smaller.
Their lack of risk taking in 3.x is very evident when you look at MCH (original concepts and ideas being scrapped to what we have now), adjustment/changes to crafting (wanted speicalists to cover missing skills, but instead it;s utterly useless,) and Diadem with the lack of focus for anything. The release of 3.0 was a good time to meet the standards of what 2.x had already established (which it already fell short of imo, when you compare MCH's release to NIN, the overall initial end-game quality, lack of relic quest, and then 3.1's MSQ rears it's head), and to establish new standards to set the pacing (diadem, 2 dungeons in roulette, etc) for future patches.
Yeah, it seems as if we'll end up into the City of Mhach itself!
Looks likethe 1st part will have to do with that Tower/castle we see near the VA in the concept ark (it has that giant statue above the clouds) then we'll somehow teleport into the ruins?
Maybe we'll have to go to that Pyramid for something?
Yeah, because it's just me. Wake up, the playerbase stops doing it "just because it's beautiful" after a couple of runs, face it. After that, you'll just do them to get your weekly item just like everybody else.
I highly doubt the huge majority of the population just flies around zones only because they're good-looking (which they are, some more than others) despite the fact that they have no business to do there. Quote me, tell me I'm wrong, and you know as much as I do that I'm not.
Last time I was hyped was with Diadem, and it turned to be a massive chore that I did, maybe, a grand total of 10 times. I thought it was gonna be something similar to Dynamis, or maybe Sky/Sea, and what it ultimately turned out to be was a slap in the face to everyone who expected something more than simple FATEs, or Hunts.
Now, you're saying I should go back to FFXI? Well, I should, but I meant the concept there and how things are being handled on FFXIV.
A lot of people do actually just fly around zones because they're good-looking. Some people actually appreciate the coding design of everything besides the mechanistic structure of the game which for some reason love to pad their numbers for and then complain when their numbers aren't achieved. (Raiding for the sake of raid gear to raid some more next patch)
I and many of my friends love playing games where it's more beautiful inside the game than in the real world. You can't go to an ice covered wonderland from the click of a button in real life, some of us appreciate that.
Oh well, this thread went to sh*t rather quickly... : /
I'd still frequently run Titan Ex and Levi Ex during those times of day where the DF could usually 1 or 2 shot well after I'd gotten all the loot I needed from them, just because I liked those fights. I still do my 50 roulettes, for fun far more than for any spare *(completely useless) esoterics, because I find that many of the dungeons back then piqued my gameplay interests more than the 3.1 and 3.2 dungeons. Prior to the tank STR nerf, I'd solo run a couple of my favorite dungeons per week, because, again, I liked those particular dungeons. Good design doesn't die completely, even if SE squander's its longevity in the few places where such good design exists.
If there were decent flight physics, I'd probably spend my idle time out in the world, instead of at my FC house. And, of course, if Diadem were more than just a massive Hunt zerg, I'd probably spend way too much time in there.
Hey... XIII had Pulse, at least... I don't remember XIV Hunts ever being as interesting as those Missions.
Seriously though, even just being ported into random areas within that zone and needing to each take down a particular boss or set of bosses (where the raid is buffed per boss kill and the party with key zone mob kills or whatnot) in order to unlock the ending portal, giving some freedom of movement, would probably feel like a godsend (aesthetically if nothing else, even if actual player routes are inevitably streamlined).
Edit: then again, even if the clear routes are basically preset, if there are a number of buffs to choose from, then at least your party would be picking the boss or key mobs that suits its composition. Could also go for a full clear to utterly wreck the final boss. ...Who I really hope won't be a pushover this time. Give mana restore if needed, or don't make it impossible for a Brink of Death player to be kept up, but at least make shit hit the fan, make us cycle through MTs, make us really heal, etc...
Void Ark is boring outside of the initial smoke and mirror spectacle. The music will put you to sleep and the entire raid design is centered around Mob Boss Mob Boss Mob Boss Boss. Gear can't be traded in for GC seals, has gated drops(and before gear) for content padding, and minion/rare craft item drop rates are near nonexistent and have to be rolled for against 23 other people.
All style but no substance.
Looks amazing. However it will eventually just become tedious. :( I would love this to be an Open Dungeon you could fly to... or explore... or something.
That last pic looks a lot like Sarutabaruta.
Final Fantasy XIV is really starting to lose its grasp of what an MMORPG is supposed to be (a deep multiplayer experience) and becoming just what everything else right now kinda is... Just a nice looking multiplayer game without substance or soul...
Sadly all that nice art work will end up being something everyone will get tired of doing after a while... Is something lacking? Or maybe its just me? Been wondering lately...
Whats happend that not even the nice artwork can get me interested on the future anymore, yet i can`t seem to stop playing, maybe is just the wish of one day, see relevant, deep, interesting and lasting content.
What a sad fate awaits to such nicely looking designs... Can`t wait to see yet another iconic boss of the franchise be turned into basically a tank and spank battle without any feel of challenge or reward.