Yes x1000!
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Yes x1000!
The problem is XIV doesn't have much in the way of adventure at the moment. Everything seems to be handed to the player or so linear that it seems that way. Unfortunately it's kinda the way the market has turned since XI days and I doubt we'll see anything quite like it again, shame really because they were so good. Linear gear progression is apparently what everyone wants, probably because it's easy to see what's better and you don't need to think!
I miss them very much :'(
Exactly. The thing is these days we NEED more difficult / versatile gameplay.
Take Titan Hard as an epitome of an example. It's a difficult fight, gets people thinking (and a fair share of rage) but in the end, it's a battle that you can't just win by no-braining. A lot of the dungeons in 1.0 and XI had a progressive difficulty region as explored.
It's just a shame that, as you said, what everyone wants appears to be "We'll guide you from point A to B"
instead of "We'll guide you from point A to B, but we'll add harder barriers and/or branching points which may ultimately lead to a point C or D".
Don't really care. I'm all for more danger in the open world but I'd rather just have more areas, not necessarily 'dungeons" specifically.
Said people ARE playing for fun. It's the people playing it like a job that aren't playing it for fun.Quote:
Sad times when people don't play RPGs for fun any more.
Now I'm not saying everything outside of endgame dungeons has to be easy peasy lemon squeezy, but beginning players should have guidance and help along the way initially. I would not say things like FFXI's cryptic quests that leave you with no idea what you're supposed to do without looking up an online walkthrough were my favorite part of the game.
I love challenging content and certainly want more, but if we make the game hard to simply get into it will discourage people from subscribing.
Nah don't care about Open World Dungeons, they would be garbage either way so it's just wasting time.
Let them make normal dungeons those are enough.
What is the actual difference between an 'open world' dungeon and an 'instance' dungeon?
At best the only difference I can see is that in an 'open world' dungeon you can have other players negatively impact you while you are completely unable to stop them and battles are much more harder for the devs to actually make properly due to the area being an uncontrolled zone, thus more than likely leading to unbalanced encounters.
Honestly if you want that sort of thing there's a bunch of great games like Everquest, FFXI, EQ2, most korean MMOs, etc. that have these systems and I highly reccomend playing them as they're good games.