I am not against this. Eureka was a small attempt at this. I personally look back at FFXI and they did this, and it brought every zone alive, and is memorable for it to this day.
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I am not against this. Eureka was a small attempt at this. I personally look back at FFXI and they did this, and it brought every zone alive, and is memorable for it to this day.
You can try to pretend Eureka doesn't count all you want, but that is exactly what we have in Eureka. We don't need more of the world being a tedious slog while trying to do day to day stuff or have additional resources funneled into it.
@Helspites, Be as aggressive as you need to be, you seem to be talking about how this wouldn’t work but please give a better idea for how they can energize these zones...or at minimu and I suggested a zone. Talking negatively is all good but if that’s all your offering move along or present what you think would work. I can tell you FFXI did this and it worked well, granted that wasn’t the casual playground that FFXIV has become.
The point is I have been playing since day one, love the game, and would like to see something offered to those of us interested in content like this. Ppl who don’t want it, don’t go into the zone, I’d prefer it that way honestly. Don’t get n the (go do raids talk either) after 5 years many of us get tired of doing the same types of content. It’s not for a lack of engaging in it.
In your first post you asked for people's thoughts and asked if anyone disagreed. Well, here I am, not agreeing. It's not my job to come up with a way to make these zones work when they're not something I'd want in game anyways. You and a handful of others might want this type of content, but I certainly don't, and, between the failure that was diadem and it's revision, and the all the complaints you see cropping up about eureka, I don't think the average player does either. The only reason eureka's active at all is because it's the only way to get this tier of relics.
FF11 was a product of it's time. It did as well as it did because every mmo at the time was a massive slog. You can't really compare it to FF14.
So, yeah, you can go ahead and figure out how your idea would work. I'll be here to explain why it won't. Personally, I'd rather the devs spend the resources that would be wasted on an open world zone building more interesting instanced content.
Dangerous zones, both in this and other games, are only dangerous until you figure out how to handle them. THAT is the experience that long-time gamers find so satisfying - knowing that a zone can kick their ass, but are still masters of that zone regardless.
One example that I bring up time and again from my own experience in FFXI, was mining in Ifrit's Cauldron as a level 30ish Red Mage, Ifrit's Cauldron being a zone that could easily wipe out an incautious max-level player. Even max-level players rarely bothered to mine there because it was so dangerous, and some of the ores you could dig up were very valuable as a result. Certainly, I died frequently at first, and occasionally later on - but I became practiced at avoiding the enemies, finding my way around the confusing dungeon layout, mining while enemies' backs were turned, and so on and so forth. Every trip there was thrilling. I was a master of the domain, and even at max levels others looked to me for guidance when they needed to go someplace in Ifrit's Cauldron.
I found Eureka to be similarly exhilarating. While riding around from NM to NM with the horde as a low-level player was generally pretty safe, solo activities like going to the quest locations, or even just getting to the train in the first place, was still dangerous. By the time I was done with Eureka: Anemos, I was confident in my ability to safely navigate even the most dangerous areas.
That is what folks who create threads like this are longing for. They want to be challenged by the world, and to be able to rise up and overcome it. Not just by leveling and gearing to the point where everything dies to a harsh glance, but to be able to survive and thrive in actively hostile and still dangerous areas like they own the place.
Wasn't the original Shroud from back in 1.0 essentially this? A maze where if you weren't careful you ran the risk of running smack dab into mobs you couldn't handle?
If you want a dangerous overworld, just level a new class or new alt. There are dangerous areas in the world until you over-level them. It's just that by endgame, you've over-leveled all of them. At that point, you need to go to instances to find challenge.
Because it generally makes sense and it also makes the world believable..
You can all the back to ARR for example. And a single level 50 player could run around castrum whatsitcalled near wineport or the one in mordhona. And completely roflstomp garlean forces all day long...
This is the same garlan force that is a threat to worse the same one that held ala migo for so long. And yet an entire army of them can't stop 1 guy from running around a castrum wrecking the place...
How the hell are these guys a threat to worse when an army of them isn't a threat to one man (or woman)
They couldn't fight there way out of a paper bag which ultimately means any atmosphere the story tries to create is lost.. The situation tries to make the current situation look Grimm....
Then it's ROFLSTOMP