Limited participants, like treasure maps (between 1-8 players, not more)
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The problem isn't that its always going to be crap, its how they implement it that causes it to be crap.
Lets start at XI's Sky for example. A 'raid' pop system actually worked very well in the open world. A Hierarchy system of force spawn mobs, each progressively harder (except genbu). The only problem with the whole system was the initial NM's to gain pops. Mother Globe, Faust, and the others proved to create competition/drama between people.
This same hierarchy system was added again in ToAU with ZNM's. The big difference was how the initial pops were purchased with a currency. Something the XIV team is EXTREMELY fond of. XIV's team could easily duplicate this system in the open world by adding additional GC ranks and allow the pops to be purchased at the max rank with some fairly high amount of seals. Lets say 250k? Nothing to crazy, but nothing absurd. After that just do the same as ZMN's. Make the next teir require a few kills from several of the base mobs, and make the drop NOT 100%. Not 1% either. Maybe 50%?
Boom. Open world content.
And lets face it. A large amount of XIV players use to be XI players. Nostalgia FTW.
Don't forget CoP; Sea had a similar system.
Still wish they'd take this system and rework it so the initial pop items are found in maps or some other non-competitive instance, like large-scale leves.
Edit: Just saw your mention of making them buyable, that works too for a nice gil-sink!
Vanguard SOH had a good solution for this, even though the game itself was buggy as hell.
MASSIVE dungeons, with named mobs all over the place, so you'd often run into other groups, however the ultra rare bosses would give you a lockout after you'd killed it once within a set period, 24 hours for regulars, and 7 days for uber raid bosses. You could still see the mob, but it would show up as ghostly and unattackable, as well as non-aggro until your lockout timer expired.
It would respawn relatively quickly too, so it didn't really exclude anyone from content.
Some of our raid nights were literally just going around to different places in the world and engaging whatever raid bosses were up at the time.
Ya the Meta events in GW2 HoT has been quite fun to get a bunch of people together and complete it. It is a zerg fest but it is a organized zerg fest that requires players to work with everyone on the map. People are even creating Taxi's group to get more people into the same map instance of that Meta content.
I agree with this, treasure maps were fun solo and group content to do even if they weren't all that challenging. They could give us a set of maps that were actually pretty difficult and required some level of coordination and awareness while also increasing the rewards. It'd be cool if, similar to the minions, there were vanity sets exclusive to the individual tiers of treasure maps.
How SE can build on them:
Different treasure maps, that not only have level and party size recommendations, but also ilevel recommendations to add more different difficulty tiers to them that increase wih the gears ilevel each patch.
As an example buying an ilevel 200 treasure map with eso tomes after all eso gears got bought.
A way to find ilevel 220 maps in 3.2
And so on.
Do you mean the tabbing between targets? It is more a traditional system. FF XI had it also and nobody would call FF XI a WoW clone.
Not every MMO can have a modern combat system not older than 4 years (the action-combat trend in MMOs started around 2011?).
But what the devs can do is bringing more bosses with multiple target points. Where we have to weaken the boss with attacking specific parts of his body (like attacking the legs so the boss fall down and lying on the ground for a while).
Agreed.
...and In b4 "ps3 limitations" I'd like to point out that White Knight Chronicles1 & 2 on the PS3, which was more MMORPG than most credit it being, had staggers and breaks, so it should not be difficult for SE to implement this kind of thing in FFXIV. Personally I would love it.
WKC Breaks
Here is an example of breaking a dragon's back and tail for additional drops. This is from one of WKCs online quests, and the players appear to have pretty decent end-game gear. First they stagger the draggon by attacking one knee, then hit it's head while it's staggered. It falls over. They attack the back for a bonus item drop - usually a rare one - then the dragon recovers and they switch to attacking it's tail, which also breaks for another bonus drop - also usually a rare one. The specific section I'm talking about starts at about 0:35 and continues through 1:15 or so.
https://youtu.be/C-N1y8ber4o
This is a PS3 game from 2010-2012, so please no one blame PS3 for Square Enix not adding this type of mechanic to their fights.
The problem with open world content is it is made for causal use. But not enough people do it. So DEV make it important to do!. Then Causal content end up getting SPAMMED by EVERYONE.. Causal hate it because it's not causal anymore. Hard core players hate it because it not hard core. The people in between care less because they aren't causal players so the content is mostly not worth it. Yet not Hard core enough to do it. instead randomly doing it when in the right place at right time.
I never played XI so I can't say what type of combat it has, but action combat in MMOs goes back to 2004 and earlier, and has widely diversified since then. Nowadays basically every genre of game has an MMO equivalent. You would think that the archaic point-and-click system would have fallen out of favor long ago with the invention of broadband, but lazy devs just keep on recycling it over and over.
Agreed. I have been wishing for a while now that they would do more content utilizing the treasure maps system that was more fleshed out and had more depth to it than what we have had so for, with more complex enemies and encounters being spawned, better rewards and more ways to engage in treasure maps/hunts. Things such as this would be a great addition to open world content as well as potentially being added to future Exploration Missions.
In fact I would love to see an entirely new set of side content like hunt bills but tied to a new group, the Treasure Hunter's Guild (with Locke Cole as the leader of course) from which you can get "leads" on treasures that you can go out and find via the treasure map / hunt system and then get loot and a currency that you can turn in for special rewards same as seals.