It's way more that what ff14 do. And yes you take it from them and they try to take it ones more.is it perfectly made?no. But far better from what ff14 doing.
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There is something to be said for not having to wait for a fate to pop.. AND succeed at it.. to unlock a vendor who sells something you want, or in the case of GW2 a quick travel point is just unavailable until someone takes the settlement and completes the chain. Until the event of mounts in GW2 I HATED going to maps where stuff was contested since it would move spawns away from worldbosses or mean I had to go out of my way to find a salvage kit vendor or someone I could dump trash on.
Sure there's some fun in having an effect on a "live" world.. but after the 30th time you've taken back the frogger village so you can buy the ONE thing you need for crafting or whatever... it gets old.
Well as I did say before it's not perfect. It's just make the world fell like one. Thing in ff14 from StB up to now maos fells really dead. Make them bigger but empty did not worked well. I liked the 2.0 maps more as they fell more interesting. Not just big open field. This is something the team know how to do it they want.
There's already plenty going on in the open world between all the spawn points, story points and changes based on where people are in the story. Whatever GW2 had just doesn't fit in this world. It's a Final Fantasy game first.
Developers could create dungeons that scale infinitely with players, but it poses a lot of problems. Skyrim / Elder Scrolls attempted scaling, but it caused issues with certain strategies becoming outdated as there was an inherent expectation the player would grow their character a certain way. Additionally, there is the problem if getting used to playing FFXIV again after taking a long break and then not remembering how to play a job. Scaling down removes late game abilities and makes the rotation simpler, so people can relearn jobs doing old content.
TLDR the best you can hope for on scaling is the Unreal Trials. I wouldn't expect much more.
...and yet multiple Final Fantasy games have had plenty of things to do out in the open world...? FFIX had the infamous ! and ? markers strewn across every map where the player could find hidden items, secret quests and the like. FFVIII had something similar in the form of hidden draw points where powerful magic could be acquired so long as the player went off the beaten track.
It's a large part of why many people play fantasy games and RPG's in the first place. If you don't like having things to do in the open world? Well, it's a good thing they'd be entirely optional.
I would actually love hidden things to find after finishing MSQ. You could argue sightseeing logs are that, but if I could find like a rare glamour that would be cool.
I'm personally tired of FATEs as a whole, because they basically consist of:
- Kill big enemy.
- Kill wave of small enemies.
- Collect items to turn in to NPC.
Sometimes they spruce things up, like making the FATE circle move while killing the wave of small enemies, but the core design has remained the same since ARR.
Bozja was just more FATEs, with the same design philosophy. Eureka was a decent attempt at making something different, before people found out killing NMs (aka, a Kill-big-enemy FATE) was more efficient to grind.
Eureka also introduced the follow the bunny for treasure kind of FATE. That was pretty cool imo