pro tip.
if all you are doing is dungeons, gear does not matter. just get the bare minimum item level to enter (Lmao marketboard set) and enjoy the ride.
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1. Just added things I thought would be fun for me
2. you would if the local quests required you to traverse those areas or you had quests that asked you to travel on ground for deliveries
3. The same we do now, all quests are either combat/dialogue/delivery/fetch quests if you really get down it. It's the writing/travel/fights that make them interesting, hence the suggestion. I don't get the same jolt of killing a useless mob in the wild than I do killing something like an Angara in Orthos. For that matter the ones roaming in Yanxia look pretty scary so maybe they should do more than drop dead when you look at them.
4. Not if they periodically change their wares =)
5. Not if you have to travel the overworld to rebuff it every couple of days or 24 hours
And sure, care to describe some of the elements here so the devs can read feedback? Threads open to good ideas. But if people that matter were to read this they won't go buy guild wars 2 and probably move on. What's it like?
You still havent described any single fun mechanic. Only thing you want to do, is making already boring fetch quests more boring by travel time. That doesnt make overworld more fun, wtf. If you suggested things like big meta events with hard bossess (And something more, than just rare fates we have now), cave systems to explore, mount races (which I thought we are getting by elephant beast tribe, but look at em, pathetic) and things in that nature, it would be more interesting thread.
Coarse manners aside.
We have chocobo racing. Not that I would mind more mount race locales. I do like cave systems to explore since we barely have any.
I had to look up meta events which are:
A meta event is a series of dynamic events that tells the story of an explorable zone. Meta events are meant to provide immersion, as well as orientation about the state of an area. There are generally two or more meta events in each zone. These meta events are usually made up of 5 to 20 events chaining and branching in various directions. However, unlike dynamic events, meta events are neither completed nor do they provide experience points or rewards of their own. However, if players succeed at certain meta events, hidden areas of the world may become accessible for a period of time.
I'd be down for stuff like this. Honestly this sounds like what fates should have been from the start instead of the extremely boring ones we have now.
Before that a male AND female Roegadyne, an Elezen, a Hrothgar, a catboy, a female Viera, a MALE viera,a male Duskwight Elezen, a female and male Hyur, if I like the design I may become a female Hrothgar...whats your point?Quote:
you got burned by some WoW dudebros and now you're a cat girl..
https://media.tenor.com/Qk6dS7s-oBsAAAAC/lol.gif
Well I think it maybe too late to see the existing zones be updated in various ways, I've been convinced at this point the development team would rather put out new shiny things than go back to work on existing content (see Grand Company Ranks, it has been stuck on Captain Rank for a very long time now).
I also doubt even if they were to look at these ideas they're very likely going to continue the same trend because it works in their minds, I would say the only thing that was done right to help zones out was giving out bicolor gemstones for FATEs, so there is actual reason to do those.
However the FATEs still remain quite boring, and not very threatening unless its certain BOSS Fates that does require a team, and even then 90% of those Boss FATEs are rather easy still. I'm sort of echoing that one topic on here regarding the games difficulty currently regarding that part.
The problems on this game is piling up, and I'm not even sure what this Development Team is trying to accomplish, it almost feels like they're preparing this game to go single player eventually, and nerfing one thing at a time for years because people complain about the game being too difficult, granted sometimes I think Savage Raids has bullcrap going on, but it can still be beaten, I wish that translated with the rest of the game but it does not.
So much of this game doesn't feel all that rewarding, and I'm almost convinced Yoshi P. is just trying to push all the hardcore players into a box, and be left unseen from the casual players, there is some real alienation going on.
Honestly at this point they come off to me as one of those people that think having stuff in the "popular" video games grants them some kind of elite social status IRL. Hence all the time they spend on here advocating for 1 braincell 1 button game design to get all the in game shinies.
No thanks. I wont buy a "mandatory no flight" expansion. I worked bloody hard for those mounts and I am NOT going into a new version of WoD.Quote:
It'd be cool if in 7.0 we go to somewhere so distant from Eorzea that the ambient aether doesn't allow for aether currents, thus we cannot unlock flying there (Or perhaps only let players fly on a cooldown, like Sprint).
Level 90- mobs are irrelevant once I had 610 fully melded. WOW tried that with ilevel scaling and it was NOT received well. It is kinda infuriating when you have 630 raid level gear ( Note I didnt say raid gear as there IS no "raid gear" ), you need to run from some bloody angry tree....with respect, if you want to mess with gear relevance and power, thats a can of worms you DO NOT want to open.Quote:
So mobs are irrelevant to you now. They are to me as well.
I agree, but with caveats.Quote:
So you'll notice that one of the requests here in this thread to find ways to make them interesting and relevant to people again. Kind of like Eureka Orthos where the mobs are always relevant regardless of what level you are.
Bozja Critical Engagements force the "Hoofing It" status, preventing the affecting player from using a mount. Having quests that do this could be interesting, but it wouldn't be enjoyable long term. Beast Tribe Quests that force me to carry objects have irritated me in the past, though that's largely because if you get aggro, you could be sent back to square one. I like the idea of Disciplines of War jobs being forced to hoof it for involving gameplay reasons, but without a tantalizing incentive, most people would not choose to stable their flying mount.
I think the bicolor gemstone lure they added to FATEs in Shadowbringers was a good first step, but more would need to be done to consistently bring life to zones in this game again. Having a thread like this is very useful for trying to understand just what makes an open world design "tick."
You know. I wonder if there could be a system like the Fetes in Ishgard for overworld zones. And after the server activities are done we unlock some sort of buff, new excavation or settlement, or see some benefit in the cities in regards to the zones.
The problem with the game though is that it’s not a living world. Zones are stuck in time depending on what MSQ function they served and are dead after that.
I think the only solution I’ve been able to think is that they do to them what they did to the Doman Enclave. That way the zones can continue to live on with the characters instead of being stuck in the past. The quests and NPCs could move and and appear and disappear as well.
But if you didn’t do a quest and the NPC is now gone, like say one a refugee at little Ala Mhigo used to give but now that it’s a Flames outpost because the refugees went back, you could always NG+ into the time frame when they were around and complete the quests. Giving the NG + feature further utility.
It’s kind of ambitious but it would be a way to move the world forward.
Isn't that what the exploratory zones for Eureka and Bozja essentially were? They still exist. If you go into them, you still get level synced so they remain dangerous barring use of any overpowered Lost Actions you have available.
The problem is how to keep the content in such areas engaging enough to keep players doing it for the long run. The current open world zones have the benefit of new characters going through MSQ, gatherers still needing to collect the materials crafters want, treasure maps still dropping loot that at a minimum can be converted to gil if not use for better purposes, etc.
What's getting players to go back into Eureka and Bozja once their relics are completed?
You can't have an effective living world in a MMORPG where developers want friends and family to encourage more friends and family to come play.
"What are you doing?" "Oh, I'm talking to a NPC you can't see because I'm father in the story/had my character take a different path than the one you chose".
You end up in a cycle of "what are you seeing because I can't see the same thing" and that's not a good game experience.
It's great for a game where you're basically intended to play solo but not for a game where you're intended to play with others. I know some are alarmed at the solo player elements that have been added to FFXIV but we're still intended to play with others. That's why Duty Support is going to take about twice as long to complete a dungeon than doing it as part of a player group will. That's why the amount of loot from a dungeon will end up less if you're doing it solo.
Strangely, the place where the game fails the most to be multiplayer in the thing that it tends to get the most praise for - the story. They're getting better about it now that we have Azem's crystal but it's still not accounting for our friends that are already at our sides in all those cutscenes. Will they ever get to the point where the non-duty cutscenes can acknowledge our friends by solo different version based on whether we're solo or in a party? We can only hope.
mmm yeah, although most mobs are still uninteresting in their attacks unlike the DD ones. I just don't consider those part of the overworld though. They are instances. That may be a me issue but they feel so disconnected.
I have to disagree here. This game has noone following people around doing the MSQ. it is in fact a solo experience unless you queue for an instance together, in which case they would remain unaffected. So this is not going to happen on a regular basis to be a reason not to do these things. End game wise though, everyone would be at parity and multiplayer could thrive. So this isn't a flaw in this plan.
I started this game with friends, lots of them, because I was under the impression you would need to be social in the MMO, but when we found out how it plays eventually we all fell out of sync and continued the story on our own. While we were still together though, we were all at the same level and wouldve been seeing and discussing the things in our timeline so to speak. In the rare occasion someone has to go back to the past the NG+ would enable that for them.
This game actively discourages playing together with friends. Look at CC design, and how isolating the MSQ can be. Only instances are places where you can really group up and have a mediocre experience since everything is so bland coop wise. I.E. dungeons are so straight forward you wouldn't have fun with friends figuring them out. Yall would just walk together.
This wouldn't happen often, maybe once per expansion where the world advances. So we'd be looking at a layered world, like a cake. While not perfect, there's only so long you can hold out leaving Ala Mhigans stranded for no reason in the desert when their nation has been freed and random castrums operating as "independent settlements" because of events that happen in Endwalker.
To me the alternative is worse. where we walk in a non-sensical world where people in Northern Thanalan are still holding the line against the people in the praetorium.
One idea I've had is that maybe we could have certain overworld zones have small settlements that we build up. Like a mini-Doman Enclave, except instead of just donating money, you do different types of chores in that zone in the vein of relic weapons to level the settlements up. This could include clearing yellow quest chains, doing gathering, crafting, fishing, clearing FATEs, hunts, leves, obtaining a certain level of reputation with a beast tribe, killing specific mobs for their drops etc in the very same zone. The settlement would grow as you clear a certain amount of tasks each level bringing certain rewards to the settlement like unique vendors with unique items to sell, and you could even tackle bad aetherite placement in certain maps if one of the rewards from ranking up essentially being either a whole aetherite, or an aethernet shard that you can access in the zone.
Perhaps that's too ambitious though and the only thing they might do in the future is just more battle content with more difficult overworld encounters. I mean, at least that's something so it's not a bad start.
And overall I guess that this suggestion would only be a bandaid solution for a month or two max, but it's still content I would love to do.