I knew of players that constantly claim bot in FFXI but never really tried to camp it. It became a convenient excuse. Then when I go to try it, we end up claiming it.
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Really? Asura was one of the worst servers for RMT in end game content. If you don't believe me, find old forum posts from Killing Ifrit from 2004-2007 in Asura's section. Every time I browsed it was a series of complaints that RMT had gotten out of control. Balmung and Asura are the two servers that come to mind when it comes to RMT issues. If you saw comparison prices in FFXIAH for items between them and other servers, it was extremely over inflated in comparison to other servers.
Yes, Bahamut was one of the oldest and most populous servers, so it had bigger problems than most of the others.
Yes, XIV has more botters and gil sellers than XI does. Why? Because it has a (much) larger playerbase, and because there's no big ticket sellables. They have to bot millions of cheap items to be able to make money.
The RMT will do what they do, and there will always be people who partake in their services. Making BiS items drop in open world and sellable (either by Markets or inviting to party for drop) just gives them a 2nd avenue with which to solicit your custom.*
In XI:
- RMT sells gil.
- RMT run monopoly on open world BiS gear claiming.
Ergo: If you want BiS, you either buy it from them directly with gil you earned yourself (Giving them more to sell) OR you buy gil from them to buy it (Giving them IRL money).
Currently, in XIV:
- RMT Bots stuff, sells gil.
- RMT can't monopolize endgame BiS, because it is instanced and you can just go do it yourself whenever you want.
Look, I'm all for open world content, but you cannot put BiS gear on open world NMs without giving RMT more opportunity to run a monopoly.
Now, if you want to suggest something like daily quests which give you tokens to trade for open world NM pop items, or FATE drop tokens to trade for pop items, then sure, that's fine. But if you put the pop items as random drops on normal mobs that have a limited spawn location, you are asking for people to bot claims.
* Anecdote: This worked on me. I couldn't afford the 2.5m pricetag on Sniper's Rings. The NM that dropped the item needed to make them was camped by RMT, and the prices were so high because they held the monopoly. Gil was cheap, I bought enough for 2. Vowed to never do it again, but more often than not, it becomes a habitual thing for people who do it once.
How does unique & untradeable items not solve all those problems?
Besides they're in charge of the whole game so it's not even the only way to cap it.
They could make certain NMs invulnerable to you for X amount of time after a kill if they wanted to.
For the same reason instance drops can be sold. Just invite the person to the group (for a fee) to allow them to roll on it.
Yes, there are ways it can be done, but if someone is going to push for certain types of content, they need to give specific examples of what they want, as well as look at potential negatives and provide ways to combat them.
Mercs are usually ok cause they are using the gil they make on legitimate things. They are average players who have the skills to carry others through difficult content. The people who pay them, while they may be buying gil, aren't necessarily doing so.
As I've said, some people will buy giul, you can't completely eliminate it
Not true. To have rewards without being exploitable is to make it something where everyone has equal opportunity. In other words, me doing my thing doesn't prevent you from doing the exact same thing.
Timeworn maps are a great example of this, everyone can go get a map every 18 hours, and me doing my map doesn't stop you from doing yours.
A further example, which I provided above, would be dailies/weeklies/fates which drop tokens to be traded for pop items. Yes, RMT can do it too, but they won't hold a monopoly. I'll flesh this idea out below:
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Once you reach rank 4 beastmen rep, a new set of dailies unlock.
These dailies give, for the Amal'jaa, "Crystals of Belias" (ra/ex) at a rate of 1 per quest. You get 3 quests per day.
15 Crystals combine into a Cluster, 8 of which, when used simultaneously by different group members, allows you to summon an open wold Ifrit 3x the size of instanced Ifrit, and with completely different mechanics.
Only your (24 man) group can attack this target, and once killed, he can drop a Token of Belias (ra/ex) at a ~33% drop rate, which can be turned in for an i115 upgrade of the EX Ifrit accessory. Also low drop rate 1/week thing to allow summoning of Ifrit to help your FC. (Because that's supposed to be a thing.)
Once Beli-Ifrit is spawned, no one can be invited or removed from the group until after loot has been distributed.
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Open world: Check
Large group: Check
Difficult fight requiring strategy: Check
Provides BiS: Check
Prevents RMT monopoly/majority control: Check
Able to be worked toward as an individual, but also requires group effort: Check
Repeat for each beastmen rep group and you have open world 24 man primals that you have to work toward both as a group and individually.
Very well then. However shouldn't SE remove all instanced fights too if mercenaries are a real problem?
Basically if the game has nothing the RMT wants then there's not really that they can add that we'd want.
Rewards are important. The only way to have them without them not being exploitable is having just solo rewards and no way to trade anything.
I saw them getting out claimed the majority of times. So they did not have monopoly, they just had a large part of the market since they stood there 24/7.Quote:
- RMT run monopoly on open world BiS gear claiming.
Most of the time people didn't get claim because they did not know spawn mechanics.
Not implementing something because RMT is silly. They killed any purpose of gil and crafting due to being scared by RMT (I just started playing 2.2, heard SE is fixing it) and made the world lifeless with everything instanced. RMT is going to happen regardless, it's up to the STF to lock them down, not for SE to gimp the game because there might be some RMT. Also, for the time I played FFXI I didn't see as many bots as I blatantly see with FFXIV (though you made a point why), gathering and camping.
Also they could make drops EX or BoP (choose your MMO flavour) to stop RMT camping NMs.
EX/BoP alone doesn't stop it, as I've covered multiple times in this thread.
It's not about not implementing it, it's about delaying implementation until a way to prevent RMT monopoly can be found. See my Open World Primal idea here
Again, I'm not arguing this. RMT will always be present because there will always be people who want to take the easy way out. It is part of SE's job to minimize the effect that RMT has on everyone else though. So far, they are doing a good job at this.
Ah, I read the last page.... but as Seif pointed out, this invalidates basically any content!
RMT is going to find a way regardless. From powerleveling services, instance clears, to money trading. I find it the weakest reasoning for why something should not be implement. A feature that is grindy or gated sure (though I don't mind such things myself), but "because RMT" is a moot point. If players want to do an activity (usually due to there being a reward at the end), RMT are going to capitalize on it too. It's up to SE to make countermeasures to stop RMT such as banning, bot detectors, and good netcode.
You my friend won the stupid comment award. So you trying to tell me that when members are not loging in for some RL reasons its my fault that SE can't offer me a content that doesn't require a caped member number? It worked in XI. it was fine to go for example to sky or sea or even znm with 9 ppl or 17 ppl.
Would it be so difficult to simply expand the size of the beastman strongholds?
Those areas are legit 'open world' type. Throw in some extra reasons to go there (gear, gathering whatever),
and make them big enough to actually be significant.
That would satisfy me.
A large "city" for each beastman tribe, with monsters progressively getting harder to the point a party is needed to traverse? Yes please! Add in some NMs and gathering nodes (as you said) and you got some nice open world content.
Would also make the stealth ability for gatherers more interesting besides the "oh don't interrupt me" use.
Does hurling insults normally work well for you? Listen. It's very simple. In many other MMOs there are party size caps for events. This isn't unique to FFXIV in any way. People in those games certainly seem to get by just fine without their guilds exploding beneath them. Unsurprisingly It's the same in this game. If insults are your first course of action it makes me wonder what kind of environment your FC has in the first place.
I love the idea behind these, however the mobs for each instance and each interactive element is instanced to you only.
I wouldn't say that anything else except the dreaded fate quests actually are open world content.
Also for the purposes of making the world feel more alive the BT quests exclusively concern only a very tiny portion of the map and all require you to travel all of 2 meters next to the quest giver to kill the instanced mob.
This doesn't mean they couldn't be expanded to be more involving but as they are they're just another levesystem in the game.
It's less about being scared not being able to get end game loot and more about it rewarding people who have the most time to play. Granted I did not play ffxi but I have played other games which have boss mobs on long respawn timers which gives claim to the party that tags it first. More often than not I would feel frustration and a sense of resentment towards other players who were also camping the same area and this should really not happen in an mmo.
Players complaining about the Atma grind taking no skill should also see the same problem here. I'm at least somewhat more on board with the Atma because at least there you have a straight up albeit low chance of getting a drop regardless of other players. Whereas camping bosses would be a perfect example of a no skill activity that has absolutely no progression if you don't get the claim.
Just imagine the zergfest for odin and behemoth and they only drop vanity items. Imagine what it would be like if they introduced hnms that actually drop useful end game gear.
I would say it's not out of the question. The original Beastman strongholds were set up in a way where we needed to get our whole LSs into it and even team up with other LSs. Although I'm not completely sure what you mean by open world, I will assume you mean the meta game. In which case, yes the PVP will have something that pits the 3 GCs against each other, but I don't recall any details on how that affects the rest of the world.
A long time ago, there was the concept of roaming primals. Though this hasn't really been mentioned lately and likely forgotten by many, the idea hasn't been cancelled officially AFAIK. This would have meant that the status of primals was up to the players.
Right now, the fishers are in a situation where we have to work together to unlock the secrets of Big Fish. If people don't bother, that type of thing will never be figured out. But trust me when I say that there are a few fishers out there dedicating their time to determining how to catch these fish.
You're a bit touchy heh? lol If you count it as insult that I said your comment was stupid then I can life with it. I'm just asking for an EG content where I can join, regardless of the players number size. Idm eigher If it will get an instand after I joined but there shouldn't be a focement to go in with a fix number of 8 player or a fix number of player in generel (looking at 2.3 where you can make a pre ally before you join the new CT part).
And yeah I know that there are other MMOs that used that kind of system and yeah ppl will get along with it, like ppl will get along with the Atma rng or w/e SE will add in the future. BUT there are other ways to build EG content as well, such as sky/sea in XI (did you even play it or are you just fishing in the dark and not even know what I'm talking about? :o)
Anyway wasn't even up to post here more then my first post. So I leave it now.
My friend, If my "insult" still hurt, please feel huged from me :)
I love this game. but I'm burnt out on doing dungeons over and over and over.
I hesitantly bought teso because I have nothing to play on Tuesday. but since I have that world and the pure exploration factor has just drawn me in. it's exactly what ffxiv is missing. mobs can kill you. things are hidden in the wild that reward you when you find them.
again I love ffxiv but the instances lobby that I'm paying for is pushing me to teso faster than I thought it would.
That was my favorite part about airship rides and boat rides in FFXI. I was sad when i got on the airship 1 how quick it was and 2 that i was alone on it lol. I also had my own tele taxi services in 11 as well it was a good way to make money. I remember when the Treasures of Ahturhgan exp came out there was a giant que of players getting ready to get on the boat. The world felt so real everyone getting ready to board a ship to go to a new land.
I most certainly did do Sky and Sea in FFXI. Sky was a horrid palace of spawn botters both before and after the pop item patches where it made it incredibly challenging just to be a normal player. Sea, wasn't much better. It wasn't good content then and it's not going to be good content now. All it did was allow a bunch of players to join, and that's the only good point you keep mentioning. So as I brought up before just saying "Sky or sea" is not a suggestion. -_-
Not implementing OW content over RMT is indeed silly.
Why pay STF members to hunt shard bots when they A. pay a sub and B. artificially gate the economy by controlling the shard market which then gates the entire crafting economy, I am quite confident SE Is very comfortable with shard bots right where they are, they know where they are, and they know what they are doing.
Less overhead, economy gated by your enemies, win/win situation, simple business economics.
Only two ways that crafting could be made relevant in 14 is by making the best endgame gear craftable only, this is never going to happen, and shard bots would have to be hunted and deleted ruthlessly by SE, that's burning overhead in a cycle that will never end, that's not going to happen either.
Bots were indeed an issue in xi as has been stated by other folks here, making OW content that drops BOPickup gear would only make crafters howl even more, while im all for it, the expansion next year will probably tell. If it doesn't happen then you can probably write it off altogether.
All mmos will reward players with the most time. It's okay to not like the system that's fine I wouldn't want a system that can be monopolize myself. I'm just saying that's what players think of when they think of open world content they automatically get scared it will turn into a system like that. Even DCUO had some open world content where you gathered players to hunt "NMS". Everyone always thinks of the negatives that can happen if this and that was added that it makes the game bland I.E like how weapon/gear stats are all bland right now for the sake of balance. We have "safe" content such as Fates which is just a zerg fest that nobody likes doing because you can do it with your eyes close or just whack a mob and go afk.
Well I'm going to talk about open world and instanced content. I believe wow started with the whole instance thing and at that time it was one of the most ingenious ideas ever. Instances not only guaranteed someone in your party would get loot but it also alleviated much of the load on the servers. But now that instanced content has become the norm in almost every mmo out there, people including myself are clamouring for old world exploration again. Fates or public quests theoretically seemed a good compromise between the two as it allowed you to play in groups without loot exclusion but we all know how that turned out. I guess this isn't in direct response to what you are talking about but it's more of a reminder to players hating on instanced content to why the implemented it in the first place.
Someone mentioned the issue of ffxiv having a much larger playerbase than ffxi. Yesterday around 730 odin spawned on my server in the east shroud. Soon players could not even teleport there and getting 90k left and right. Players who were there know what I am talking about. If they ever hope of adding meaningful open world content, i think this is one of their biggest problems. It's kinda like damned if you do, dammed if you don't.
Is there any open world content confirmed for 2.3?
If not we could be looking at another half year of playing a lobby game :(
I honestly hope they'd just ditch the shiva plans further back to focus on in-game variety.
Do we really need yet another primal instance more than we need reasons for the open world to exist?
I always thought they were gonna NOT mark these things on the map when they spawn. With Odin or world roaming primal i believe this is the best way. Don't mark them at all so no one knows when and where they pop. Then it's for the fortunate player who finds it and gathers their friends first.
Of course 3rd party tools could probably be used to track the pop, but... still much better than just throwing it into a fate that everyone crams at.
Keep up the support for more openworld content guys and the people that are against it for whatever reason... Please continue posting as well so SE can hear your opinions too. They can't begin to create fun and exciting openworld content that is vastly improved from its ffxi counterpart without many different opinions and ideas. I'm not going to be able to post soon due to subscription running out. Haven't even logged since like 2 weeks ago anyways. Will be checkin news for ffxiv over the months.
Some of the dungeon mechanics in FFXI i thought were great, in terms of doors with levers and keys etc. The area design was at times fantastic. I couldn't help thinking with CT ... this is not a labyrinth. It's a straight line with a couple straight line corridors going off to the sides. and hey, i love CT. Great fun ... but the straight line syndrome is a product of the lobby server. An open world area can be a legitimate labyrinth type design.
Again, the Beastman strongholds are perfect in concept, just not nearly big enough. Make them large enough that a player can spend hours digging around their corners. Put a few unique items in there that aren't necessarily essential to player progress so much as they offer an alternate comparable item to what you can get elsewhere.. or in the case of things that don't break the balance, totally unique things. Minions of course and mounts being the obvious things. What about a rare color of dye?
I also think that for Gatherers, the low percentage dig point is a necessary alternative to the hourly unspoiled nodes.
Space the gathering points around the area such that when a player uses one up, they must make a perilous journey to the next available location.
Then make the items tough to dig up.
Also, any sort of achievements that can go in there will give players a reason, even if the reward is little more than the completion of the achievement.
I loved those boat rides. Once I entered a boat and there was a Bard, a Dancer, and a few others on the ship. The Bard played for us a ballad and told a story while the Dancer danced to it. Was one of the most memorable rides I ever had, it felt like an actual boat ride irl, and we even had a couple making out in the corner of the ship.
Until we have ps3 version, we can forget about real open world. If read early 2.0 interviews - they wanted fully open world without loadings, graphical update and many other things. And after... they announced ps3 version, which archeticture couldn't hold good enough ever 1.0, so they lowered graphic, but add more effects, change game to be ruled by server side and other limits. It same as with many multiplatform games of past years, old consoles taking them into bottom of quality, because they hited their limit.
I'm going to take this piece, and explain why what you said doesn't make any sense.
Running server-side is what allows more systems to be able to play, as opposed to limiting it. This is a good design, from a programming standpoint, because you limit client-side processing (i.e. your PS3, PS4, PC). This game is still fairly demanding, I'll admit, but server-side processing is a good thing. The catch is, you have to have servers powerful enough to handle it. This is incredibly expensive (both processing and money-wise).
Also, this is why open-world content may still be a ways away. Open world content = much more processing on the world servers alone. Add in the fact that the server now has to process positional data for tons of players in more areas, you get a program that requires very very heavy server load. If they have the capability to do this, more power to em.
I love this argument for it's irony from a FFXI player. So how many times did people really go exploring in FFXI? If I recall correctly, people bunched up in Jeuno or Aht Urghan and didn't bother to go outside at all unless you had a reason to. People didn't explore Ifrit's Cauldron or the deeper Aht Urghan areas. It was simply inconvenient and a hassle to walk around in these areas, even with a full party. Sure it was nice to see something for the first time, but what is the ratio of people paying a WHM for teleports over just running/chocobo there? More in the WHM's favor, to the point a lot of WHM's main revenue was teleporting people. I have explored ARR more than I ever did in my 7-8 years of playing FFXI and all the time I spent in FFXIV 1.xx combined.
It isn't to say that exploration factors are not needed, but I wouldn't go to FFXI as an example. SE has already put a lot of things in ARR to get you out and exploring places you likely have not been to before. Quests, treasure maps, and even the Atma -> Animus books took me all over the world. Yoshida even said too many times at this point that more and more open world content will be coming over time. I don't get what the whine is about when it has already been acknowledged and the team right now is working on it. Its like people want them to wave a magic wand and the game becomes all open world content.
As for the other argument. FFXI doesn't use nearly the amount of memory per area in comparison to ARR. While areas in FFXI do look nice for their time, it has a lot of reused assets and a lot of the portions of the area do not have much in it. It was intentional for FFXI so they could not strain the memory and offer the open world content in the area. If ARR focused on open world as opposed to instances, it would of been on the same boat. More open perhaps, but a lot less attention to detail, especially with the PS3. I rather have smaller, more detailed areas like right now as opposed to a giant chunk of land that has nothing (Version 1.xx).
Open world content is never a bad thing, but it has to work with the server structure and work with the ideals of the system. SE shouldn't just tack something out in the open world because people want it. SE has to convince both us and themselves that the content given is in fact better to do out of instance as opposed to being in one. Treasure hunting is a perfect example. It would be awkward to make that content instanced. However it being open world opened a lot of possibilities and future potential of the system mostly because it is in an open world setting. An open world HNM, why I ask. I rather be in an instance where there is no interference from others. Not to mention I love instances over open world trial monsters because in instances you can have neat mechanics like Titan knocking you off the ledge or Leviathan slamming the boat trying to throw you off.
It'll be interesting to see if 2.3 is any different than the previous 2 patches.
The time limit of 6 months until personal housing is almost up so at least we know that is coming.
We also have seen what shiva looks like and it has been in development for ages...
So the question is is 2.3 just another summon instance with housing or is there anything for the open world in it too?