I dont want all of the area to be dangerous... at least some spots where something mysterious pop in there with keyitem.. its no fun to autorun through all mobs in this game without fearing death.
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I dont want all of the area to be dangerous... at least some spots where something mysterious pop in there with keyitem.. its no fun to autorun through all mobs in this game without fearing death.
I'd like to go on the record and say I'm not against more dangerous areas for us to trek through (especially if it's lore oriented yay!). I've just been concerned from a development/usage standpoint on the whole matter. If they did implement areas with more risk than reward, or just pure risk for the sake of risk period, I'm just not sure how that would go over with the entire FFXIV:ARR community, not just us few who want to see it implemented. And if these areas would ever get used except once for map achievements, quests, etc.
So I'm all for areas like I used to have to go through in XI(nv was a 1.0 player) even if it is just for nostalgia, though one of my favorite zones, especially pre99 cap, was Arrapago Reef. The atmosphere, the sense of danger around every turn, the Lamia and NMs, the trek to get to the staging point, and the MUSIC! ZOMG <3 I spent many hours/days in there learning blue magic.
The picture was an event (Atomos event, the end is near), not a regular part of this place
All what ARR need are some aggro level 30 standing around in level 5 areas and aggro level 70 standing around in lv45+ areas. With ranged attacks.
http://oi61.tinypic.com/28klxy8.jpg
Ahhhh, I miss the dangerous world too - though from XI, since I didn't get to play 1.0. Others have mentioned the Bogies in XI that would come out at night, and I remember that so well! Running from place to place and hoping like crazy that you didn't run into an undead - or if you did, that could run fast enough. Dying and dying against one I needed to kill on my 30 RDM, bringing a friend out to help only to die some more, then the feeling of accomplishment when we finally brought it down...stuff like that's just fun, to feel satisfied because you've made it through somewhere, or managed to bring a certain monster down.
On that note, I also really, REALLY miss the slow boat rides. Why can't we have them as alternative options? Instant airships and ferries for the impatient, with long-route options on set timers for those who want that. Maybe with exclusive fish, to entice people to ride? There's no reason we can't have things for the gamer who likes to step back and enjoy the world -and- the current method for those who want to rush it.
For ppl who says they dont need harder zones; then we dont need agro mobs .. as we can go through all of them without a problem.
I'm asking for more challenging area's where fun can lie while adventuring
This game could definitely benefit from open-world dungeon and "Valley of Death" zones to provide group content and challenging solo content outside of duties.
Of course, since the reward system is almost entirely about completing instanced content, they'd have to give new monsters attractive loot tables and/or kill quests to make people want to use the open-world content.
The "theme park" analogy is a nice idea. But FFXIV is more than a theme park, it's also virtual world. When I think of a true theme park MMORPG, I think Destiny nailed it. There's no true open world in Destiny, you select what you wanna do and you're whisked off to do it. In FFXIV, the theme park stuff was fully contained in the duty finder until recently. Look how much attention (positive or negative) the few open world activities that were added have gotten.
That's a place where Yoshi could stand to update his design philosophy. If the open world is nothing more than a conduit between different attractions in your theme park, then there's no reason for it to exist beyond cosmetics. It might as well just be a map screen with a menu overlay. But I would much rather have an open world that makes me have to pay attention to where I'm going and what's around me rather than simply charging through everything with complete abandon on my chocobo and getting through with nary a scratch.
And if I wanna avoid that kinda stuff, that's why we have Aetherytes.
+Dangerous Night time (poltergeist, wight, bogy, and skeletons etc)
+Dangerous zones (lvl 70-99+lvl monsters, like in 1.0-1.23)
+Dangerous Beastmen Strongholds (like in 1.0-1.23, or even more challenging)
making night and day have a different feel than just lighting would add some flavor to the game
or another kind of dangerous zone .....(pvp enabled)^_^ it would be nice to get at least 1 zone with it
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on a side note~
Also, Yoshi has mentioned a few times that they plan on having Roaming primals at some point but hasn't figured out how it will work into the story yet.
If they did something like making the beastmen strongholds larger/more challenging. Then have the primals spawn from the crystals in each beastmen stronghold and let them roam. I could see this making these areas very good endgame farming areas.
It will be interesting to see what they end up doing.
I love getting lost while adventuring and getting in and out of tough areas, but there are none to be found in the current open world. I do think this will change in the expansion, now that the base game is set up, larger and better zones are just on the horizon.
What I REALLY dont understand
At the end of 1.xx all of us Warriors of Light were banished to come back once we are needed again (ARR)
During that time, Eorzea was in shambles. Beastmen took places that were inhabited by Eorzeans. Dragons became a more prominent problem. And ALOT of unruly things that would make EVERY OTHER PLACE more dangerous than before, not a petting zoo.
Good examples. With Cataclysm in WoW, something similar happened. Areas that were easy traverseable as low level now were dangerous, some even the most dangerous areas of the game. Anyone knowing the game will know how the Barrens, changed. And here the heros of the realm were not gone for 5 years, it happened "over night".
You might say, that they planned it to be more casual. But hey even in Solo FFs certain areas, that were before teeming with low level critters, suddenly became dangerous even for good equipped parties, and they were must traverse areas for the story.
Yes, I want Zones to have more danger to them. A friend of mine made it without death from a starting city to mor dhona. As level 5.
With the add on latest, please give eorzea, its bite back.
It's called immersion... that thing we lost because of all this convenience. Although lvl 30 is a bit high for a lvl5 area, may be something that can be killed by a light party of players leveling in the area, unless it is an unique monster, like an NM, or is blocking an area that is not supposed to be explored by low lvls.
With the way quests are designed to force you to go from point A to point B every single time, I rather have convenience than having simple quests or my dailies take 3 times longer due to overpowered trash mobs.
And you're right, that's why some ppl in the thread is asking for dangerous areas, not to endanger areas, with the overall bad design we can't place strong mobs in quest or daily quests areas, but they can place danger in open world endgame areas, that way we could have better immersion and avoid zerges like hunts.
Anyway 1 or 2 NMs in starting areas will not hurt this convenience, unless you're a blind and careless adventurer who run into a monster that looks awfully powerful.
Fixed - Yoshida himself said Eorzea felt too tame when he took it over and he wanted a more immersive and dangerous world if you go off the beaten path. Instead he went 'WoW Standard', which even there the world was more likely to kill you.
As someone said, it's called immersion mainly - As cool as it is to mock that argument, you don't play an RPG/MMORPG to not be immersed - you play it to be immersed. Since you didn't touch XI or 1.x, you probably don't get what she means - It's basically what Yoshida originally wanted to do with the world when he took over.
What immersion? High level monsters would never be in low level areas, where the towns usually are, because the government would keep them away.
There is a difference in immersion and creating an illusion of danger by pissing off low level players. In 1.0 there were tons of aetherythes and high level monsters just chilling and being useless because ??????. Just because is not a good reason, in 1.0, the shit was there just to be there.
Very immersive, being a famous hero of the realm getting killed by random stuff walking around.