more beastmen quests are comming in 2.3 :)
there has been open world content in every patch so far but people keep ignoring that fact.
Printable View
more beastmen quests are comming in 2.3 :)
there has been open world content in every patch so far but people keep ignoring that fact.
Well beastman tribes are better than nothing. A lot of that stuff is instanced to you rather than it being open world but a part of it is.
It's also good to have more beastmen quests because for fame we now have only a handful of them to repeat over and over.
now, im not 110% sure on this, but I think the major beastmen locals in XI where not in the game at launch (Davoi/Castle Oztroja ,ect) simply the smaller ones near each nation. Which could mean the same thing for XIV. (we might only have the 'small' ones/part of the base currently accesssable)
I don't hate the current Open world content, but i would absolutely love being able to explore dungeons ect (or actually try and travel the Uh'ghamoro mines) without having to be in an instance.
Monsters near the entrance don't have to be i110 hard mobs. but as you go deeper they should grow stronger. and naturally none of these 'harder' mobs should be in the way of anyone's regular story/travel route.
i also think that after you beat a dungeon once, it would be cool to be able to enter it regularly. (naturally no chests or high exp mobs). and allowing you to actually tackle halitali HM in courses (such as solo) and having a rank system based off of it would be cool too. but thats not really open world , and is off topic :x
I agree that what this game is missing is Overworld content. Yeah there are several large zones but the game feels too sectioned-off. I found the way the XI handled its areas to be incredible. It was tough to get anywhere, true, but that made every journey feel huge. I don't remember exact names of places but really the atmosphere and sense of place in XI is what I most remember about it, and it gave me some of my most memorable MMO experiences ever. Several areas come to mind such as a sprawling desert and an expansive plateau with flowers towering over top of you. I also loved the way you actually TRAVELED on an airship or a boat, instead of just instantly porting there. I know that XIV is set up in a different way, and I really appreciate the things it does right, I just can't help but feel disappointed when I remember the huge experiences I got in XI that I have yet to find in this game. But I really do have faith in Square and I'm hoping they will deliver on that eventually.
I think you hit the nail on the head with the sense of place. Obviously SE wants us to teleport everywhere. (just look at how limited every porter destination list is) They could still make the areas feel more alive by giving actually hard and scary mobs that roam the fields making some areas hard to get to. At least the length of most dungeons makes me think they'd be okay with open world content that lasts beyond 15 minutes.
A simple first step would be to make the mobs in the 'Strongholds' Halatali, Zaharak, O'Ghomorro etc about 10 levels higher and make the dailies provide something that is BiS.
This way, people would have to group up in the open world to get some BiS. If each class had one or two BiS gear from each stronghold it should disperse players across the world and not put too much strain on any one zone.
Even better if the drops were craftable. This way you would still need to do the battle content, but crafitng would be usable endgame.
This game was shoe horned on to the PS3 from day one, FF11 was designed for PS2 there is a big difference, going forward we are going to see more and more Ps3 limitations, there is a reason they are looking into redesigning the UI because the PS3 can barely handle all the new features they have added.
Anyone who has partaken in Odin or Behemoth knows how much strain open world content puts on the server, not to mention the system it is played on, I imagine both are literally unplayable on PS3 as they are barely playable on PC.
Well I used to farm in the open world a lot in ffxi, cause in that game pretty much everything I got was from the AH. The best things in that game reflected the price. Took a lot of farming to buy some things in ffxi.
FFXIV arr, however, I have literally never farmed anything. Probably cause I never buy anything on the Market boards. Everything is handed to me just from grinding dungeons or primals.
I spend around 45 minutes doing my beast dailies, after that I just stand around waiting for a que now.
Have you gotten your ATMA yet? There is one for every class and all of them requires you to do alot of open world content... :confused:
This might be weird but I loved how gil in XI was really worth something. Saving up for a new spell was always rewarding and those farming the rare materials were awarded with good returns in the ah.
It just gave a lot of options on how you spend your time in the game.
Because nothing is worth farming in XIV there really isn't any reason to kill anything on the fields once you hit 50.
XIV's open world is like this whole great game that has the frame and all the visuals already there but they just didn't put the actual game in there.
I'd rather have RMT and open world content than (it's still there) RMT and lobby only raids.
Clearly someone isn't a crafter. I farm Apkallu eggs and things of that nature like crazy, which is used to make some of the best meals available. These are actually worth a lot on the MB and for good reason. LTW I farmed enemies for skins for a long time, and sold them for a lot. I've been considering lvling Alchemist after that to make potions which, while not superb, are still quite useful in some cases. I would farm materials for that as well through gathering and/or farming mobs.
I'm interested to see the materia tweaks mentioned in the Live Letter, as it may make the i90 crafted gear more viable (it's actually already not bad at all).