What I really loved about FFXI was how massive some of the zones were. It really immersed you in the game. In FFXIV its zone walk a few feet zone and walk a few feet and zone. Even FFXIV 1.0 had bigger zones then FFXIV 2.0. I just don't get it! :(
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What I really loved about FFXI was how massive some of the zones were. It really immersed you in the game. In FFXIV its zone walk a few feet zone and walk a few feet and zone. Even FFXIV 1.0 had bigger zones then FFXIV 2.0. I just don't get it! :(
And that's the french forum ^^.
Hello Blissa,
Thank you for posting on the Final Fantasy XIV: A Realm Reborn official forums.
As explained by lololink, your thread was originally on the french forums so I just moved it to the english ones.
Have a nice day!
With this engine they can't make zones that size again with this resolution and the same number of unique artifacts.
In version 1 there were a lot of complaints about copy/pasta terrain. Especially the Black Shroud (all of it) and the cave systems in Thanalan. The devs did it that way because copy/pasta terrain uses a lot less system resource. So, they made the zones smaller, lower resolution but more unique.
There are gains and losses to this system:
Gain:
No more miles and miles of twisty, warren-like corridors like the Black Shroud (V1).
More unique landmarks (sea serpent skeleton in Outer La Noscea, bridge over the marsh in Lower Shroud).
No more seeing the same terrain configuration over and over again.
Loss:
No more wide open zones (Sagolii Desert would fit in the tiniest corner of Coerthas) for exploring.
No more grand vistas.
Lots more zone lines/loading screens
No more detailed textures.
My own personal opinion? I preferred the old zones. But I understand why they did what they did and the new zones were certainly impressive the first time you saw them.
I'm just gonna say it... PS3 limitations.
zone restrictions only for PS3.
problem solved.
As has been said repeatedly in the past, version 1.0 had huge zones but at a cost - SE had to take shortcuts elsewhere in order to make those zones large. Not only were they mostly big empty expanses of nothing, the same textures and environment designs were simply copied and pasted over and over, making the environment look mostly the same no matter where you went in a zone.
Plus even though the zones were seamless, they were actually still independent zones, with the zone line actually hidden by using a long winding tunnel to hide the zone connection. It was laggy, stupid and boring as watching paint dry. SE identified that as one of the main flaws of 1.0 and hence the 'smaller' zones are a result.
Besides, contrary to how it might appear, the actual zones are in fact the same size as they were in 1.0, other than Coerthas losing it's surrounding sections, Mor Dhona losing it's bottom half and the Black Shroud missing the West Shroud - all that's changed is the long winding tunnels I mentioned earlier are gone and are now replaced with a direct zone line - all SE has done is remove the blinders from you so you see the world how it really is and not a synthetic 'seamless' world.
Sure I'd like to see the missing sections of some zones return, but considering SE has shown artwork of places which are not yet in the game, it's obvious new zones will be added in the future, so just have patience.
http://forum.square-enix.com/ffxiv/t...e-bigger-zones.
So this looks familiar...
Bigger areas will happen when they drop ps3 version... sadly.
I hope they do!
I just wish there was seamless loading instead of loadscreens in 2014. In a few years time it's going to seem really outdated with new PC engines on the way that do it really well. :S
Don't worry they will not make bigger zones. With ps3 limitations it wont happen.
When they add a new region, they simply need to make parts of it difficult to access and add an open world dungeon map as well. Perhaps brings back sneak and invis at that point. I know they said they wanted zones to be easy to cross, and that is fine for this stage in the game. However, the game desperately needs this dimension added when expansion zones are put in. By the time players get to those zones they should be ready for the challenge. For example, a new region might contain 4 zones. 1 easily cross-able open zone, 2 difficult zones, and 1 open world dungeon. This will also make the zones seem bigger than they are.....just remember some of the FFXI zones. Not huge, but tons of adventure to be had.
Man, the PS3 strawman is running rampant in here today. :rolleyes:
Here. Take a look at this
http://www.siliconera.com/2014/02/21...says-producer/
Yoshi says,
"He’d also like to add more ways where players can play around with the field more. A way of playing by climbing up to high areas was something he’s been wanting to add since the launch of the game. For example, you might climb somewhere and say, “There’s a monument up here!” or “I’ve reached the highest spot of Eorzea!”
Things got weird when crossing in between zones in 1.0 like people's names being grayed out and not able to interact with them. like giving items to a friend in Ul'dah for example if you where in the long tunnel going from inside the city and outside some times you could not trade items to a friend
They also need to get rid of the retarded 20 second heavy on every damn mob.
Or at the very least they can expand the size of each zones. The south shroud and coerthas is a nice example I can think of.
@Phe
Yup... not solved... DUUURRRRRRRHURRRRRRRR
@Richiealvian
Thanks for the warning but, I'm pretty badass so I think I'll be fine.
They don't need bigger zones, they need to stop the insta teleport everywhere. The zones are too accessible. Remember in 11 in order to get to King Arthro you'd either have to tele holla or take the airship to Sandy? Now you can insta tele to every single zone. When is the last time any one of you guys took an airship? The zones are big, and have a lot of cool things in them but your ease of access to them takes away from the awesomeness.
I think the biggest reason we got such small zones at 2.0 because time they rebuild game in 2yrs/money not enough time went into this area.
The technology, despite being 2014, is still fundamentally the same. Games still must load the game into ram and video memory and therefore loading screens are still beneficial. I'm sick of players using the "in a modern game" or "in 2014" as some sort of misplaced reason things shouldn't work that way. The ability to seamlessly load that way tends to require a lot of ram so that it can preload the next area while you're leaving the current area. As many people in this thread have said the ps3 had memory limitations. So yes, even in 2014, we need loading screens.