Does anyone else miss that adventuring feeling you got from FFXI? The world in FFXIV seems lifeless without tradition and lore. Why did they feel the need to make the zones so big with the same exact terrain?
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Does anyone else miss that adventuring feeling you got from FFXI? The world in FFXIV seems lifeless without tradition and lore. Why did they feel the need to make the zones so big with the same exact terrain?
It's not a matter of adventure. It's mostly (at least for me) a matter of challenge. ALL the mobs in FFXIV are simply too much of an <easy prey>
Big zones mean a lot of space. It's much easier to fill space than to have to create more space when there's not enough to begin with.
Think of it as a canvas on which very little has been painted on.
I very much miss the adventuring feel, and I agree everything is to easy. We need some kind of challenge.
Yes, Its dull, its boring, its ugly, its depressing, its really bad and I hope the new zones are something crazy or go back to XI routes of small zones but lots of them as If not then I quit for TERA.
Indeed. I think that it is more to do with lack of quest content rather than the combat system. I'm sorry to bring up FFXI, but that game was full of adventures.
Infiltrate beastman headquarters.
Discover the secrets of ancient civilizations. (Zilart)
Go across the ocean to seek fortune in a far away land. (Aht Urhgan)
Travel back in time to discover a truth no one can ever imagine. (Wings of the Goddess)
The fun thing about being an adventurer, as opposed to being a member of a faction, is that you have free will. If you want to pass on a particular set of adventures, you have that option. That's the fun part of adventuring. It's not a chore. It's a choice.
What most people seem to forget, is that while we do seem to have an excellent producer at the moment, the game is still a baby. I love ffxi, but even xi had it's 50 lvl cap and a smaller world during it's first year. We were severely hurt by the backwards progress from the original development team by realeasing an altogether broken game.. But we have hope with Yoshi-p. Give them time to develop the content. 6-9 months from now it could possibly be worlds different.
LOL!
The reason why a forgot Chains Of Promathia is because that was a set of adventures I chose not to do. My character was was like,
"You know what guys, you go on without me. After having to deal with those Zilart kids and those Ark Angels, I'm going to take a vacation. Probably practice my Alchemy. Tell me how it went when you get back."
Adventure should be a choice.
See, this sounds impressive to me. I'd love to see some implementation of stuff like that, especially if it doesn't degrade into mindless grinding in different scenery. Quest chains with new lore and fighting as a means to unlock it are always more fun than "kill 100 of these."
I agree, the whole place seems way too safe. I remember that going to Jeuno in Final Fantasy XI, or moving from a city to another, was an adventure in itself, and in some areas was downright scary!
In FFXIV i can walk between cities without even paying attention. Nothing will attack me anyway.
I understand, Ciderfox. And I think I narrowed down the problem with it: Zones.
I don't mean to say that seamless environments aren't a good thing. But in XI, each zone had it's own geography. The maps were set up in a way where there were little pockets of, "I wonder what's in there?" Each area was unique, and had interesting places to see. In FFXIV, we have five zones that, together, equal the same amount of space as the NA release of FFXI. They all have their own look. But there are only five of them....
If they hadn't made the zones so large, or made different geography along the way, it wouldn't be so bad. But right now, I'm getting Valkurm Fever, (the mental condition of being on one bland zone for far too long), and there is no where to go.
Also, while we're on the topic of maps, can we make it so there are ways around the high-level, aggressive mobs? I'm sick and tired of being in a bottle-necked area, only to find that there is no way around a mob that can 1 shot me.
The sence of adventure is coming in two mnths. Dead horse topic. SE knows the worlds is empy and are revamping to add that. Sorry but unless you have an idea for a fix, keep the complaints down. :)
These are official forums. Treat them as such keep your fansite dead horse topics. SE wants to see you guys come up with Ideas.
As for my idea. Pull a cataclysm. Have a big time wave fluxation erupt from the forest near Gridania. Have it effect the guildleves (as seen in the intro movie) and instead of going on the levequest it takes you to a spot in time connected with the drawing on the card. This causes you to briefly go back to various moments in the past. Like the empire vs dragons war. The war which destroyed Ala mihgo. To even as far back as when the land had various tribed befor large cities.
Well before launch they did say time was going to be part of the story arch. And yoshida made mention of a coming danger.
Thats my idea anyway. I just want ps3 to be launched soon.
@ Kilta
Technically, everything on here is a dead-horse topic.
I think that being able to identify a problem with clarity and articulation is the first step to fixing it. It doesn't help just to hear that someone doesn't like something. If we can explain why we have a problem with some of the functions, SE can make their own decisions to fix the problems.
Obviously, everyone has a suggestion as to what could be added to make the game better. But everyone has different, and very conflicting feelings on how the game should progress. For example, the class system. There are many who are in favor of scraping the classes and restarting with traditional. Then there are some that are in favor of making them unlockable jobs. I even just read a post about wanting to turn them into talent trees.... Point is, SE probably isn't going to listen to our suggestions, even if we think are good ones. We just have to be able to identify what the problem is, specifically. That's how we're going to be able to help.
Danger is not necessarily the same thing as adventure. Saving your city, or your continent, or you planet from impending doom is not necessarily the same thing as adventure.
If the reward from completing a quest is that your friend/mother/city/planet doesn't get eaten by a Demon Zombie Space Dragon ... then it's not an adventure game. That's a survival game.
What I am trying to impart to the community (and the developers, if they are reading this) is that adventures are supposed to be fun, they are supposed to be a choice (no railroading please), and those who complete the adventure should come out somewhat richer/happier/wiser from making that choice.
I could not agree more to that.
In my opinion it is mainly a matter of a penalty for death (instant thrill boost ;)) and making enemys tougher but also defeating them more rewarding.
I mentioned all of that in my threat (for everyone who hasn't seen it yet)
http://forum.square-enix.com/ffxiv/t...ingthrill-quot
:)
There are a lot of places in the zones where there are mobs stronger then the NMs, proof enough of future content and a higher level cap (obviously)