Ff14 world is kinda small now, but HW will.bring 5-7 ish new zones? Maybe 2 or 3 years from now well have enough zones so itll feel like actual world
Ff14 world is kinda small now, but HW will.bring 5-7 ish new zones? Maybe 2 or 3 years from now well have enough zones so itll feel like actual world
XI was was huge to begin with but the it expansion added quite lot more zones also. You can check this link for detailed information. Although XIV will probably never feel like a real world cause everything is in dungeons and not the actual map.
FFXI original and expansion areas
FFXI grew more then double its size from the Japan release to zilart the third expansion was smaller but a'lot more content added to the game all around
then the game doubled in size again for the next 2 xpacs then we had a bunch of mini ones that increased the world size even further. And now the world
is far to big for the amount of players over 200 or 300 zones if i remeber now.
I think a reason why XI seemed so big is because there was not a dozen teleport points in a single country/city state territory like here.
It could literally take you half an hour to get to your parties location if you missed the boat XD
Somebody Correct me if I'm wrong.
Rise of Zilart added ro'meav and the sky area and Dynamis
Chains of promivia added a crap ton of area. The 3 crag area's, 3 Tazvania area's, 3 area's expanding Dynamis, two intermediate area's and the 3 SEA zones.
Treasurers added a new city state and outpost. 6 zones and 3 new end game activitys and beisegied.
Wings brought a crap ton of rehashed area's and Campaign.
That's pretty much very I ended with XI. never finished the Wings expansion
HW zones size are like 2 zones now, but we will be able to fly so....
zilart added
Cities: Kazham, Norg, Rabao
Zones added:
Eastern Altepa Desert
Western Altepa Desert
Yhoator Jungle
Yuhtunga Jungle
The Boyahda Tree
Cape Teriggan
Dynamis - Bastok
Dynamis - San d'Oria
Dynamis - Windurst
Gustav Tunnel
Ifrit's Cauldron
Korroloka Tunnel
Ru'Aun Gardens
Sea Serpent Grotto
The Shrine of Ru'Avitau
Ve'Lugannon Palace
2 zones? They clearly showed at least 5
zilart added yes zilart added sky , it also added korloco, altep, wuicksand, the gungles, norg, babiki , boyahda, lots and lots more, long with best part every DYNAMIS
http://wiki.ffxiclopedia.org/wiki/Rise_of_the_Zilart
all the zillart zones added
remeber the game was out a year and a half before zilart was added and launched in the US
I think he meant the HW zones are apparently twice the size of the current ARR ones.
I'll also say I never saw too much appeal behind really big zones. FFXI had huge zones, but they were largely empty, mostly useless space. They were big for the sake of being big (1.0 suffered from that a bit too, just not as severely). I quit shortly after the launch of WotG, but if that remained the status quo I wouldn't want to see that translated to FFXIV. Big zones are fine so long as you have reasons to visit and explore them regularly, otherwise they seem like a waste of development time.
Ah ay mustve missed the size part.
but anyway, i like big zones. Makes the world actually feel like a world for a bit mot some hub town surrounded by empty areas while everyone afk in towns waiting for instanced dungeon
I just wish there are actually dangerous zones that are challenging and full of monsters that are dangerous even for lvl 60. It doesnt even need to have some rare treasure
Sort of like glast heim in ro ( idk what the wow equivalent would be )
The zones were much bigger in 1.0 =/ though mostly copy pasta stuff... getting lost in the shrouds labyrinth because everywhere looks the same.
yeah shroud was a maze
p.d oh and yeah yoshi said that HW zones are x2 the size of the actual zones :P
http://www.ffxivinfo.com/images/maps...ack-shroud.jpg
I think he mean 1 1/2 regions
Exactly this is a region, not a zone
Black Shroud zones in 1.0 would have been more like this:
http://oi61.tinypic.com/2z5iseg.jpg
All this talk of "zones"....I miss having to zone mobs! You know, that pack that was about to eat your face either due to pulling too many or grabbing aggro by accident? The mobs in XIV give up way too easily :(
I for one do NOT miss the level 70 mobs hanging around the edges of the zones, or the very high level things blocking your path when you were trying to unlock aetherytes. Died so many times trying to unlock that camp in the southern part of Mor Dhona....
Danger is all good and well, but not when you're a lone explorer and there isn't any reasonable way to avert it.
You also have to consider FFXI had slower movement speed, hardest-to-get chocobos, less teleports (till last year. Now you can teleport basically everywhere in there, I'm still playing it), quest objectives at far distances from each other, and no quest indicators on the map, also no Sprint. All that added up to a bigger world feeling.
1.0 had something similar to it:
In Black Shroud, while I tried to gather all the Aetherites for the achievement, i left once the main road in South Shroud. The way seem to be clear, but the moment I walked over a unvisible zoneline suddenly lv 80 enemies got loaded before and behind me and one-shooted me ^^
Original FFXI was, unless I'm mistaken, Sarutabaruta (Windurst), Gustaberg (Bastok), Ronfaure (San d'Oria), Derfland (Bastok-Jeuno), Norvallen (San d'Oria-Jeuno), Aragoneu (Windurst-Jeuno), Zulkheim (Valkum Dunes/Selbina), Kolshushu (Buburimu Peninsula/Mhaura). I believe even non-expansion areas like Vauldeaunia (Xarcabard) came later.
Have a nostalgic laugh.
http://z4.invisionfree.com/HCII/ar/t2095.htm
Beaucedine and Xarcabard/Castle Zvhal were non-expansion zones. The Shadow Lord was original non-expansion end boss, which is why it was level capped at 50. Much like XIV, the original level cap in XI was also 50. :P
I like big zones (and I cannot lie...) because it makes a world actually feel like a world. I think if the regions were non-instanced it would go a long way towards making the game feel bigger, even though it really wouldn't be. Also a few less aetherytes would help with that. I'm not saying it should go back to FFXI standards where it could literally take you 30 minutes to get from one place to another, but a trek from a city to a remote outpost should take longer than the 5 seconds it takes to warp there.
FFXIV needs an Attohwa Mountain climb. :D
Yeah, but it also had danger. Overworld mobs are genuinely quite scary in FFXI, whilst ARR has zones inhabited by the weakest trash imaginable. Only Fate bosses pose the slightest threat, and those are heavily signposted. That one aspect alone made exploring the map more challenging and rewarding. ARR should take a leaf out of FFXI's book. There's a reason it was so popular for so long.
Oddly though, the devs missed a trick when designing the maps. We have characters who can jump and yet there's not a single time it's ever made good use of. Crucially, maps are designed with the grounded pedestrian in mind, when they could have been far more interesting and elaborate. Guild Wars 2 makes good use of the jump with its own jumping puzzles and other hidden easter eggs in the maps.
Something for them to consider for future maps I guess.
Eorzea is actually quite large, it just seems smaller due to a number of things. Ease of travel being a big one, but your camera is another; for endgame content it's encouraged to zoom out so you can see mechanics easier, but that has the adverse effect of making the world seem smaller. Biggest killer is probably the lack of anything to do in the open world though. The world seems small because you Duty Finder virtually everything. It's bad enough that travel is as easy and speedy as it is, but you don't even need to travel to really play 90% of the games content.
By far the biggest problem with Eorzea is that it is a glorified waiting room. I don't think Hunts came anywhere close to resolving that issue, Beast Tribe Dailies did a better job in my opinion (such a shame you're limited to doing 6 a day and only Ixali if you have any sense) but they're far from challenging and provide no real sense of danger (just waiting for FATEs half the time...). I'd love for Heavensward to introduce some seriously challenging and rewarding Levequests rather than more FATEs. Odd that I'm not a fan of FATEs, given they're pretty similar to Campaign from XI. I suppose the key difference is Campaign had fewer battles but much grander ones, where as FATEs are tightly packed "Zerg this mob/mobs". If we could have more FATEs where half the battle is just getting to the boss (the Chimera in N.Than is probably the closest we get to this) and the other half is still dealing with adds, I'd be a lot happier with FATEs...
Overall I think I prefer XIVs zones to XIs though, I felt XI wasted a lot of potential with its zones, given vast swathes were just unused. XIVs zones feel lived in, XI had this disconnect between cities and zones which only really made sense in Tavnazia. Moment you set outside the walls it was wilderness, it felt very odd to me. The way settlements and camps are spread out around Eorzea feels far more natural to me. To me the issue isn't the zones or their size, but the content in them; That's where XIV is lacking as far as I'm concerned.
I'm not sure if this is a fair comparison.
FF14 has easy mounts that you can call from anywhere and easy teleport access open to all players. Ferries/ships are also instant if you skip cutscenes.
There is also the new aethernet system that can zip you around town really quick.
In FF11 transportation is extremely limited, where chocobos must come from select towns, teleport is limited by class (or will cost you an arm and a leg to get someone else to teleport for you), and you actually have to play and ride out the full duration of ferry rides. No aethernet system either. In FF11 you can actually get lost running around town.
I'm sure FF14 feels small because you can get around places really fast. Another issue is that we're stuck playing on just one continent called Eorzea. The world (may be referred to as Hydaelyn?) actually contains many other places that the storyline talks about that we never see. Some examples are Garlemald (home of Garlean Empire), Doma (spoilers...?), Radz-at-Han (the place where Jalzahn comes from), and Ala Mhigo (more spoilers). So I think the "world" is actually large enough, we're just not able to see and access those other places.
Size is relative, the XI world certainly felt huge, mostly because for a huge portion of its lifetime, players did not have access to a personal mount, so most of the travel was by foot.
I do miss those 20min walks from the mog house to the AH in Windurst, the another 20mins back to the moghouse.
Unless they added a bunch of True Sight mobs after I quit, Sneak and Invisible completely trivialized most of the dangers found in the overworld. Sure they might have posed more of a threat if you charged headlong into them or accidentally caught aggro, but common sense, patience, and a pocket full of consumables did a lot to neuter the majority of the threatening creatures you came across. 1.0 would be a better comparison because it did have areas full of mobs that would rip you to shreds even at the level cap, but you had to rely on your luck and wits to avoid them.
Danger in XI was trivialized, in general, the moment you discovered Reraise items lol. People often complain that places like Beast Tribe camps let you just run through, but I remember a lot of XI being like that, even zones like Sky. Pop Reraise, Sneak and Invisible and you just run through without a care in the world...
14 only feel "small" because teleport are dirt cheap, and seeing as how easy gil is to get, you'll always be able to teleport any where.
Between the chat log warnings that stuff was about to wear off, and the ability to die in a "safe" place, I never really had that issue. Once you'd traveled to a place a few times you know the way and getting there was no different than the old Amdapor Keep strategy sac pulling to the bosses.
There were always "safe" places, I say "safe" because they weren't always safe. Paying attention to a mobs movement helps a lot.
Don't get me wrong, I liked having to "prepare" to travel places, but it took much of the danger out. If anything my recollection of the situation might be tainted by playing to much, as in to the point where I had +12% Movement Speed and everything was a joke.