You left out Sio's entire sentence: "We should be encouraged to leave. Forced to leave. To progress. "
Every MMO encourages people to leave and if the Player WANTS to progress in the game they will be or SHOULD be forced to leave and head onto bigger or better things. You are never forced into doing anything you don't want to do but if you want to complete y and z, you have to complete x first.
If I may continue to use a reference:
What if we never had to leave the city walls in 11?
What if this was all we knew?
http://seahorror.com/sample.jpg
I wholeheartedly support multiple areas with similar range, similar stages of progression. But right now, we have none. No progression. Adventure.
What's the right thing to do in this situation?
I firmly believe they need to optimize each area. Even if we get shot down on minor cosmetic changes, I feel SE needs to make Traveling from point A to point B to point C a dangerous and exciting experience. It needs to have a progression path like San d'Oria to Ronfaure to Ghelsba to La Theine to Valkurm Dunes to Jeuno/Qufim Island.If I may continue to use a reference:
What if we never had to leave the city walls in 11?
What if this was all we knew?
http://seahorror.com/sample.jpg
I wholeheartedly support multiple areas with similar range, similar stages of progression. But right now, we have none. No progression. Adventure.
What's the right thing to do in this situation?
I want to have to backtrack and circle around Goblins, Orcs and Tremor Rams. I want to have to set my HP at a point in the zone, get aggro and die and have to make the trip all over again - because in the end its twice as rewarding and it makes you feel awesome. I want to have to walk blindly and not let a minimap + autorun guide me through all of my travels.
I want a real adventure.
That doesn't make sense though this games main premise was to make it accessible to all audiences, if they made the game more adventures and better then there would be so much QQ.I firmly believe they need to optimize each area. Even if we get shot down on minor cosmetic changes, I feel SE needs to make Traveling from point A to point B to point C a dangerous and exciting experience. It needs to have a progression path like San d'Oria to Ronfaure to Ghelsba to La Theine to Valkurm Dunes to Jeuno/Qufim Island.
I want to have to backtrack and circle around Goblins, Orcs and Tremor Rams. I want to have to set my HP at a point in the zone, get aggro and die and have to make the trip all over again - because in the end its twice as rewarding and it makes you feel awesome. I want to have to walk blindly and not let a minimap + autorun guide me through all of my travels.
I want a real adventure.
In SE's attempt to make their game accessible to all and a pick-up put-down type of game they missed the little things that made FFXI so rewarding, epic, and fun.
XI's unique adventures were not part of the problem that made the game not casual friendly though. The party system, the endgame and the grind is what turned the casuals away. Just because it's easier to level in this game, and the content is watered down doesn't mean that casuals can't have a dangerous and vibrant world to live in. Anyone who would QQ over any of this:That doesn't make sense though this games main premise was to make it accessible to all audiences, if they made the game more adventures and better then there would be so much QQ.
In SE's attempt to make their game accessible to all and a pick-up put-down type of game they missed the little things that made FFXI so rewarding, epic, and fun.
needs to be playing 3DS and Wii kids games. SE has already hurt this game immeasurably trying to cater to the casual audience and it need to change.I want to have to backtrack and circle around Goblins, Orcs and Tremor Rams. I want to have to set my HP at a point in the zone, get aggro and die and have to make the trip all over again - because in the end its twice as rewarding and it makes you feel awesome. I want to have to walk blindly and not let a minimap + autorun guide me through all of my travels.
what would piss a person off more?XI's unique adventures were not part of the problem that made the game not casual friendly though. The party system, the endgame and the grind is what turned the casuals away. Just because it's easier to level in this game, and the content is watered down doesn't mean that casuals can't have a dangerous and vibrant world to live in. Anyone who would QQ over any of this:
needs to be playing 3DS and Wii kids games. SE has already hurt this game immeasurably trying to cater to the casual audience and it need to change.
1. an endless party grind.
2. not being able to get to the endless party grind.
I knew a few people who quit XI because they had no clue how to get to Valkrum. Notice in my post now and before i never mentioned casual players not once, not to sure why you thought i did. The people i was referring to are the people who have never played an MMO before or the mainstream people who want a copy paste of WoW.
Last edited by Bled; 06-10-2011 at 03:05 PM.
Most hilarious thing I've ever read. /10charI knew a few people who quit XI because they had no clue how to get to Valkrum. Notice in my post now and before i never mentioned casual players not once, not to sure why you thought i did. The people i was referring to are the people who have never played an MMO before or the mainstream people who want a copy paste of WoW.
The more and more I think about this, the more I understand where they were originally going with it. But the final design ultimately fell short. To be honest, I think they ran out of time and ended up doing nothing but copy/paste so that the game would be playable and they would (hopefully) address it later.
It has been said before in this thread, but to reiterate, this is how the world is set up:
Zone
The Black Shroud
Subzones
Gridania
Central Shroud
North Shroud
South Shroud
East Shroud
West Shroud
La Noscea, Thanalan, and Coerthas are all set up the same way. The only zone that is not broken up into subzones is Mor Dhona.
When you take other MMOs, like FFXI or WoW, and compare the world, one zone in FFXIV is the size of a continent or region in other MMOs. One subzone in FFXIV is the size of a zone in other games.
The Black Shroud (FFXIV) = Quon (FFXI) = Kalimdor (WoW)
Central Shroud (FFXIV) = Ronfaure (FFXI) = Ashenvale (WoW)
(Sort of a crude example, but hopefully you get the picture).
The major difference here, is that (with the exception of the cities, of course) the subzones in FFXIV all look alike, have the same music, they don't have unique names, and they don't have clearcut paths of progression.
I spent most of my time leveling in World of Warcraft in Kalimdor. If I had to look at the same scenery, listen to the same music, and fight the same monsters the entire time, it would have been beyond boring. It would have been maddening. There is no sense of adventure in that.
Last edited by Rowyne; 06-10-2011 at 03:18 PM.
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