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  1. #41
    Player
    LordSaviour's Avatar
    Join Date
    Aug 2013
    Posts
    247
    Character
    Lord Saviour
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    They have said that they split the zones up to make it so the game is more widely accessible. If you look at the min PC requirements for 1.0 vs 2.0, you can see that they made it so.

    BUT ... with that being said, in their original road map, they had the PS3 release 100%, it wasn't until sales and subs did not meet their projected sales goals that they scrapped the PS3 version.

    I played XI on PS2 for 6-7 years and those zones were HUGE, from zone edge to edge you probably spent 15-20minutes running or 5 + minutes on Chocobo. The graphics, obviously, as it is a 12 year old game, were not as nice.

    I bring this up in every post regarding current state of the game, Give them time to grow. The game has just released. I urge you all to look at what WoW had available to do in its 4th month after release. Go look at FFXI in its first 4 Months. Hell, go look at Diablo3 going on 2 years after release(even though its not technically a MMO)
    (0)

  2. #42
    Player
    Phe's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,016
    Character
    Ogawa Sanshirou
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    I just wonder if it's technically possible to remove Zone restrictions for PC and PS4 versions and just keep them for PS3 version.
    (0)

  3. #43
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Allyra View Post
    Now, does this mean we shouldn't ask for more? Nah. I just want people to at least appreciate the world for what they were able to do in such a short time-span and ask with the perspective of hoping they add more in the future (which I do believe is their intent).
    This......
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #44
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    To put this in perspective...the absurdly, ridiculously small zones in this game are smaller than both WoW and City of Heroes, both of which were launched a decade or more ago.
    (3)

  5. #45
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Mohamed View Post
    Oh man, would I love to see Square Enix transition at one point in time to just a huge fricking world – no instanced “zones” but keeping the instanced “dungeons” – that would be awesome.
    They tried it 2010 and failed.
    Oh, the huge world worked, but the design was awful.
    (0)
    Last edited by Felis; 01-05-2014 at 12:57 AM.

  6. #46
    Player
    Norna's Avatar
    Join Date
    Aug 2013
    Posts
    151
    Character
    Kiara Fey
    World
    Balmung
    Main Class
    Botanist Lv 52
    Quote Originally Posted by Nestama View Post
    snip
    OMG! Miqo'tail isn't glued to mount in awkward U-shape, what is this witchery?! (For that matter, I've seen robes with rope belts in 1.0 vids. Rope. Belts. Witchcraft, I tell you!)

    That video has a greater sense of scale of Twelveswood than playing ARR has, which is bad (usually when I watch vids and then play the game, it's the other way around).

    While I get that they didn't want pasta copynara, they went too far in the other direction, on top of the instancing, which shrinks the feeling of an already claustrophobic world. It's not bad to have a few areas (such as woods, desert dunes, fields and snowscapes) where there is little variety. Think of most great paintings out there. Sure, the interesting bits dominate, but they have relaxed areas for the eyes to turn to. I mean, even Michelangelo's The Last Judgement (very busy painting) have all those fields of plain blue.
    (0)

  7. #47
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    I agree whole-heartedly with you, OP, and I'm just gonna leave this illustration of my thoughts right here:



    I've posted it before, but the image remains relevant. Open up the zones. Stop funneling us from one quest location to the next and give us the entire zone to explore rather than just narrow canyons and small clearings. And stop with the utterly arbitrary invisible walls. There is no reason this rock should not be climbable when I can run all the way around it on the ground and it has a perfectly reasonable slope. There is no reason I shouldn't be able to enter a river or cross a river by going down into it.

    Quote Originally Posted by pepero View Post
    oh you fell off a cliff? Too bad you're dead.
    Yes, this, too! It infuriates me that I'm not allowed to jump to my death. I know that may sound strange, but damnit, remove the bumpers; I want to play a real game of bowling.

    Quote Originally Posted by Darlan_Ashwood View Post
    The thing is, when an MMO comes out with all these classic MMO features ( gigantic open world, open pvp, super grindy leveling system)
    Uh, I think you're 1) misrepresenting what causes MMOs to "flop" and 2) grouping completely unrelated things together to try and make your point. I can't think of a single MMO that failed because its zones were "too big".

    Quote Originally Posted by LordSaviour View Post
    If you look at the min PC requirements for 1.0 vs 2.0, you can see that they made it so.
    There are MMOs with much lower min PC requirements who manage more open-feeling zones than XIV.
    (6)
    Last edited by Naunet; 01-05-2014 at 02:04 AM.

  8. #48
    Player
    Dark-Saviour's Avatar
    Join Date
    Dec 2013
    Posts
    690
    Character
    Dark Saviour
    World
    Cactuar
    Main Class
    Carpenter Lv 80
    Quote Originally Posted by LordSaviour View Post
    I bring this up in every post regarding current state of the game, Give them time to grow. The game has just released.
    Hi Saviour. Saviour here.

    As far as the world-design goes, I mentioned this in another thread (which was apparently deleted), but they've kind of shot themselves in the foot as far as scale goes.
    They can continue to add and build upon the world, but every new area is going to have to maintain the same sense of scale unless they completely remake Eorzea again. Otherwise, it will create this huge disconnect; if Eorzea and Continent 2 are the same size on the world map, and Continent 2 is 3x bigger, then things just seem... off... Likewise, even if Continent 2 were significantly larger, if the towns/outposts are actually a proper size and more than 1 minute from one another, it again just highlights a disparity that makes the two areas feel like they don't belong in the same world.
    :-/

    I actually love the look of some areas in 2.Ø; in particular, the East and South shrouds look amazing. Everything just feels so bloody hyper-condensed though. Stumbling upon the Sanctum of the 12 felt amazing the first time... Until you realize that's the edge of the map and it is actually still just about 2 minutes away from everything.
    I really would prefer large open areas (provided we don't get the terrible copypasta of 1.Ø [and the terrible aesthetic of its Black Shroud]). Ideally with areas you could wander off into for half an hour plus, rarely encounter mobs, and not hit any form of civilization. Honestly, that's one thing that really starts to irk me... When every corner of the world feels like its been settled and nature is never anything but a 'bridge' between settlements. :-/
    (0)

  9. #49
    Player
    JPPILIP's Avatar
    Join Date
    Aug 2013
    Posts
    93
    Character
    Roric Slaven
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Shioban View Post
    "Completley" was the wrong word to use there, it was if anything one of the larger considerations amougst the others such as the server pressure, design time, overall performance impact/loading data. (Not to mention the horrific LUA scripting they did.)

    But the fact still remains that the Playstation 3 limits each zone to a smaller area, and designing a smaller area with detail is easier than a larger area, a problem i'm currently having with my own projects actually. (Fleshing areas out is a nightmare)
    You keep wanting to blame ps3 but have no idea what you are talking about the small zones in this game were decided by SE because of the horrid and unoriginal open world of 1.0. There are ways to put large zones on the ps3 that have worked in the past all they had to do was on a large map break it down into smaller zones that just load in when you get close for example how SOE did in DCUO with metropolis.
    (0)

  10. #50
    Player
    Ildur's Avatar
    Join Date
    Dec 2013
    Posts
    102
    Character
    Ulanan Ulan
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Corridor worlds seem to be a common thing in the East, or at least the few eastern games I have played. Some manage to disguise this better than others, and even ARR manages it in the area around Drybone and the Sagolii Desert areas.

    I reject the idea that we have to give them time to grow. Open-world areas aren't something you change after releasing them unless you want to pull a Cataclysm thing...which we did already. 2.0's zones are like they are because Dalamud went kaboom and changed the landscape. No, this areas were designed like this, probably for some weird technical limitations (insert senseless blaming of the PS3 here!) and because Squee missed the point about what was wrong with 1.0's areas. Sadly, this is not something they can solve easily. They'd have to redesign some areas, and the most they can do right now is take away all the annoyingly arbitrary invisible walls that serve no purpose, like this previously mentioned rock.
    (1)

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