BTW tomorrow is Monday, just sayin'.
BTW tomorrow is Monday, just sayin'.



One problem with the direction this thread is headed is that it relies on the old sense of progression from FFXI, something that simply cannot exist in FFXIV because of its time saving features. I think most of you would be disappointed if the developers added every suggestion exactly as you want. You would find a memorable journey once, and then everyone would be teleporting everywhere just as they are doing now. I had a sense of wonder when I ran from Gridania all the way to La Noscea.
So the essence of what you are all asking for is a reason to see these different places on the map.. presumably because you won't go there unless your hand is forced? This is a two part problem. One, you players need to be more open to creating your own content. I have had the most fun in this game outside guildleves, but the rest of you are trapped in your own prisons so to speak. There is a wide game world there, go explore it, go join the player created activities, or create some yourselves. The second half is that you identify a true problem in the game design - that unless the game design forces everyone's hand, you can't count on your own free choices because you won't be able to fight the masses. Same reason people complained that nobody would party in somewhere other than Valkurm Dunes, even though they could. Same reason people complain about teleporting even though at any time they can choose not to teleport. They know that unless enough people are in the mix with them, they'll be alone with their wishes. I'd like to think there's a compromise here. What you're really asking for is a limiting of transportation, since the game already flows from camp to camp (whether redesigned or not). I don't think everyone needs to deal with that outcome so I wonder if people can't just form a linkshell and go grinding in creative spots? I guess I'm just trying to say, how much of your wishes could be fulfilled by yourself regardless of what the dev team does?
No one wants to level 1-50 in the same zone even if you can. This is a problem with the copy/pasta thing mainly. Wind would be taken out of the sails of this thread if Thanalan was truly 5 distinct areas with strong monsters separating each camp from lower camps. With the copy/pasta though there isn't much difference is there? I have skipped all over all 3 zones during my leveling and I've enjoyed the changes of scenery.
With that said I do believe in the reward of progression and support the OP. I'm not sure if this thread is headed in a direction that presents a sound argument.
Neptune I hear ya and I definitely don't want my hand forced in a certain direction but if leves were to stay central, I think if they balance them out across all crystals and all levels, they can still provide a variety in map design (which is the main topic here, not really the progression per se) and allow for a lot of choice. Now lets say leves were still a good option for gil and armor and whatever other prizes but were nerfed a little, but stayed balance, I think this would get people choosing different regions to explore to do both their leves in and perhaps grind if its the more viable option. I don't think it should necessarily go FFXI's route 100% but I remember countless times in XI where I didn't go with the "norm" since there was a limit really. When Valkurm was full to the brim I have had several parties in the dungeon in Peninsula for instance; of course the choices were a little limited or maybe people didn't explore alternatives often since people like to go with what works generally, I think FFXIV can remedy this by giving people balanced options.
New link: http://www.youtube.com/watch?v=KVs4p...embedded#at=19
It should link to other, but they were posted earlier in this forum, I was just brings them back up.
I don't understand why XI's sense of progression cannot exist in XIV. XI's sense of progression was not even a problem nor was it a feature that revolved around a huge amount of time. The time sinks were concentrated in a) waiting for a party and b) the endless xp grind (pre abyssea). SE is obviously going to keep the leve system which is great for casual players, much like FoV was in XI. How does re-making the environment so that it adds a sense of your character progressing through the world, gives it a feel of adventure, exhilaration and vibrancy - going to increase the time sink?One problem with the direction this thread is headed is that it relies on the old sense of progression from FFXI, something that simply cannot exist in FFXIV because of its time saving features. I think most of you would be disappointed if the developers added every suggestion exactly as you want. You would find a memorable journey once, and then everyone would be teleporting everywhere just as they are doing now. I had a sense of wonder when I ran from Gridania all the way to La Noscea.
In XI we could outpost warp from area to area or teleport to certain ones and each had a loading screen involved. If we kept teleporting to new areas how would it be any different in XIV? It didn't ruin the diversity of zones in XI and it wouldn't ruin the diversity of zones in XIV (if they were redone).
I also feel that the anima system will be reworked once a mount system is introduced. SE wants to put more gil sinks in the game, a mount system is going to be one of them and they are going to want people to use the mounts over anima from traveling from area to area. They screwed up from the start with this though and now they're trying to fix it.



Found also this,
http://www.youtube.com/watch?v=z-m31...eature=related
Really nice. Can't wait to see that area in game, one day..
I think simply world shadows would help very much so. If they could implement this I'm pretty sure it would tide off the rage that is related to the zones of this game... Just for a day... no an hour... no... a minute... ok nevermind. But world shadows are something I'm sure all of us want. Our computers may light on fire, but it would be nice.
(Idc if I'm using the correct terminology but by world shadows I mean tree's and such casting decent shadows.)



Good to see I'm not the only one who was thinking that while reading this thread. Not to mention XI isn't a great template to copy because the "direction" you progressed was determined by trends created by the players. Which, believe it or not, is exactly what happened in XIV. Instead of being starter city => Valkurm => Qufim => Kazham => Altepa and so on, its basically Thanalam camps due to everyone hanging around Ul'dah.
The lack of story content to push you to those areas didn't help much.So the essence of what you are all asking for is a reason to see these different places on the map.. presumably because you won't go there unless your hand is forced? This is a two part problem. One, you players need to be more open to creating your own content. I have had the most fun in this game outside guildleves, but the rest of you are trapped in your own prisons so to speak. There is a wide game world there, go explore it, go join the player created activities, or create some yourselves.
Admittedly, this is a result of the whole sandboxy approach to design team Tanaka took. Sandbox "make your own content" is so niche its not even funny. FFXI did well to hide it through timesinks and all sorts of other things, but both games are scaringly similar in that way.
This is the reason why quest-based progression has caught on so well in modern design. You flow from one spot to the next with hints on where to go next once you're done with that area.The second half is that you identify a true problem in the game design - that unless the game design forces everyone's hand, you can't count on your own free choices because you won't be able to fight the masses.
The problem is most of the people who jumped on here come either from games where your progression path is decided for you by the game itself (WoW, LotRO, CoH) or by the players (FFXI). The former has a slim chance of happening in a world where you have multiple classes to level (as much as I want it to become part of XIV), and the latter lacks the necessary amount of content to make it possible.
* 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)



Thanks again for another thoughtful post, Rane. I also have sensed the lack of cohesion.
And even if the world received a real makeover, players still have reasons to venture to alternative areas, such as Buburimu versus Valkurm. Especially if the reward system is adjusted so they are all worthwhile. It'd be little different than the popular quest hubs/towns nowadays which are found in most other game worlds. All of Azeroth's low level zones are completely viable options for taking characters through.
Eastern time has since rolled over. Here's to hoping for a crown!
All we ask of Square Enix is to share with us their plan for this world.
Or, whether they have one at all.
Where do they truly see us a year from now? Where do they see new players? Or us as we rank a third, fourth, fifth class? Are we still in one zone? In four zones? Crisscrossing between 4 zones: Desert, Forest, Grass, and Rock? From 1 to 50? And in an expansion pack, are we still in these four zones, heading from 50 to 99?
Is anything being done? What did that Japanese post by Yoshida truly mean? What's the 'overhaul'? What's the 're-design'?
Is it more camps, or a refurbished, new world?
This thread has called for an adventure by multiple paths, through all kinds of unique and diverse environments, further and further from home. With challenge and adventure and a strong sense of progression with each area reached, and conquered. Regions which contain zones which serve as stepping stones in our character's journeys as we train them in new jobs, from 1 to 50.
At the very least, we call for a simple answer: Yes or no.
I hope you all know I seriously never expected this thread to receive this level of attention. But, I'm humbled and grateful at the support this thread has been given, and that it's touched so many and provided clarity to some as to what is missing in Eorzea.
Also, I understand it's only natural that as conversation carries for so long, that new points, ideas, and disagreements are brought to surface. Thanks for maintaining the peace here this long.
Happy Monday.![]()
Last edited by Siobu; 06-13-2011 at 06:38 PM.
|
|
![]() |
![]() |
![]() |
|
|