Oh come on really?
You have to go out of your way to get killed in the overworld. if you happen to catch agro you can take a great deal of hits even from a far superior foe and they leash at the slightist hint of you running away.
Not to say there aren't some good ideas and valid points in this thread but as you can see some will just never be satisfied and find anything to complain about. Trust most don't want to get raped @ 50 when just traveling from point A to B.That's such a self-contradicting problem though. You're mad that you've gotten so strong that the beast camp that once could kill you now cant scratch you? Thats kind of the point of playing the game.
I dont know what on earth you guys are talking about, i used to be terrified of walking into the Sylph camp. Sylph Casters in bunches, high aggro range, casting Heavy on me and before I know it i have 3 sylphs shooting spells at me. God forbid i target the one who keeps healing himself before he dies.
What i really want to know is, what do you guys gain out of being able to be killed by something on the map. Are they going to give loot or something? What happens when those enemies ALSO become useless and boring?
Well if your a lvl 50 your going to be strong and you know most stuff won't kill you as easy but id rather not see some lvl 50 monsters that can one or 2 shot me and it's not like ff has many zones or camps were you need to kill stuff to get a key or something so that's what dungeon runs are for are they not?
Because they can respawn just like we do when we die.Hopefully they'd only be useless and boring once the level cap was increased and which brought with it new zones of equally difficult areas to explore. And the point really isn't to get 'stuff' but to create a living, breathing and interesting world to 'experience' and be a part of. I mean likewise if we are really all so strong, to the point we can slaughter a whole imperial camp on our own without breaking a sweat, why haven't we ousted their evil asses from our land?
The same reason I had a summon so powerful in FF7 that it killed Sephiroth in 2 turns and Jenova in 1. Or why Tidus whacked the final boss once and killed him. Or why the clan marks in FF12 were stronger than anything Ivalice was having problems with, and my party murdered them with no problem. It's a game, it gave you its experience from 1-50 but now that you've outgrown it you're expected to get it elsewhere.Hopefully they'd only be useless and boring once the level cap was increased and which brought with it new zones of equally difficult areas to explore. And the point really isn't to get 'stuff' but to create a living, breathing and interesting world to 'experience' and be a part of. I mean likewise if we are really all so strong, to the point we can slaughter a whole imperial camp on our own without breaking a sweat, why haven't we ousted their evil asses from our land?
Final Fantasy has almost always kept its battle system and story elements at an arms length distance, expecting you to be able to distinguish between the two for the sake of being a fun videogame to play. Actually? All videogames do that. So i don't know what you're talking about.
Last edited by Edellis; 01-12-2014 at 11:28 AM.

All those games you reference are single player games though, they are a finite experiences so that once you've reached max level and can trounce the strongest bosses of the game in two hits, you are done, time to start the next one.The same reason I had a summon so powerful in FF7 that it killed Sephiroth in 2 turns and Jenova in 1. Or why Tidus whacked the final boss once and killed him. Or why the clan marks in FF12 were stronger than anything Ivalice was having problems with, and my party murdered them with no problem. It's a game, it gave you its experience from 1-50 but now that you've outgrown it you're expected to get it elsewhere.
Final Fantasy has almost always kept its battle system and story elements at an arms length distance, expecting you to be able to distinguish between the two for the sake of being a fun videogame to play. Actually? All videogames do that. So i don't know what you're talking about.
What we are talking about here is a MMO world, something that persists even after you've cleared the strongest raid's boss. If we were to take our examples from the same medium. FFXIV, WoW, GW2, War Hammer Online, The Secret Age, all presented challenging world areas or zones even to the highest level characters.
It's not that I'm angry it doesn't exist in FFXIV, I'm more just saddened that a beautiful world goes to waste as just purely a lobby for the duty finder.
Last edited by ToraFomalhaut; 01-12-2014 at 12:46 PM.
Agree with OP.
The world needs more danger around the corner,
more secrets, rare mobs, hidden places etc.
The zones are beautiful - beautiful but boring.
.

It's good that I'm not the only one that have this in mind!
+1 to a more immersive world.

...and from the Gridania forest mysts proceed the souls of warriors and heroes; among which I am honored to serve as part of the One.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote






