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  1. #21
    Player
    Taaku's Avatar
    Join Date
    Jan 2012
    Posts
    104
    Character
    Taaku Shilamont
    World
    Balmung
    Main Class
    Pugilist Lv 60
    I would love more open world content. make the beast tribes respective 'dungeons' larger, add a HNM-type FATE (similar to Odin/behe) at the end that has unique mechanics n stuff. the game already has 32ish instanced dungeons. (not even including the primal fights which are also instanced) i'd love for them to balance it out.

    Another idea would be to have a boss fight that's instanced...but require you (or a group of people) to travel through a open world dungeon to unlock the instance. I don't mind instanced boss fights (though i cant wait for open world primals) but i'd like there to be at least a few open world dungeons that last longer than what we have currently.

    Though it is nice that they are adding more, albeit bit by bit.
    (4)

  2. #22
    Player
    Aery's Avatar
    Join Date
    Apr 2013
    Posts
    41
    Character
    Shin Hakkai
    World
    Excalibur
    Main Class
    Armorer Lv 50
    I'd like to have a lot more Open World content.
    Pretty sad with how it is right now, most of the content is instanced.
    It feels like most of the groups of players just keep to themselves and do their instanced stuff.

    Open World content would encourage engagement, interaction and competition between players.
    It doesn't have to be anything crazy like HNMs from FFXI. But I liked the concept of Sky and ZNMs too.
    I'd just like to see(actually see!) other players do content too, as well as have content not as limited ( 8 players only ).

    So, i'm all in for Open World, I think it would give this game more of a MMO feel as well as give FCs more purpose.
    (3)

  3. #23
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    I have never understood people who like or want instances in an MMORPG. An instance is pretty much the complete opposite of what MMO stands for.
    (9)

  4. #24
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Kerberon View Post
    The mobs would still need their speed doubled or more and to not have leashes anymore.
    How about we bring back proper agro mechanics as well? As well as the means to lose said agro. Lose the scent monsters by running through the river, lose sight units by gaining enough of a lead "Make it impossible to sprint with agro and give monster the same base speed as players making lost agro come through tricky movements through the terrain or binding abillities" Sound monsters by either not moving once gaining enough ground (Make this distance shorter than sight, but the overall range of aggressive tracking larger than sight)

    Blood agro: some Environmental hazards can cause damage and heaven help you if you tumble off a high cliff near some undead.

    But we all know things like this probably wont be coming back due to the game being focused for allowing the lowest common denominator to be able to stumble around almost anything.
    (4)

  5. #25
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Open world content makes the game feel alive, it makes it feel like a world, it is what make a good mmo in my opinion. The ability to interact with the world around you, not just your closed circle of friends. There is something about clicking the find duty or click a dungeon => warp there that just takes away so much from what makes a mmo special.

    Instances close off the world and turn things into a lobby server style of gameplay. This should be limited not a focus ever. It is a path the genre has been moving which has been eating away at what makes a mmo a mmo.

    Should there be instances yes, should the game be focused on them... no. There needs to be in my opinion a 50/50 mix of open world content and instanced content. The open world needs meaning as well, not just filler content.
    (8)

  6. #26
    Player
    TheUltimate3's Avatar
    Join Date
    Jan 2014
    Posts
    620
    Character
    Daiza Auvec
    World
    Behemoth
    Main Class
    White Mage Lv 80
    As long as said open world content doesn't end up deserted after a few content patches.
    (2)

  7. #27
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Some open dungeon like areas would be nice.
    (4)

  8. #28
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    More open world content and a more open world in general, not these tiny maps with settlements everywhere, even though the Calamity was supposed to have destroyed more than it built.
    (4)

  9. #29
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    If fates are going to continue, they need more soul. As it stands mobs die TOO fast, and its just
    a spam fest. This may change as the game is expanded upon and the cap is raised. We need bosses
    with multiple parts to attack, relics to protect that provide buffs, specific targets that when killed
    change the flow of battle etc.

    Add USEFUL drops to NM Fates.

    Add close to top tier gear to tough fates, more like odin and behemoth. Give a slight drop increase %
    for the claiming party (like 2%) to increase that feeling of competition and have drop rate tied to rating.
    Not full sets of gear, but like "a" headpiece for one class and a weapon for another, from ONE of the fates.

    Dont need full sets, that will take away from current end game stuff.

    Add overworld ladder pop tiers, and cool objectives, that you can bring anywhere from 4 to 24 of your FC into.
    everything atm is 8 person only, lock out. This means you're either in the in crowd, or not, or if you miss a run
    you can't join mid way cause theyre capped. overworld lets people come and go and everyone take place. Its
    not so exclusive.
    (3)
    Last edited by Volsung; 06-16-2014 at 03:31 AM.

  10. #30
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    For 14 the game is designed as PVE a heavy focus on PVE, placing things in instances is to prevent the nasty variable of trolls and other groups attempting to kill a group in a PVE environment.

    Just take XI as an easy example, claiming mobs was both time consuming and annoying, and even when you claim the mob, you would open that's it and more often than not it was but there were those occassions when the person that lost would attempt to kill your group by drawing in mobs or other obnoxious actions to cause mischief towards the group in the PVE environment.

    Instances are used to prevent this and if you want to blame anyone for the focus on the instance content just look at your fellow players that used tactics like killing other players and lagging out players in a PVE environment where the only variables for that fight should of been the players skill against the monster.

    Instances just allow the developers to have an easier time to focus on making content and it also allows for less time to be spent wasted on having to file reports for wiping another group, ruin the experience for other players and allows players to focus more on playing via skill.
    (0)

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