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  1. #1
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    While I don't dissagree I think there needs to be more moving objects in the game as well, it's going to be a mixed bag of "I want it this way or that way" for players.

    The developers can't spend time making every useless vendor stall animated in some way, go check the guilds they are pretty lively places so we do know they are focusing on areas we actually tend to visit beyond being a passerby. NPC's we can't interact with because they move around? We would never hear the end of it! and if we could interact we would never hear the end of people complaining that they can't find them!

    Hell XI had a very small group of NPC's who moved around the area at all, only one I remember off-hand was a delivery boy in Sandoria would would run a curcit.

    The field-areas themselves to do need more variaty and life though, from the monster who roam it to the land itself. There are some amazing locals within the game if you really look for them, it's a shame many of them are out of the way areas you don't visit often.

    Go visit Coerthas's second hamlet...Ravens Fall (Or something like that) it looks amazing with the tiered mountainside and rocky outcrops to cross the creeks. The black shrouds North east area is pretty tight looking as well with the sylph city and bottomless void while your sprawling on a rather small path.

    The game gives us little reason to find these areas though and it's a shame that this is how it was set out, the large zones feel so small beause we don't explore even a 1/3rd of them on a daily basis...hell with teleporting I doubt many see 1/10th of many zones.

    People who say the world feels too similar and flat doubtfully explore a whole lot. The developers poured alot of heart and soul into the detail of many areas and it has to be a massive knife in the back when a select few idiot say "Copy pasta!" without going further than the first road to the first camp.

    Anyone ever had a look at Bloodshores beach? agressive high level monsters you say? Ever check out the North east Shroud? High level agressive monstesr? Coerthas? Monsters!? Mor-Dhona can't be.....lvl 80 peists you say! The game has alot to offer us, and I feel some people just don't want to put the effort into seeing the sights and sounds of Eorzea.

    I still think the strange crystal formation in Humble-hearth or the thaumaturgy shrines in Thanalan, or mysteriously un-usable purple aetherite streams are largely un-noted by the populace because they are afraid to look beyond their "Grind"
    (7)

  2. #2
    Player
    Tibian's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Tibian Rahm
    World
    Excalibur
    Main Class
    Leatherworker Lv 60
    Quote Originally Posted by Jynx View Post
    While I don't dissagree I think there needs to be more moving objects in the game as well, it's going to be a mixed bag of "I want it this way or that way" for players.

    The developers can't spend time making every useless vendor stall animated in some way, go check the guilds they are pretty lively places so we do know they are focusing on areas we actually tend to visit beyond being a passerby. NPC's we can't interact with because they move around? We would never hear the end of it! and if we could interact we would never hear the end of people complaining that they can't find them!
    I am not saying vendor stalls have to be animated (100%) but why weren't they developed uniquely instead of just this regular copied "stall." Plus thats not the point of this thread, animated world objects is what the thread is about. Why aren't the ropes or hanging objects swaying just ever so slightly to add that extra boost and life to the stall. Why don't flags sway? Why don't the covers of every identical tent have ruffling waves?

    The field-areas themselves to do need more variaty and life though, from the monster who roam it to the land itself. There are some amazing locals within the game if you really look for them, it's a shame many of them are out of the way areas you don't visit often.
    Not denying there aren't, but there are too few. I do enjoy "exploring just to explore," but sometimes you need those flavorful areas directly where the leveling is. There is very little of "cool and uniqueness" to the normal areas of the game. Ul'Dah is simply a motionless stone slab. So how do you make a stone slab city look alive? Add walking NPCs around the town, add some chocobo carts standing in the streets, make the ropes, canvas tents, flags, banners wave in the wind... add ANIMATIONS and non repeated objects. Animated objects, walking NPCs, non combat animals, even swaying flowers and grass would add so much MORE to these "slab" areas.

    People who say the world feels too similar and flat doubtfully explore a whole lot. The developers poured alot of heart and soul into the detail of many areas and it has to be a massive knife in the back when a select few idiot say "Copy pasta!" without going further than the first road to the first camp.
    The world does feel similar, that is why the developers are redoing nearly the entire world... so I don't see the validity of your statement. Copy paste isn't that difficult either, and if you have looked at the maps and really explored as in depth as you claim, then you should realize that these similar/copy paste areas outnumber the very few (and sometimes barely unique) areas you are defending. Again.. many of these areas would benefit from animated grass, flowers, hell even blowing cotton... just something to make it less "STALE."
    (3)

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