Results 1 to 10 of 86

Hybrid View

  1. #1
    Player
    Bluevann's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,377
    Character
    Jet'a Vahn
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    You also have to consider FFXI had slower movement speed, hardest-to-get chocobos, less teleports (till last year. Now you can teleport basically everywhere in there, I'm still playing it), quest objectives at far distances from each other, and no quest indicators on the map, also no Sprint. All that added up to a bigger world feeling.
    (4)

  2. #2
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Bluevann View Post
    You also have to consider FFXI had slower movement speed, hardest-to-get chocobos, less teleports (till last year. Now you can teleport basically everywhere in there, I'm still playing it), quest objectives at far distances from each other, and no quest indicators on the map, also no Sprint. All that added up to a bigger world feeling.
    Yeah, but it also had danger. Overworld mobs are genuinely quite scary in FFXI, whilst ARR has zones inhabited by the weakest trash imaginable. Only Fate bosses pose the slightest threat, and those are heavily signposted. That one aspect alone made exploring the map more challenging and rewarding. ARR should take a leaf out of FFXI's book. There's a reason it was so popular for so long.

    Oddly though, the devs missed a trick when designing the maps. We have characters who can jump and yet there's not a single time it's ever made good use of. Crucially, maps are designed with the grounded pedestrian in mind, when they could have been far more interesting and elaborate. Guild Wars 2 makes good use of the jump with its own jumping puzzles and other hidden easter eggs in the maps.

    Something for them to consider for future maps I guess.
    (3)
    Last edited by Lemuria; 05-01-2015 at 01:34 AM.

  3. #3
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lemuria View Post
    Yeah, but it also had danger. Overworld mobs are genuinely quite scary in FFXI, whilst ARR has zones inhabited by the weakest trash imaginable. Only Fate bosses pose the slightest threat, and those are heavily signposted. That one aspect alone made exploring the map more challenging and rewarding. ARR should take a leaf out of FFXI's book.
    Unless they added a bunch of True Sight mobs after I quit, Sneak and Invisible completely trivialized most of the dangers found in the overworld. Sure they might have posed more of a threat if you charged headlong into them or accidentally caught aggro, but common sense, patience, and a pocket full of consumables did a lot to neuter the majority of the threatening creatures you came across. 1.0 would be a better comparison because it did have areas full of mobs that would rip you to shreds even at the level cap, but you had to rely on your luck and wits to avoid them.
    (2)
    With this character's death, the thread of prophecy remains intact.