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  1. #21
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,857
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    I for one do NOT miss the level 70 mobs hanging around the edges of the zones, or the very high level things blocking your path when you were trying to unlock aetherytes. Died so many times trying to unlock that camp in the southern part of Mor Dhona....

    Danger is all good and well, but not when you're a lone explorer and there isn't any reasonable way to avert it.
    (4)

  2. #22
    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)

  3. #23
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Skivvy View Post
    All this talk of "zones"....I miss having to zone mobs! You know, that pack that was about to eat your face either due to pulling too many or grabbing aggro by accident? The mobs in XIV give up way too easily
    1.0 had something similar to it:
    In Black Shroud, while I tried to gather all the Aetherites for the achievement, i left once the main road in South Shroud. The way seem to be clear, but the moment I walked over a unvisible zoneline suddenly lv 80 enemies got loaded before and behind me and one-shooted me ^^
    (1)

  4. #24
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,069
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Haibel View Post
    There are only 3 zones with 2 teleports in them. all of them intermediate area's for leveling. out of the 3 only one zone shouldn't have 2 (south shroud) and one that should have two but doesn't (coeraths central Highlands)
    I know I said zone, But I meant country/city state territory. It's 2am, I derped.
    (1)

  5. #25
    Player
    Conradus's Avatar
    Join Date
    Dec 2011
    Location
    Ul'dah
    Posts
    1,013
    Character
    Conradus Leviathan
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ErzaScarlet77 View Post
    Ff14 world is kinda small now, but HW will.bring 5-7 ish new zones? Maybe 2 or 3 years from now well have enough zones so itll feel like actual world
    Original FFXI was, unless I'm mistaken, Sarutabaruta (Windurst), Gustaberg (Bastok), Ronfaure (San d'Oria), Derfland (Bastok-Jeuno), Norvallen (San d'Oria-Jeuno), Aragoneu (Windurst-Jeuno), Zulkheim (Valkum Dunes/Selbina), Kolshushu (Buburimu Peninsula/Mhaura). I believe even non-expansion areas like Vauldeaunia (Xarcabard) came later.
    (0)

  6. #26
    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
    (4)

  7. #27
    Player
    Teslo's Avatar
    Join Date
    Apr 2014
    Location
    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Conradus View Post
    Original FFXI was, unless I'm mistaken, Sarutabaruta (Windurst), Gustaberg (Bastok), Ronfaure (San d'Oria), Derfland (Bastok-Jeuno), Norvallen (San d'Oria-Jeuno), Aragoneu (Windurst-Jeuno), Zulkheim (Valkum Dunes/Selbina), Kolshushu (Buburimu Peninsula/Mhaura). I believe even non-expansion areas like Vauldeaunia (Xarcabard) came later.
    Beaucedine and Xarcabard/Castle Zvhal were non-expansion zones. The Shadow Lord was original non-expansion end boss, which is why it was level capped at 50. Much like XIV, the original level cap in XI was also 50. :P

    I like big zones (and I cannot lie...) because it makes a world actually feel like a world. I think if the regions were non-instanced it would go a long way towards making the game feel bigger, even though it really wouldn't be. Also a few less aetherytes would help with that. I'm not saying it should go back to FFXI standards where it could literally take you 30 minutes to get from one place to another, but a trek from a city to a remote outpost should take longer than the 5 seconds it takes to warp there.
    (2)

  8. #28
    Player
    Recaldy's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    767
    Character
    Recaldy Northwind
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    FFXIV needs an Attohwa Mountain climb.
    (8)

  9. #29
    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.

  10. #30
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Eorzea is actually quite large, it just seems smaller due to a number of things. Ease of travel being a big one, but your camera is another; for endgame content it's encouraged to zoom out so you can see mechanics easier, but that has the adverse effect of making the world seem smaller. Biggest killer is probably the lack of anything to do in the open world though. The world seems small because you Duty Finder virtually everything. It's bad enough that travel is as easy and speedy as it is, but you don't even need to travel to really play 90% of the games content.

    By far the biggest problem with Eorzea is that it is a glorified waiting room. I don't think Hunts came anywhere close to resolving that issue, Beast Tribe Dailies did a better job in my opinion (such a shame you're limited to doing 6 a day and only Ixali if you have any sense) but they're far from challenging and provide no real sense of danger (just waiting for FATEs half the time...). I'd love for Heavensward to introduce some seriously challenging and rewarding Levequests rather than more FATEs. Odd that I'm not a fan of FATEs, given they're pretty similar to Campaign from XI. I suppose the key difference is Campaign had fewer battles but much grander ones, where as FATEs are tightly packed "Zerg this mob/mobs". If we could have more FATEs where half the battle is just getting to the boss (the Chimera in N.Than is probably the closest we get to this) and the other half is still dealing with adds, I'd be a lot happier with FATEs...

    Overall I think I prefer XIVs zones to XIs though, I felt XI wasted a lot of potential with its zones, given vast swathes were just unused. XIVs zones feel lived in, XI had this disconnect between cities and zones which only really made sense in Tavnazia. Moment you set outside the walls it was wilderness, it felt very odd to me. The way settlements and camps are spread out around Eorzea feels far more natural to me. To me the issue isn't the zones or their size, but the content in them; That's where XIV is lacking as far as I'm concerned.
    (3)
    Last edited by Nalien; 05-01-2015 at 01:36 AM.

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