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  1. #71
    Player
    OMEGA_HACK's Avatar
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    Mar 2011
    Location
    Gridania
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    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Personal opinion here, but I think XIV and XI are roughly on the same page in terms of size, and I say this because if you were to look at XI and XIV vanilla (minus 1.0 XIV) but XI (non-Zilart) and XIV (just 2.0) they have roughly the same amount of area to explore. The optical illusion here might be that in XI dungeons were free-roam open-ended, meaning you didn't have to load into an instanced area to do them.

    Also on the note of cities, Selbina, Rabao, Mhuara, and the like I would not classify as a 'city', more like a settlement or town. While they might have been spacious they really didn't have much inside, however if you look at the towns in XIV (Hyrstmill, Vesper Bay, Moraby Drydocks, they are smaller space-wise but feel more lived in. As for cities in XI there were:

    San d'Oria
    Windurst
    Bastok
    Jeuno
    Aht Urghan
    Adoulin


    Now I will say the one thing that XI has (and had during vanilla) that XIV doesn't really have yet are diversified zones. We have extreme snow zone (Coerthas Central Highlands), forest zone (Shroud all them), desert zone (Thanalan all them), lush-greens, almost meadow-y zone (Noscea zones), waste-land zone (Outer Noscea), aether-heavy zone (Mor Dhona).

    Where is the tropical zone, mountainous zone, fiery zone, underground zone, water(underwater) zone, void zone?

    I'm all for a bunch of dungeons, but honestly the pull for me to XI-and most MMOs-is the exploration aspect. I love to find all those nooks and crannies and be able to see a spectacular world (not saying XIV isn't one by any means). But I'd like the variety in the open world portion of the game, not just in dungeons where the goal is "How fast can we rush through this"
    (4)

  2. #72
    Player
    Magis's Avatar
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    Aug 2013
    Location
    Ul'dah
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    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Nalien View Post
    I actually think the world building in XIV is superior, in a strictly zone-related sense (I'd love actual ferries and the like).

    Eorzea feels lived in. You walk outside Ul'dah and it feels like you've walked out of a bustling city. You walk out of San d'Oria and it's wilderness. All the odd camps like Rabao were so isolated and I have zero sense NPCs did any travelling in Vana'diel. XIV has done a superb job of making a world which actually feels lived in, where as XI made a world you could live in, but felt like it had undergone an apocalypse as far as NPCs were concerned. That made sense for places like Tavnazia (and from what I've heard the new expansion location), but for all the other places? No. It was absurd. More so when Wings of the Goddess came around and we got glimpses of actual infrastructure outside of the city walls, and then are told that our Vana'diel is the hope filled future. Really? Their hopefully future is cowering behind their cities gates while wilderness takes over?
    Well, the Crystal War did wreck shit and the three nations didn't exactly like each other. However that is probably the story being built to the established world, not the other way around. Wasn't that the point with Rabao? It was a oasis in the desert, settlements clump up to fresh water in desert areas. The world of FFXI was one to explore and find out for yourself. FFXIV everything had been explored, with safe spots everywhere to hide in and no danger after you've "grown". It's like trying to go off on an adventure in the suburbs. Now with some things Yoshi said about Heavensward and a zone called the "Outlands iirc?" maybe we will start exploring the wilderness and have some danger once again. Also the more interesting of areas are locked behind instances, which players teleport straight into. There isn't even a point to the entrance of a dungeon other than to remind people that "actually, yeah this place does exist in the world even though you never have to see it to enter". It just disconnects those areas from the world.
    (2)

  3. #73
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Magis View Post
    Well, the Crystal War did wreck shit and the three nations didn't exactly like each other.
    IDK, it's just something that really ended up bugging me before I finally quit... "Oh, so you had a ramp up this cliff in the past but you just demolished it after the war? Thanks for making me take the loooong way round", granted we did eventually get to use Timelord hacks to skip up cliffs like that IIRC. Even Wings of the Goddess zones didn't really feel lived in, though they did feel like there was a war going on which was the point. I think the new Windurst side zone (Fort somethingsomething?) was probably the best example of what I'd have liked more of in XI (and am getting more of in XIV). XI never did zone transitions well IMO though, with the exception of caves, all the zones looked the same, whether you were travelling from a mountainous region to a jungle, forest, or beach, they all looked the same. North Shroud to Coerthas is a perfect example of zone transitions done right.

    Quote Originally Posted by Magis View Post
    Also the more interesting of areas are locked behind instances, which players teleport straight into. There isn't even a point to the entrance of a dungeon other than to remind people that "actually, yeah this place does exist in the world even though you never have to see it to enter". It just disconnects those areas from the world.
    This is actually one thing I have consistently begged for in XIV; Dungeons to become part of the open world following their completion. I guess ultimately it didn't gel well with their "Lets recycle these for Hard Modes" strategy, but I still think it would have been an awesome addition to the game. It really does sadden me that so many of the zones are locked in instances, I can just imagine going fishing in Brayflox's Longstop (prior to the Hard Mode ruining the place). Keep the "scenario" that played out there in an instance, sure, but give me the actual zone to enjoy after... /sigh
    (1)
    Last edited by Nalien; 05-02-2015 at 03:29 AM.

  4. #74
    Player
    OMEGA_HACK's Avatar
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    Mar 2011
    Location
    Gridania
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    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Nalien View Post
    This is actually one thing I have consistently begged for in XIV; Dungeons to become part of the open world following their completion. I guess ultimately it didn't gel well with their "Lets recycle these for Hard Modes" strategy, but I still think it would have been an awesome addition to the game. It really does sadden me that so many of the zones are locked in instances, I can just imagine going fishing in Brayflox's Longstop (prior to the Hard Mode ruining the place). Keep the "scenario" that played out there in an instance, sure, but give me the actual zone to enjoy after... /sigh
    Sadly the reason is because those instanced zones are not scaled to fit the open world. Here is a project I am working on, I had to scale down all the dungeons in order to make them work/fit in the world.

    (1)

  5. #75
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
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    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by OMEGA_HACK View Post
    Sadly the reason is because those instanced zones are not scaled to fit the open world. Here is a project I am working on, I had to scale down all the dungeons in order to make them work/fit in the world.
    Sadly the maps (since we have about 3 different ones?) in this game are fairly poorly done in general. Here's something I made a while ago highlighting an issue with Coerthas/Shroud;



    I'd love to have a world map like this, though they'd need to fix this issue. Honestly though, when it comes to the individual maps I'm not all that bothered if they don't fit in place properly. I just need to look at Wanderer's Palace and that issue is already plainly highlighted; From Bronze Lake it has no real base, yet that is what we fight our way through in the dungeon. I expect more of that in the future and at this point I don't particularly mind it anymore.
    (1)

  6. #76
    Player
    Magis's Avatar
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    Aug 2013
    Location
    Ul'dah
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    1,253
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    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Nalien View Post
    IDK, it's just something that really ended up bugging me before I finally quit... "Oh, so you had a ramp up this cliff in the past but you just demolished it after the war? Thanks for making me take the loooong way round", granted we did eventually get to use Timelord hacks to skip up cliffs like that IIRC. Even Wings of the Goddess zones didn't really feel lived in, though they did feel like there was a war going on which was the point. I think the new Windurst side zone (Fort somethingsomething?) was probably the best example of what I'd have liked more of in XI (and am getting more of in XIV). XI never did zone transitions well IMO though, with the exception of caves, all the zones looked the same, whether you were travelling from a mountainous region to a jungle, forest, or beach, they all looked the same. North Shroud to Coerthas is a perfect example of zone transitions done right.
    Windurst side zone? Might have been after I quit. I don't see how you can say all zones "looked" the same when their environments varied greatly as well as their layout. How does Yahtunga Jungle, Valkrum Dunes, and Xarcabard look the same to each other? Even similar environments were different, such as Ronfaure and Sanctuary of Zi'tah which while both forests, were both different in their asthetic (also that music, both sooooooooo good).


    Quote Originally Posted by Nalien View Post
    This is actually one thing I have consistently begged for in XIV; Dungeons to become part of the open world following their completion. I guess ultimately it didn't gel well with their "Lets recycle these for Hard Modes" strategy, but I still think it would have been an awesome addition to the game. It really does sadden me that so many of the zones are locked in instances, I can just imagine going fishing in Brayflox's Longstop (prior to the Hard Mode ruining the place). Keep the "scenario" that played out there in an instance, sure, but give me the actual zone to enjoy after... /sigh
    Even WoW did this better than FFXIV did. You still had to go to the entrance of the dungeon, but the zone line generated the instance. When "hard modes" came out, you chose which zone it would enter you into after crossing the zone line IIRC... that or there was multiple entrances I forget.
    (1)

  7. #77
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
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    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Magis View Post
    I don't see how you can say all zones "looked" the same when their environments varied greatly as well as their layout. How does Yahtunga Jungle, Valkrum Dunes, and Xarcabard look the same to each other? Even similar environments were different, such as Ronfaure and Sanctuary of Zi'tah which while both forests, were both different in their asthetic (also that music, both sooooooooo good).
    I mean the transition into each zone in a zone are the same, not that Yahtunga and Dunes look the same. If I showed you a picture of, lets say, the area used to transition from Meriphataud Mountains to The Sanctuary of Zi'Tah, how do you know it isn't the area used to transition you from Meriphataud Mountains to Sauromugue Champaign? I don't think you can. The areas used to zone you out of Meriphataud look identical to one another, this was true for most of the "overworld" zones in XI (only exception I can think of off the top of my head involve you travelling into cities, though even for that you'd probably only be able to tell the difference between West San d'Orias gate and Easts is by the NPC names), and when you consider what Meriphataud looks like in comparison to Zi'Tah, that difference becomes even more jarring. You're clearly skipping over a large area when you zone in XI, just like you do in XIV. The difference is in XIV you can tell the difference. Again; Compared any of the XI examples I've given to North Shroud to Coerthas. In XIV you can tell you're heading to a different area. If I took a screenshot of every zone line in XIV, you could tell the difference between them, each one is visibly unique. If I did that for XI, every zone (invisible) zone line for a given zone (eg. Meriphataud) looks the same (with the exception of cities/caves). Meriphataud to Zi'Tah looks identical to Meriphataud to Sauromugue. There is no indication that you're travelling into an ancient forest for Meri>Zi'Tah, for example. That's an issue with the age of the game, sure, but it's something XIV has excelled at.

    Quote Originally Posted by Magis View Post
    Even WoW did this better than FFXIV did. You still had to go to the entrance of the dungeon, but the zone line generated the instance. When "hard modes" came out, you chose which zone it would enter you into after crossing the zone line IIRC... that or there was multiple entrances I forget.
    Well that's the price of convenience. Technically you can still walk up to the entrance of Amdapor Keep and pick the regular one or the hard mode, but when it's more convenient to queue up from the Market Board no one does. Making things more "believable" in this regard would directly mean making things more inconvenient. I'd much rather just have an extra zone unlocked after which I can travel to to enjoy the dungeon itself, rather than speeding through. That keeps the convenience of the Duty Finder while still making dungeons a part of the open world, win-win. For instances like Primals I'd love for them to actually be server based when FC summoning is a thing, so if you want to try and earn Ifrit to summon with your Free Company, you have to travel through to his crystal like you did to unlock Hard/Extreme.

    That's basically what I'm talking about when I'm saying XIV needs more quality open world content, rather than bigger zones (sadly we only seem to be getting the later). We don't need large zones like XI. XIVs zones are perfectly fine. Until 3.0 proves otherwise, all I'm thinking we're getting with it is bigger zones that will suffer the exact same issues the current ones have; They're poorly used. Sadly the most people seem to ask for is just bigger zones. Beastmen Dailies are probably the closest this development team has gotten to making use of the zones properly, sadly that is extremely casual content. What this game needs more than anything is an "endgame" tier series of content akin to Beastmen Dailies which actually makes use of the world they've created. Doesn't even have to be free of instances; They could give us an Ifrit Trial where you obtain an item from a FATE, trade it to the Crystal used to unlock Ifrit Trials, and get ported to a BCNM style instance. That would work wonderfully.

    Instead, a lot of people just insist that "The world is small, we need bigger zones", when what they should be saying is "The world is unused, we need more content that doesn't use the Duty Finder". I'm cautiously hoping FC Airships will provide something like that I suppose, but that seems to be providing its own set of zones, rather than making use of existing ones, so I wont hold my breath. More Hunts, FATEs, Levequests and Treasure Maps are the only other thing I've heard, and they haven't cut it so far so I doubt they will at Lv60 either. They could, but they'd have to be of a substantially higher quality.
    (0)
    Last edited by Nalien; 05-02-2015 at 04:15 AM.

  8. #78
    Player
    Velox's Avatar
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    Sep 2013
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    Sharlayan
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    2,205
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    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Just to correct people here, Eorzea isn't a continent, it's a region. The continent is called Aldenard. Eorzea consists of the Black Shroud, Coerthas, Thanalan, and La Noscea. The Black Shroud, Coethas, and Thanalan are on Aldenard while La Noscea is on Vylbrand.

    There are lots of areas on Aldenard and Vylbrand we haven't been to yet, but still exist outside of Eorzea (such as Dravania, Sharlayan, Xelphatol, Ala Mhigo, O'ghomoro, Gyr Albania, Paglth'an, etc.)
    (0)

  9. #79
    Player
    ErzaScarlet77's Avatar
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    Feb 2014
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    525
    Character
    Lili Reina
    World
    Faerie
    Main Class
    Dragoon Lv 80
    The last mmo i played before ff14 was guild wars 2. That game had many flaws, but world exploration was not one of them.

    It was so exciting to enter new zones and every zone has major FATEs that sometimes end in world bosses.

    If you dont care about that, there are also exploration puzzles which is like a much improved version of our sightseeing log With actual fun and challenging platforming

    And the best thing about that game world is that it isnt flat. A lot of zones have either 2nd floor to them or underground level

    Unfortunately the game failed really hard in skill development (same 8 skills from lvl 1 to the end wtf) and dungeon.

    Ironic since ff14 is really strong on those 2 points
    (0)

  10. #80
    Player
    Felis's Avatar
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    Gridania
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    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    How the 1.0 maps looked connected together:



    Quote Originally Posted by Magis View Post
    Even WoW did this better than FFXIV did. You still had to go to the entrance of the dungeon, but the zone line generated the instance. When "hard modes" came out, you chose which zone it would enter you into after crossing the zone line IIRC... that or there was multiple entrances I forget.
    It's the same in FF XIV. Only that it is not forced, but an option. You can go to a dungeon entrace and click there on the portal. If it have a hard mode you can choose which mode after unlocking them.
    (0)

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