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Thread: Zone Aesthetics

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  1. #1
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    Quote Originally Posted by Wolfie View Post
    Complete redesign is pretty much required anyways, because the current zones already take you all the way to the cap and beyond. We have level 80 and 90-something monsters in the current zones.
    I'm not talking about MOB placement though... I agree with you there... but Im talking purely aesthetic

    Quote Originally Posted by FilthyDisco View Post
    Honestly i'd rather have small, unique zones. Where every zone has a Final Fantasy feeling to it, a different theme for each zone, etc. I'm sure many of you will agree with me here.
    I do.... and I am looking forward to splitting the zones up into themed areas...
    But I do like the theme of each zone now..... The thing is, that theme should only be used in 1/3 of each zone.. with 2 other themes per zone being added
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    Player Wolfie's Avatar
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    Quote Originally Posted by Rydin View Post
    I'm not talking about MOB placement though... I agree with you there... but Im talking purely aesthetic
    Well... the two will kinda go hand in hand I guess, because the game is set up so it caters to every level increase. Why bother going to new zones when you've got everything close to the cities and in the same old zones, you know?

    But if they restrict mob levels in the old zones so that high level players are forced to use the new zones, then that's just going to be vast, vast stretches of mobs and land that's going to be filled with cut/paste mobs and content.

    Would just be easier if they redesigned the current zones before adding new ones. Maybe keep the climate similar, but break it down something like this:

    South Thanalan: Rocky desert
    North Thanalan: Sandy/Saharan desert
    West Thanalan: Badlands or Savanna
    East Thanalan: Savanna/Tree Savanna
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  3. #3
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    Quote Originally Posted by Rydin View Post
    I'm not talking about MOB placement though... I agree with you there... but Im talking purely aesthetic
    I think mob placement does go hand-in-hand with the aesthetics of the zones. If you stepped outside the gates of Ul'Dah, and had to fight level 1 Cactuars, or outside Gridania and had to fight level 1 Bombs, or even outside Limsa Lominsa and had to fight Sahagin, people would know right away they're playing a FF game instead of having to run through squirrels and marmots and dodos and sheep before getting to anything that gives the game a sense of belonging to the the series. I think we'd all have been a lot more forgiving in the beginning if we had to fight our way through the different zones to get to the next camp with the next tier of FF monster.

    Does any of that make sense?
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    http://i.imgur.com/L3DQO.jpg

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    Quote Originally Posted by quantumsaint View Post
    I think mob placement does go hand-in-hand with the aesthetics of the zones. If you stepped outside the gates of Ul'Dah, and had to fight level 1 Cactuars, or outside Gridania and had to fight level 1 Bombs, or even outside Limsa Lominsa and had to fight Sahagin, people would know right away they're playing a FF game instead of having to run through squirrels and marmots and dodos and sheep before getting to anything that gives the game a sense of belonging to the the series. I think we'd all have been a lot more forgiving in the beginning if we had to fight our way through the different zones to get to the next camp with the next tier of FF monster.

    Does any of that make sense?
    Makes sense lol

    Since I still have that interview on my browser:

    "Famitsu: after the large scale changes, for the current land marks or name of locations how much will be utilized?

    Yoshida: Even it’s major change, Eorzea is Eorzea so the world Iwao made will still be there. But we think the monster placements needs changes from the root and for monster strength it should be 1 zone with 1-2 theme.

    Iwao: If you can think of it as more deep settings for the maps.


    From Reinheart's thread: http://forum.square-enix.com/ffxiv/t...l=1#post281974

    It does not have to be a completely different set of mobs, but I think you gave good examples of how they could further emphasize the different themes right from the start
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  5. #5
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    Quote Originally Posted by quantumsaint View Post
    I think mob placement does go hand-in-hand with the aesthetics of the zones. If you stepped outside the gates of Ul'Dah, and had to fight level 1 Cactuars, or outside Gridania and had to fight level 1 Bombs, or even outside Limsa Lominsa and had to fight Sahagin, people would know right away they're playing a FF game instead of having to run through squirrels and marmots and dodos and sheep before getting to anything that gives the game a sense of belonging to the the series. I think we'd all have been a lot more forgiving in the beginning if we had to fight our way through the different zones to get to the next camp with the next tier of FF monster.

    Does any of that make sense?
    I agree... completely... I just didn't include in this thread because it really requires a thread all it's own.... It sounds like SE is on the right track with it though... which is a very good thing... I'm willing to give it time and let them do it right....
    But... what are your thoughts on putting 1 (or more) high level non-aggro mob in a starter zone just to serve as a little flavor fro the lower level zones... like how the wild Saurian was in the Dalmasca Eastersand in FFXII....
    Even a little ecology like having one lvl 10 or 15 mongrel spawn in an area with a bunch of star marmots.... And as long as there are star marmots there... it will attack them... and will turn on you once the star marmots are dead. It would even work with the new claiming system as it would even be able to attack the MOB you are fighting....

    Quote Originally Posted by northernsky View Post
    It does not have to be a completely different set of mobs, but I think you gave good examples of how they could further emphasize the different themes right from the start
    *Nitpicking alert*
    I'd like it if there was more variance within the MOBs so the low level cactaurs don't look exactly like the high level cactaurs... or the drakes, guivre and biasts don't all look the same but different colors... I know I am being petty... but I feel like if I've been playing for a year... I should be able to play with names off and still be able to tell what level of MOB I am fighting... based off of how they look....
    *nitpick over*
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