this right here, totally lol, from making way threw la theine, my first time finally finding rabao after going threw tunnel and then spending like hole day lost in the sands till i finally asked some dude killing mobs.. i was like 1min from entrance lol. i hate all running and time sinks but not for the first time it is awsome ... for people who think the exploring and learning zone and not dying from mobs wasn't cool in ffxi u is incorrect. ffxiv should move to this route but i think even though it kinda moving that way it's not gonna ever get there. but i can be wrong and hopefully the new zone to be seen totally surprise me.This is the biggest reason I have trouble sticking with FFXIV. In FFXI, you started out with nothing. All you could do is walk outside the city gates and kill rock eaters. Running to Jeuno for the first time and getting the chocobo license was fun, exciting and challenging, and also hooked me on XI for a long time. The first time I went to San D'Oria, I was lvl. 10, and just wanted to explore. I got lost along the way (no map, lol), nearly died, and eventually found a high-level who was kind enough to show me how to get there. I still remember the feeling of encountering new mobs, not knowing if they will aggro or not. After all, there was a real incentive to not die! Traveling was dangerous, difficult, time-consuming, exciting, and eventually routine, but going from one end of the world to the other always required a bit of planning and some thought, and maybe some time too.
For comparison, I started out in Gridania, and I don't even remember the first time I went to Uldah and Limsa. I think a friend ported me on the first day. Fun.
This post really makes me miss FFXI. In the end, I think it comes down to what developers and players expect to be part of "the game". Should traveling and exploring be part of the gameplay experience, or is it just a time-sink hurdle to be overcome? I think the same goes for leveling / grinding.
No you don't honestly all I've seen of you is make one-liner troll posts on threads discussing perfectly valid gameplay concepts. If you don't have anything of value to say then why do you bother in the first place? Ok I do realize I'm just feeding a troll here. I'm just going to ignore whatever posts that are attached to your loli images. Saves us all a little useless spam on these forums.
I understand making the world feel bigger by focusing more on exploration and less on teleporting everywhere. That being said though, I feel we're close to a balance here in terms of playstyle available. I ran from Gridania to Ul'dah just cause I wanted to explore. Did it take a while? A bit but it was fun. Later, I got ported by a friend to Limsa simply cause I didn't have the time at that moment to make a big trek. Do i still run places? Yes, for the most part.
I think just having the option to go for a stroll or bypass it is good enough. As long as both options remain without being railroaded into one, things seem fine to me.
That first run to Jueno was indeed a blast though, XI's world felt big and scary and I hated not having a map lol. I never really felt though being made to run everywhere at first was a challenge per se, more like "well I got nothing but my own two feet so let's do this!". I like a good challenge but walking everywhere when there's quicker alternatives doesn't seem like a challenge, it just seems making things more time consuming than they have to be.
Last edited by SilverObi; 09-08-2011 at 04:49 PM.
Give me a world worth exploring and I won't mind the trip. Copy and pasted terrains that only invoke past memories of locations in FFXI doesn't count. Where is the epicness? That is what it takes to keep a world interesting, I think. High polygon counts do not stand for anything when the world is decidedly uninspiring.
Personally, I think the world could've used greater terrain variations: properly epic landscapes that'd draw you into the world and make you really wonder "what's over the horizon?"
Where are the larger than life waterfalls, mountains, mists? Ruins could've been a nice supplementary feature for the landscapes, as well as provide some paths for future storytelling... but the world with all of its 5 years of development just feels too technical.
I'll say it again: it's not the graphics that matters. You can go and play any modern game and get wonderful graphics. We are desensitized to graphics. Where is the "soul?" What we have now just feels like some manager decided that this would be the most efficient way to make an RPG world, and everyone started coding/designing. It doesn't "feel" like art--like something they'd want to make themselves.
ive always felt the mages should be the ones to teleport.
OR since things are already kinda set in stone, why not give mages more extensive teleport/warp spells that have some sort of advantage over anima (other than not having to use up your anima)
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
It's sad because this topic was actually debating something else.
Now it got sidetracked to 'WE DON'T WANT FAST TRAVEL' vs "WE WANT FAST TRAVEL".
On topic: Yes, we should have to touch the aetheryte in the first place before given porting rights to the zone. Players should go and collect these themselves prior to having others - or themselves teleporting to these places.
Actually if they went to a class teleport spell system I would rather see the gathering classes get those. They do have MP and they have nothing else to use it for. It also makes more sense (to me anyway) because they actually see more overall land than most other classes do and already have movement enhancing abilities. Another way could be to give them camp and node teles and give crafting classes the city teles. Just a thought.
@topic: Yes to rubbing the Aetherytes...Even though I think that the new travel forms will obsolete the travel methods of gatherers. The only real advantage to the quick abilities will be that they are free.
Last edited by Mortikhan; 09-08-2011 at 10:27 PM.
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