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  1. #1
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    @Nektulos-Tuor
    When the world reacts to you, it is hardly ever the exact same experience, playing with others adds even more variables. Even if the most beautiful,elaborate dungeon was created, if the world and it's inhabitants don't react to you, it will eventually become less dynamic or interesting.

    Pulling enemies or sneaking by them in FFXI was one activity that rewarded or punished you for bad timing. Would it be wise to apply it to the whole game? That would be the users opinion. I say yes and no depending on circumstances. For instance, requiring this cleverness around fed-ex back and forth quest or fates, I would say no.

    But if the situation was trying to infiltrate a highly guarded section of some colossal ruins, then it adds context,dynamics, and immersion to gameplay.

    Solid Snake knows what these situations are like.
    (2)

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Sandpark View Post
    @Nektulos-Tuor
    When the world reacts to you, it is hardly ever the exact same experience, playing with others adds even more variables. Even if the most beautiful,elaborate dungeon was created, if the world and it's inhabitants don't react to you, it will eventually become less dynamic or interesting.

    Pulling enemies or sneaking by them in FFXI was one activity that rewarded or punished you for bad timing. Would it be wise to apply it to the whole game? That would be the users opinion. I say yes and no depending on circumstances. For instance, requiring this cleverness around fed-ex back and forth quest or fates, I would say no.

    But if the situation was trying to infiltrate a highly guarded section of some colossal ruins, then it adds context,dynamics, and immersion to gameplay.

    Solid Snake knows what these situations are like.
    Honestly. If you did it in waves. Starting off Slow and getting bigger. It can be fun.

    Outside the city its not very dangerous, until night time. Then you have wild wolves actively hunting your group. The more and more you get away from civilization the more dangerous, scary and creepy the world gets. However the more your rewarded for your effort and exploration.

    You can still be casual and enjoy the game. However you will never see the same world as people who branch off the safe paths, nore will you ever be as strong as an adventurer who does..

    The Safe Path:
    Daily Quests.
    Quests and Quested Gear.
    Cleared out Dungeons. Dungeons cleared off by the Branched Path, making them a lot safer. Casual Gear from it.
    Light Group, Solo Content.
    More Static part of the World.
    20% of the World.

    The Branched off Path:
    No Quests or daily quests.
    A time consuming Contested Dynamic World.
    Cannot be soloed, except by highly skilled individuals who explored and have some of the hardest to get gear.
    Everything you do makes the world more dangerous, or safer.
    Things you do in the game affect the "Safe Path.", meaning the "Safe" path is no longer safe and a new "Safe" path must be made.
    You as an adventurer "make" the safe paths for casual players.
    You are MUCH stronger then the average player, for branching off into the dangerous world.
    You can make yourself almost ten times stronger then the average player.
    80% of the World.


    The adventures from the Branched Path go around the world, getting the best loot and making it safer for casual players to go in and get their loot and do the dungeons. They make the safe paths and they make the world safer.

    Now, you have a dynamic world where casual and hardcore players are married together.
    (2)
    Last edited by Nektulos-Tuor; 09-18-2015 at 01:59 AM.