the only thing about open world i dont like is if you group does all the work of killing teh mobs to get to the nm and another group comes behind you and doesnt have to do anything. They could fix this with super fast re spawns perhaps.


the only thing about open world i dont like is if you group does all the work of killing teh mobs to get to the nm and another group comes behind you and doesnt have to do anything. They could fix this with super fast re spawns perhaps.


Pretty much every other NM in the game ('cept for a couple) are on a super-fast respawn timer; why not these too?



FOOOOOORCE POPS!



Korean MMOs are actually good. FFXI is actually good. XIV however? Long way to go.
@Topic: It most definitely seem to be like XI's strongholds, if they were wise and if it's more instanced crap, then well why do we even have field areas? All we need is Starter Towns, Ishgard and Teleport NPCs.
Well the "generic" korean MMO usually focuses a lot on questing/combat and very little on community/crafting. FFXIV has a more robust 3-dimensional world, and I think that's a selling-point for this game. After playing Blade and Soul beta, I was turned off because of the seemingly linear world and lack of crafting and such. It just seemed so one-dimensional. In spite of its good combat, it lacked something FFXIV DOES have, so I'd hope they tried to retain this feature instead of diminish it.Korean MMOs are actually good. FFXI is actually good. XIV however? Long way to go.
@Topic: It most definitely seem to be like XI's strongholds, if they were wise and if it's more instanced crap, then well why do we even have field areas? All we need is Starter Towns, Ishgard and Teleport NPCs.
And on topic: from the images, the "strongholds" seem to be a rush job (compared to FFXI), but maybe they look that way because they are non-instanced. If they were instanced, perhaps they wouldn't have to work within the confines of memory limitations for new landscape textures and "doodads". I think this is evidence for them being non-instanced.
Last edited by User201109011315; 09-14-2011 at 01:30 AM.



Indeed, which is why it's too bad people keep wanting everything "instant" or straight out handed to them simply because they want the game to cater to their 30 minute a day playstyle -- This is why MMOs have lost the "feels like a world" feeling over the years.
It's why XIV has a long way to go because instead of building off of XI and turned it into something new, they threw it out, which would have been a perfect foundation instead of making us wait for them to recreate the foundation before getting to the good stuff. This is why I'm against quest based progression, because it kills the world as through the levels it literally puts you on a rail (yet people hate linear video games...funny.)

i could do without NM camping tbh
open world camps are fine. kinda fun to bump into another person while deep in enemy territory. but an instance at the end for important battles, maybe like in xi where you had to get an item farmed from open world camp to enter instance but i despise nm camping.
My point was actually that FFXIV did do something right: they tried to make a three-dimensional world. Crafting, Gathering, Combat, quests, and freedom, most importantly. The Player run company system sounded like it would only add to this concept.Indeed, which is why it's too bad people keep wanting everything "instant" or straight out handed to them simply because they want the game to cater to their 30 minute a day playstyle -- This is why MMOs have lost the "feels like a world" feeling over the years.
It's why XIV has a long way to go because instead of building off of XI and turned it into something new, they threw it out, which would have been a perfect foundation instead of making us wait for them to recreate the foundation before getting to the good stuff. This is why I'm against quest based progression, because it kills the world as through the levels it literally puts you on a rail (yet people hate linear video games...funny.)
So like, what I was saying is that FFXIV shouldn't diminish this aspect of the game which they've ALREADY got right.
As for being too far away from FFXI, I think there are a few ways which FFXI was better, but FFXI was a little too demanding in some areas (like travel times), and also too linear (which is what you are against). For example, the elitist set-up for jobs and the lack of options when making your own job/subjob combo, these made FFXI very linear.
So ffxiv stepping away from FFXI in this regard, made it a better game. However, FFXIV failed to get some things right. I think it went TOO far when making travel time convenient. FFXI was too time consuming, FFXIV is too quick.
Yeah, open world envinroment with isntanced bosses, what's wrong with this?i could do without NM camping tbh
open world camps are fine. kinda fun to bump into another person while deep in enemy territory. but an instance at the end for important battles, maybe like in xi where you had to get an item farmed from open world camp to enter instance but i despise nm camping.
And maybe some open world bosses if the boss is not very popular.

I think this is the best answer to the open world vs instance debate.
Theres no wasting time camping an nm to have some other group come an ninja claim it, and you dont loose the sense of world by having every thing instanced (which personally i cant stand at all). However I think a good mmo should have all types of content, open world, instanced and force pops.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




