
That's totally understandable. However in the grand scheme of things the overworld is only exciting at launch time. Healers would be valuable in a system where the overworld contained hard enemies. The problem to me, right now, is that the overworld consists of pushover mobs that will never be a danger to anyone at max level, let alone higher ilvl's. It makes the huge maps less exciting.
While it makes the maps easier to traverse, I don't find them engaging in the slightest. A mob that can die in a few swings of my lance are just a nuisance at best.
This person has the right of it. SE has set all of us up for a strict Action:Reward system. At the very best, they can attempt to slow things down slowly so that more content is relevant. As it stands, players will balk at anything that gets in the way of efficiency. Case in point?Yeaaaah... I'm all down for more open world danger but... you see... my experience with this community (Actually, it's more like a thing everywhere) is:
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
HW tried to bring some sense danger back and some relevancy to the new overworld map. They first failed when FATEs weren't profiteable and hunts only lasted for a bit until people got all their things upgraded and/or the upgrade elements were added to the LAW store. This expansion surely looks like an empty box, like when 2.0 was released (We actually have more things to do compared to these dark times). Granted, not all the content is appealing to everybody, but I'm sure, as the next patches go live, the dev. team will start to shape their world to make it more "relevant" for everybody, depends on what you consider "relevant", that's it.
HW maps are way bigger and it saddens me to see them so empty... however, I'm not a game developer at all, so I can't come up with ideas that could bring them back to life. So, I put my faith on the users with a nice vision for that subject and the dev. team themselves, as they gather or create ideas to revamp the current system.
Exhibit A:
Crystal Tower series; no longer relevant and no one bothers despite the fact that it's beautifully done
3.0 Hunts; I see TONS of A and S marks out now, just.... being alive. Not relevant not being done.
SE could spend months of overworld content and it will just get over looked because we are bent on getting some meaningful measure of power from it.
Chocobo Racing, Triple Triad, Gardening, Personal Rooms and the impact on furniture, 2.0 Hunts and subsequently 3.0 hunts all left behind.
And even instances: 1st and 2nd Coil (possibly 3rd, but i cant find a DF group for T9), CT.
The biggest challange that SE has now is finding a way, when moving forward with 3.0 to make content last. As it stands, if it isn't ilvl related, the majority won't touch it.
Last edited by Xairos; 10-12-2015 at 06:54 AM.

The problem with this system is that right at a patch launch/expansion launch tons of people are engaged with the content, and then slowly everyone stops playing until the next patch. I'd rather have a consistent and growing community than one that just comes back for patches.This person has the right of it. SE has set all of us up for a strict Action:Reward system. At the very best, they can attempt to slow things down a slowly so that more content is relevant. As it stands, players will balk at anything that gets in the way of efficiency. Case in point?
I wouldn't consider 3.0's content to be "hard", or at least convincingly challenging...
Sure it's difficult to beat right now, but people are already killing the first savage floor "The Oppressor" without seeing more than 10% of the fight (before the first jump).. Why? Because it's on a formula where ilvl plays the only relevant part in how difficult any piece of content can and will be... It's garbage that people mistake for hard because it adds both {time before ilvl cap is met} and {number of lockouts before one can comfortably participate in end-game content}. It's an illusion to represent "difficulty" when in reality the average player can't look past how much time it will take before they can partake in clearing the given content...
1) SE introduces hard content. People demand nerf.
2) SE introduces easy content. People want hard content.
It's irrelevant...
I'm talking about making the game great, not catering to empty minded complaints.
You are right. I admit that i'm right there at 100% because I love the rush of a new patch, but yeah, it needs to last a bit longer and it needs not to undermine all the old content. But I don't know how they can do it.The problem with this system is that right at a patch launch/expansion launch tons of people are engaged with the content, and then slowly everyone stops playing until the next patch. I'd rather have a consistent and growing community than one that just comes back for patches.


Yes! In FFXI, going alone something gave me fear on the inside. In FFXIV, I do not have that fear.I'm sick of not having a sense of adventure in the open world as well. FFXI had a couple of things right, and one of them was needing to party up to explore the areas that held hard enemies. I'm not asking for sneak/invis/deodorize, but I'd really like the open world to engage me in the exploration. I would not be able to number the amount of times where I made a group to specifically run around in the dangerous areas of a place just for the fun of it. It was really fun for me to try to explore an area with some friends when I could be killed by an enemy.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}


I thought setting undersized and then going into Brayflox Normal was exciting. But seeing as how there's no reason to do it because of no rewards (not even xp or gil from the mobs), was a turn-off. I bet if they allow gil and xp to be gained from undersized, I know I, myself, would still run the low level dungeons.My point exactly..
I want to be able to tackle any relevant content with a particularly low number of people or even by myself (if mechanics allow it obviously). I'm not asking to change the obvious intentional progression block they've created (weekly cap/lockout), but to allow me the satisfaction of being an individual and otherwise stagnant game.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}


We need our Dynamis, Nyzul Isle, Salvage, ZNMs, HNMs, etc...
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}


server limitations
hard content caters to minorities
not enough developers
no one does existing over world content
etc etc etc
Who cares at this point? Just gonna get more of the same boring stuff this xpac. Are only hope is island exploration, everything else is just a 2.XX patch reborn.
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