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  1. #21
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    I have. Although it does improve travel speed notably, it does get old travelling through the same areas again and again. Case in point, Horizon to Vesper Bay during ARR. After a while, it just got annoying despite the game presenting a perfectly logical reason why VB didn't have an Aetheryte. Getting people out into the open world is fine, but I want it to be interesting. Having to travel through zones as massive as the Churning Mists or Dravanian Hinterlands would feel tedious to me.
    I think HW did it fine with flying though. At first we all started off walking and then had to find aether currents and once we had them all we could fly. So traveling through zones isn't so bad when flying. It was interesting at first while walking so using flying as a quicker means is good. Im not asking for zones to take away all travel options but just to have less teleports especially if we have flying since flying makes everything much quicker.
    (0)

  2. #22
    Player Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,906
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    I think the whole outside world is not scary enough. The mobs need a speed boost depending on their size, flying mobs should chase you in the sky and chase you a lot longer before turning back unless it's a FATE mob.

    Even better take a couple of hits and mount kicks you off.
    (0)
    Last edited by Masekase_Hurricane; 09-08-2016 at 01:43 AM.

  3. #23
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by bass9020 View Post
    Now thats taking it to the extreme which I don't think is wise.
    Why not? If travel time is a good, then having more of that good should be better, right? Moreover, you can afford much smaller zones with the same transit time if you simply reduce transit speed.

    That said...yes, I do think having a bigger zone with less teleports is a bad thing. Enjoyment returns on traveling are harshly diminishing (Really, the first travel to the waking sands was yet the best, subsequent visits became a chore quick), so I think unlocking faster transit methods over time is a good thing - be it running, mounts, flying or teleports.

    But that has little to do with open world content, because open world content does not rely on slow travel, it relies on relevant content being in the open world.
    (4)

  4. #24
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    I can see the appeal of an openworld dungeon, but the main issue is that this game has a large population (for half a patch at least). There's no way you would actually be able to enjoy that content with the numbers of players alone. Instanced dungeons exist so you can actually enjoy the dungeon with your group instead of fighting the population.

    But with my bit of dabbling in Legion I can say it feels nice to be in an openworld again. I haven't tried it yet but the World Quest also sound fun as hell and have been tempting me to resub.
    (2)

  5. #25
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    I agree there should be some open world in this game. At the VERY LEAST, expanding the beastmen camps to what they were (1.0)...and giving incentive to take a party into their death traps. Even in 1.0 near the end the camps were hardly FFXI level. I'm not expecting FFXI level dungeon layouts (before the hate goes in)...but there should be some sense of putting my foot in the pool to eventually being drowned if I'm being careless the further I go.

    These real world dungeons are EASY to create, take little maintenance, and stay relevant with only a little intensive. Peoples biggest fear is FFXI NM drops. I dont think anyones asking for them. Again in 1.0 they had NM drops that dropped mid range gear but it looked pretty cool. Even at release there were small camps but nothing insane.

    That and give us an intensive to shout for a mid level party to explore a dungeon for exp/item.

    There is one thing this game is largly missing. 8 team parties comprised of newer players and vets (or just newer players). We have plenty of 4 man but no 8 man let alone raid content for lower levels. I don't see why not.
    (2)

  6. #26
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    Yes I want open world dungeons as well. If they did put them in the game SE could make them viable in many ways. Like randomly appearing coffers with loot and gill. Or item pop boss mobs that take a while to get the item you make it appear with. Mine special maps and many other ideas as well.
    (1)

  7. #27
    Player
    Jadub2k's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    349
    Character
    Jade Orchid
    World
    Sargatanas
    Main Class
    Paladin Lv 70
    Quote Originally Posted by bass9020 View Post
    This game caters the hub based crowd who hate to leave the precious tomestone town. Look how many people already have issues when areas should have no teleports or less of them. Its never going to happen and honestly thats a real damn shame. They could do so many things with open world places like add rare gathering spawn points, NMs(could be scrolled based so everyone has a chance), random coffers that could be puzzled based, etc.
    Quote Originally Posted by Annah View Post
    Good luck getting em out of Idyllshire!

    This is why i love gathering.

    You have to be out there. .....doing stuff..

    I have my fighting classes too...but yeah. Sit in Idyllshire. Dungeon pop. Rinse and repeat.
    Although i'm totally all for this idea, Sadly this ^^^. So many rich and vast areas go unexplored today and only reason you would know if they exsisted is if you ACTUALLY go looking or doing your sightseing log. Because seriously, the day the duty finder was implemented was the day everyone started becoming lazy in the name of "convience". Which is one of the reasons i'm so against the Dev team adding Palace of the Dead to the DF and cater to the lazy again. (Have people actually want to leave the hub areas guys)



    Well one thing is for sure that we can ALL agree on is that something major needs to change to bring people back to the game. The game has been slowly bleeding subs (NA & JP) for a while and the current way there handling this game (and maybe content) is killing them softly. Even with 3.4 3 weeks away, we already know its not going to hold attention for longer then a month (wouldn't doubt it if people have only been subing for that 1 month and disappear until the next patch). So pretty much the Expansion is the only way a large # of people will come back at this point. But after release I would love to see them do something like this, the game really does need something like this to help break up the monotony a bit (and hopefully do more wit hthe Lore, because this game barely feels like it [if at all] embrases its lore into the game)
    (2)
    Last edited by Jadub2k; 09-08-2016 at 05:49 PM.

  8. #28
    Player
    The_NPC's Avatar
    Join Date
    Apr 2014
    Posts
    495
    Character
    Ritza Solair
    World
    Behemoth
    Main Class
    Machinist Lv 79
    Open-world Dungeon uh?... so basicly "Diadem" with a diff area, yah no thanks I'd rather they Fix/improve Diadem or just make the "REAL" Open-world more fun/deadly (high Mob lv ignore limit, more mobs/ farther link-arrgo chain dependant on lv of attacker, mob death may spawn a "extra" mob dependant on eather a buff or mob type, etc.)
    (0)
    What some see as "distracted" is really "fathoming the unfathomable" - last words from an Ul'dahn Mercurial Chemister at the battle of Carteneau

  9. #29
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Back in 2014 I made a thread about this thought I would post my idea in here as well.

    I thought what if SE made it so if you completed the dungeon you could go back in it with out using duty finder.
    Once completed they would open up so you could go into areas that you could only look at the 1st time round.

    Things made available:
    • Chest with different items ( Gear allocated to ur job or a rare item or so on)
    • Miner's & Botanist (sorry about spelling) could do there harvesting in these dungeons.
    • Special Bosses like FATES but more tactical where players actually have to think instead of spamming the same attack. Random appearance allocated to there dungeon .
    • NPC in the dungeons with side quest in them.

    This would give FFXIVARR a open world feel to it. Instead of SE giving us HM versions of all the dungeons which would get boring very quickly.

    Finder would still be in the game this would not have to be removed. I have enjoyed using duty finder because of it i have made some amazing friends and partied with amazing people.
    (2)

  10. #30
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,291
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    I don't think people really understand open world dungeons. They don't have to be anything special (although they can be), they can hold gathering points, mobs to kill for another alternate to leveling (in closer quarter making the danger more real) and just interesting things to see and places to visit.

    They do not need to be mandatory. They could add NMs to them if they kept them at v1 nm standards not xi (5 minute respawns or timers with about a 50% drop rate of w/e they drop since it wouldn't be anything critical or game breaking), special maps or some other fun, quick and simple content, they could bring back the locked chest/coffer system that was in both xi and v1 too.

    Plus how awesome would it be to be able to explore Mhach further. That place is HUGE and we get a lil path. But outside that even the smaller dungeons like Amdapor could be fun for exploration and open world activities after the fact. And they do not need to all be the same and have the same things inside them. Some can be more gatherer based, some more geared to leveling, some for lore and some a combo of it all.

    It would simply give the world more flavor with little extra work for the devs and enough players seem to want it, so why not?
    (4)

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