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  1. #11
    Player
    Dement's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Dement Drachte
    World
    Coeurl
    Main Class
    Warrior Lv 78
    Quote Originally Posted by Silverquick View Post
    Yes, I admit the open world where there's real danger to be found, without a feeling of safety really does make an area that much more exciting to be in. Knowing you can get killed at any moment.
    For the life of me I cannot fathom why they refuse make an open world that has some sense of danger in a game that has 0 ramifications for death. If there was something actually bad that happened to you when you died then I could understand it as the more casual players may find it difficult to accomplish anything. However, its the same as dungeons... if you die you just return and warp right back to where you were so what's the problem?


    SE should make various parts of new zones with different difficulties. I know HW areas had varying difficulties by area but the whole zone was filled with little more than nuisances in level 60 white gear but I mean vastly varied. Strongholds and late game areas should literally require an 8 man party to move through at the start of the expansion. Then once gear level increases they would gradually scale down to where it would be somewhat challenging but able to be traversed solo by the end of the expansion cycle. By no means am I suggesting these areas should be heavily linked to the MSQ, or require players to enter them until late in the cycle but putting some sort of interesting things there would help.
    (3)

  2. #12
    Player
    Thayos's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Thayos Redblade
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    A big reason why XI's sky/sea would be tough to emulate in XIV is the dev team's philosophy of not locking claims to parties. With the current free-for-all mentality, farming for pop sets would be the exact same zerg we see in hunts and Diadem.

    It blows my mind though that XIV's systems aren't more connected. Like, why can't items found from Treasure Maps (or from Aquapolis, even) be used to spawn rare NMs in Diadem that ARE locked to your party, just like the map monsters are?

    This is just the tip of the iceberg for how systems could be more connected (and engaging). It would make everything so much more meaningful though.
    (3)

  3. #13
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Thayos View Post
    A big reason why XI's sky/sea would be tough to emulate in XIV is the dev team's philosophy of not locking claims to parties.
    Well there is that basic idea... But also the fact that in FFXI... all Boss Mob fights were already directly AT the main boss mob fight... GETTING to the location where you had to get into the instance of the Boss Mob fight was covered with all kinds of bad guys that could kill you IN the open world...

    So the open world was a lot more dangerous, then you went into the actual boss mob fight AFTER you got to the location IN the dungeon for the Boss Mob instance... after clearing all the trash to get there... which generally was level appropriate, and surprisingly deadly in places. So you could just go into the dungeon and grind on the mobs as well.
    (1)

  4. #14
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    (continued)
    In FFXIV... they throw the entire dungeon into the instance... so that's your real danger in getting to the boss mob is all the stuff in between.

    The original... the rest of the world was open... and it was a danger to even get that close to it due to all the random mobs running around or blocking the way to it. And the dungeon itself was open world designed too...

    Only the Boss Mob was the instance.

    Here its a little different... in the "how" you get there. But it was more of an open world deadly feel to it.
    (1)

  5. #15
    Player
    Faliandra's Avatar
    Join Date
    Dec 2016
    Posts
    478
    Character
    Lumielle Whisperwind
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    I didnt realize that the timeless Isle was some kind of content people thoroughly enjoyed.
    To me, it was just some place I'd pretty much go through once with all of my chars to get the chests with possible gear upgrades and maybe go for that boss thats there.
    Thats it.

    Its not even a good time sink, Eureka better have something more to offer than just that...
    (3)

  6. #16
    Player
    Alestorm's Avatar
    Join Date
    Mar 2016
    Posts
    1,085
    Character
    Oraina Fhey
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Timeless Isle was the last good thing they did in WoW. Everything since then has been rushed to meet deadlines and it's been bad for it.
    (1)

  7. #17
    Player
    Dement's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Dement Drachte
    World
    Coeurl
    Main Class
    Warrior Lv 78
    Quote Originally Posted by Faliandra View Post
    I didnt realize that the timeless Isle was some kind of content people thoroughly enjoyed.
    All sorts of stuff starts looking REALLY attractive and enjoyable in the face of a zone that used to be zerg down this dinosaur until another dinosaur pops for you to zerg down but was ultimately updated to be 1 gigantic FATE camp.

    Quote Originally Posted by Silverquick View Post
    (continued)
    You can bypass the character limit by editing your post after you have already posted it. I typically write up a thorough response, cut all but the first sentence out of it, post it, edit and paste the remainder in.
    (2)

  8. #18
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dement View Post
    You can bypass the character limit by editing your post after you have already posted it. I typically write up a thorough response, cut all but the first sentence out of it, post it, edit and paste the remainder in.
    Oh THATS how you guys do that... I was wondering... the character limit rarely gives me enough space to explain myself.
    (1)

  9. #19
    Player
    Uhm's Avatar
    Join Date
    Aug 2015
    Posts
    102
    Character
    Shao Ron
    World
    Cerberus
    Main Class
    Bard Lv 60
    I feel like flying is not the best idea for instances like that, I think it's hard to design a fun and exciting map where in about 80% of the map you're basically invincible. I imagine a PvP map with flying would be kinda difficult too unless people could shoot each other out of the sky with cannons or something.
    Since nobody seems to want flying or underwater combat (never seen it as a bad thing myself to be honest) it's just a nice little gimmic and not really good for stuff that is supposed to be challenging or exciting. Nothing is exciting about savely flying around till you get to a point where you want to set up camp and farm for the next 45minutes pulling everything in sight.
    Flying is for saving time in open world or really large maps (not that the maps here are really large but still) and there it makes sense.

    Also, throw a few mean mobs in there, make a few almost invisible (ghosts?) and a few that look like real trees and until aggro them, and a few mobs that come back to live. Put a few huge castles around the map and there is a chance Dracula or some Werewolf King spawns in one of them and you have to fight your way there. Halloween Diadem... Diadem of The Dead.

    But different Diadems with different themes and different unique mobs and fun content would be cool...
    For now I'll look for what OP's post was talking about and when Stormblood hits I'm gonna try out the new Diadem wielding my outdated Animas proudly.
    (1)
    Last edited by Uhm; 03-11-2017 at 04:59 AM.

  10. #20
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Thayos View Post
    A big reason why XI's sky/sea would be tough to emulate in XIV is the dev team's philosophy of not locking claims to parties. .
    But we did have content like this in 1.x with no claim system...they just put these types of fights in leves. It was called Fraction Leves. No zerg fests there! ^^

    You made a PT (or alliance) of 8 or more, popped your set of very difficult NM's and then got access to the next leve with an even tougher NM. I think it would be nice to have stuff like this for FC content in the open world
    (1)

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