Its fine but I found it a pain in the butt looking for people willing to open those doors. It did limit my exploring quite a bit. Maybe thats a good thing.
Its fine but I found it a pain in the butt looking for people willing to open those doors. It did limit my exploring quite a bit. Maybe thats a good thing.
If you're playing an MMO without any friends AND you prefer it that way. . . plz just go play skyrim instead.
Last edited by Sarchy_Warchy; 12-31-2011 at 02:16 AM.
One of the best dungeons I'd say was Sacrarium. The fact that the maze layout changed depending on time of day as well as the day was just...exactly what a dungeon should be like, and it was open world. I don't get what's wrong with open world content and why things HAVE to be instanced.
I mean, is seeing other people exploring and fighting in a dungeon that big of a deal to MMO gamers? What happened to this genre?
I like having instanced content, as you don't have to wait for stuff (such as waiting for people to leave a Burning Circle, or Dynamis in FFXI - sorry for yet another reference to XI)...but I don't think everything needs to instanced...perhaps just the boss.One of the best dungeons I'd say was Sacrarium. The fact that the maze layout changed depending on time of day as well as the day was just...exactly what a dungeon should be like, and it was open world. I don't get what's wrong with open world content and why things HAVE to be instanced.
I mean, is seeing other people exploring and fighting in a dungeon that big of a deal to MMO gamers? What happened to this genre?
I agree with the OP. Part of what made FFXI one of the most memorable experiences i've had was how the world really draws you in and *feels* like a world, as opposed to just some textured hallways and swirly instance portals. In all sorts of zones there were clickys and pressure plates and switches that opened new passageways. One of my favorites was the ruin full of Tonberrys in Yutunga(or Yhoator, its been a while) Jungle where just to get around you needed to kill certain mobs for a drop and then use that drop on a secret wall or what have you. It didn't feel like a "bunch of rooms with a jungle themed texture applied to the walls," it *FELT* like an old ruin.
Altepa Desert and the Quicksand Caves was another good one, with multiple entrances and multiple uses and both zones being so intertwined, it made it feel that much more like a real world.
You have the talent and the means, give the world builders the freedom and encouragement to do it right a second time!
Problem there is if it doesn't work. Then you are stuck with it for at least another 3 months til the next big patch comes around.Yeeesh, I forgot how much some people hated Final Fantasy XI.
I didn't mention the stuff as wanting it copy/pasted from FFXI, I just used those examples to get my point across. I edited the first post to be a little more specific of what I meant.
Fun fact: Just because a game did something first, doesn't mean you can't do something similar later. If it works, it works.
Exactly! But a lot of XIV goers are opposed of this simply because Final Fantasy XI did it...When you play an MMO you're delving into a virtual world and I'm sorry, but Instanced MMOs and MMOs like WoW/Rift/SWTOR seriously doesn't feel like a "world", it just feels like a Hub city and dungeons.I agree with the OP. Part of what made FFXI one of the most memorable experiences i've had was how the world really draws you in and *feels* like a world, as opposed to just some textured hallways and swirly instance portals. In all sorts of zones there were clickys and pressure plates and switches that opened new passageways. One of my favorites was the ruin full of Tonberrys in Yutunga(or Yhoator, its been a while) Jungle where just to get around you needed to kill certain mobs for a drop and then use that drop on a secret wall or what have you. It didn't feel like a "bunch of rooms with a jungle themed texture applied to the walls," it *FELT* like an old ruin.
Altepa Desert and the Quicksand Caves was another good one, with multiple entrances and multiple uses and both zones being so intertwined, it made it feel that much more like a real world.
You have the talent and the means, give the world builders the freedom and encouragement to do it right a second time!
(And yes I actually do play SWTOR, it really doesn't feel like an MMO, it feels exactly like what I played a few years ago..it's also basically KOTOR with an online module.)
That applies to literally every other addition/change to the game though. That's the problem with the way Square-Enix does their updates.
There's been a little voice inside of me screaming for this since the game came out.
Also I've gone into convulsive fits asking people WHY, WHYYYYY!?!?!! Trying to figure out why there are no interesting areas like that.
Everything is so generic and run through. EVEN THE DUNGEONS!
You don't need a reason to help someone~
And limit breaks... I know we aren't there yet, but post 50 there need to be limit breaks.EDIT:
Eldieme Necropolis too! I don't know how I could forget a place like that... Eldieme can suck my Galkan Sausage... (DAMN YOU ANCIENT PAPYRUS!!!)
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