There's already plenty going on in the open world between all the spawn points, story points and changes based on where people are in the story. Whatever GW2 had just doesn't fit in this world. It's a Final Fantasy game first.
There's already plenty going on in the open world between all the spawn points, story points and changes based on where people are in the story. Whatever GW2 had just doesn't fit in this world. It's a Final Fantasy game first.
but we do get the "same" fates just not as well made as in gw2. what is your point? my problem is the devs never reuse this maps
...and yet multiple Final Fantasy games have had plenty of things to do out in the open world...? FFIX had the infamous ! and ? markers strewn across every map where the player could find hidden items, secret quests and the like. FFVIII had something similar in the form of hidden draw points where powerful magic could be acquired so long as the player went off the beaten track.
It's a large part of why many people play fantasy games and RPG's in the first place. If you don't like having things to do in the open world? Well, it's a good thing they'd be entirely optional.
I would actually love hidden things to find after finishing MSQ. You could argue sightseeing logs are that, but if I could find like a rare glamour that would be cool.
I'm personally tired of FATEs as a whole, because they basically consist of:
- Kill big enemy.
- Kill wave of small enemies.
- Collect items to turn in to NPC.
Sometimes they spruce things up, like making the FATE circle move while killing the wave of small enemies, but the core design has remained the same since ARR.
Bozja was just more FATEs, with the same design philosophy. Eureka was a decent attempt at making something different, before people found out killing NMs (aka, a Kill-big-enemy FATE) was more efficient to grind.
Eureka also introduced the follow the bunny for treasure kind of FATE. That was pretty cool imo
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