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  1. #21
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Rekh View Post
    They already know; Bozja critical events system.
    I didn't like that system. Again, it's waiting for something to spawn. It's the same tired system. In a game like Elden Ring, for example, I'm rewarded for trying to get to the top of a castle. Here, the castle would be an instanced dungeon devoid of any repayable substance. It's just loot that will cycle out, and the players will have to organize to get done as the content dies. Granted apples and oranges, but one is far better at compelling a player to do it. I just don't see this idea being anything more than more of the same.
    (1)

  2. #22
    Player Rekh's Avatar
    Join Date
    Jan 2024
    Location
    Meracydia
    Posts
    521
    Character
    Fresh Tree
    World
    Zalera
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Ardeth View Post
    I didn't like that system. Again, it's waiting for something to spawn. It's the same tired system. In a game like Elden Ring, for example, I'm rewarded for trying to get to the top of a castle. Here, the castle would be an instanced dungeon devoid of any repayable substance. It's just loot that will cycle out, and the players will have to organize to get done as the content dies. Granted apples and oranges, but one is far better at compelling a player to do it. I just don't see this idea being anything more than more of the same.
    We don't have to throw the baby out with the bathwater. Add on to the cake of fun open world ideas. Bozja critical events, 1v1 solo bosses; your Elden ring ideas, etc
    (0)

  3. #23
    Player Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,099
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Rekh View Post
    We don't have to throw the baby out with the bathwater. Add on to the cake of fun open world ideas. Bozja critical events, 1v1 solo bosses; your Elden ring ideas, etc
    I just wish they could think of something new outside of some anxiety inducing hurry up and wait ideas of the past.
    (1)

  4. #24
    Player
    Miguel85NYC's Avatar
    Join Date
    Nov 2012
    Posts
    169
    Character
    Lord Raziel
    World
    Balmung
    Main Class
    Gladiator Lv 84
    Quote Originally Posted by Hanayumi View Post
    Kinda wished they'd update/upgrade the challenge log, like an open world version of WT, fates, biss fates, hunts, gather/crafts and with decent rewards, think it woud certainly help move folks around the world.
    That would actually be nice, I would support this
    (2)

  5. #25
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Really wish they had some better open world mechanics, the lazy but easy example would be GW2. Naturally GW2 does have a more open world focus, so it's easier for them to do their main goal- but yet still.. I think FFXIV could do better and that's be one example to look at.

    Shurrikhan made a post on ideas people might want to see, perhaps people can start to fill it out.. https://forum.square-enix.com/ffxiv/...threads/484713

    Some quick quips might be:
    - make the hunt log a content piece, with bonus first time kills, log, and weekly bonuses
    - improve the dynamic nature of FATEs, so they scale better
    - add more modes / interpretations of FATE (look at GW2)
    - apply decent rewards in some format (weekly locks make sense, could even be like use either the instanced book or the open world book lol)
    - beast tribe in demand, like custom delivery NPC have
    - reduce leve capacity, increase reward
    - Choco hot and cold?
    - improve movement mechanics so make navigation fun (not hold w to destination due to relic flying mechanics)
    - open world mini games (like GW2 puzzle activities, toss em into gold saucer once you unlock them)
    - improve side quest rewards, I have like half the side quests of EW incomplete because their reward is absolutely horrible
    (3)
    Last edited by Shougun; 01-26-2024 at 08:53 AM.

  6. #26
    Player
    Boblawblah's Avatar
    Join Date
    May 2022
    Posts
    2,322
    Character
    Shara Dei-ji
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Shougun View Post
    Really wish they had some better open world mechanics, the lazy but easy example would be GW2. Naturally GW2 does have a more open world focus, so it's easier for them to do their main goal- but yet still.. I think FFXIV could do better and that's be one example to look at.

    Shurrikhan made a post on ideas people might want to see, perhaps people can start to fill it out.. https://forum.square-enix.com/ffxiv/...threads/484713

    Some quick quips might be:
    - make the hunt log a content piece, with bonus first time kills, log, and weekly bonuses
    - improve the dynamic nature of FATEs, so they scale better
    - add more modes / interpretations of FATE (look at GW2)
    - apply decent rewards in some format (weekly locks make sense, could even be like use either the instanced book or the open world book lol)
    - beast tribe in demand, like custom delivery NPC have
    - reduce leve capacity, increase reward
    - Choco hot and cold?
    - improve movement mechanics so make navigation fun (not hold w to destination due to relic flying mechanics)
    - open world mini games (like GW2 puzzle activities, toss em into gold saucer once you unlock them)
    - improve side quest rewards, I have like half the side quests of EW incomplete because their reward is absolutely horrible
    I can agree with most of this.

    I'd love to have the same feeling as GW2 open world events, where you come across them seemingly organically, but in fact the whole map is designed to push you towards different areas to experience different events. Also, regarding side quests, SE is terrified to make them worthwhile. Bump up the XP value by X5 at least, give neat cosmetic rewards/tomestones for finishing a side questline. You've created a lot of neat stories, stop being so stingy with them. Roulettes don't have to be the end all of FFXIV content.
    (3)

  7. #27
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    FFXIV is a theme park. You literally bring up a menu to get into line for one of it's many rides. The overworld more often then not is just an artistic set piece with very minimum interaction. If you want a good overworld, one that feels lived in you'll have to play FFXI instead.
    (2)

  8. #28
    Player
    Nobuyuki_Sanada's Avatar
    Join Date
    Jun 2017
    Posts
    103
    Character
    A'lamahni Naweh
    World
    Malboro
    Main Class
    White Mage Lv 90
    If SE decides to keep the zones the same size going forward there are a few ideas I had that I think would improve the open-world experience. When thinking about these improvements I asked myself what would be the main incentives for players to use the open-world. Experience for leveling and unique crafting materials would be the biggest draws in my opinion. FATES are a good source of experience but require a decent-sized party to make it anywhere close to the level of dungeon experience. FATEs should be designed as group content and the open-world monsters should be redesigned for a more enjoyable solo experience. How I would do this is by making open-world monsters more complex, for instance, instead of having monsters that take 4-5 GCD's to kill (if your relative level) make it a 2-3 min fight and give the monster some basic mechanics. As an example maybe a big mammoth slams the ground doing a aoe movement speed debuff then tries to charge you while swinging it's tusks. While not difficult it is enough to keep you engaged. Another example could be a pack of wolves that when one is aggro'd they all are. They fight as a pack, so maybe one paralyzes you while the other two try and use small aoe bite attacks. The rewards for said content would be exp and crafting mats. The exp gained would need to be increased from its current state to make the encounters worth your time. This gives players playing solo an alternative to trust dungeons and populates the open world. The crafting mats could be sold or used meaning they are useful to all types of players. I think people would engage with content that rewarded them in two ways for your time. It also gives less skilled players a place to practice a class without the pressure of a party.

    Another concept could be treasure chests/exploration points. These would be points that randomly spawn on the map and when interacted with provide the player with a unique reward that can't be obtained in other content. Once one is found another spawns randomly on the map. I think players would enjoy the "hide and seek" nature of this concept, especially when doing this content with friends to try and improve their chances of finding them. If this became popular, you could spawn more and more points/chests and have them vary in the rarity of the items contained, making it a fun/big deal if you found the rare point/chest.

    Finally Leves, I think SE could redesign leves to make them more interesting and fun. The reward for doing leves would be a substantial amount of gil. Right now I feel there is a lack of content you can do in the game that gives you meaningful amounts of gil. I think leves would be fun for solo players or even FC's to build up some gil w/o having to sell anything. There is content that rewards you with items worth gil but not a lot for just straight gil.
    (2)

  9. #29
    Player NekoMataMata's Avatar
    Join Date
    May 2022
    Posts
    1,849
    Character
    Feline Good
    World
    Halicarnassus
    Main Class
    Paladin Lv 50
    Quote Originally Posted by Antonio_Xul View Post
    Well flying killed any sense of danger, so there’s that. Unless they add aerial enemies that can attack you as you fly or even aquatic enemies to attack you in the water, ground enemies are easily avoidable and under leveled after you gear up.
    Don't think there was ever any sense of danger?

    Seriously. When you get to HW+ level a gatherer up as you go along, and you can use that post MSQ to gather aether currents without being attacked.
    (1)

  10. #30
    Player Rekh's Avatar
    Join Date
    Jan 2024
    Location
    Meracydia
    Posts
    521
    Character
    Fresh Tree
    World
    Zalera
    Main Class
    Warrior Lv 90
    Quote Originally Posted by NekoMataMata View Post
    Don't think there was ever any sense of danger?

    Seriously. When you get to HW+ level a gatherer up as you go along, and you can use that post MSQ to gather aether currents without being attacked.
    A realm reborn when it was current was actually kinda dangerous. Every enemy could slow you if you were on mount and going into beast tribe regions wasn't something to take lightly.
    (1)

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