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  1. #11
    Player
    Nebelheim's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    769
    Character
    Lilisette Lufaise
    World
    Leviathan
    Main Class
    Red Mage Lv 100
    With every expansions the zones seem to be becoming more boring and uninspired with a lack of any threat or cool hot spots on the map to make you want to go back other then to do hunts/fates/gather or do map parties. Unlike ff11 in its heyday where you go to a zone you for the first time you never been to before when an expansion releases and you get smacked around by a notorious monster or a goblin train or a colibri that doesn't look tough but could screw you up if you went in solo. Even years later i'm still finding cool little nooks in ff11 zones I never noticed years ago and amazed for coming across a beautiful little corner of a zone in ff11.
    (14)
    That is when the true Vana'diel of legend will be reborn.

  2. #12
    Player
    Hallarem's Avatar
    Join Date
    Sep 2023
    Posts
    1,071
    Character
    Hallarem Aurealis
    World
    Omega
    Main Class
    Dragoon Lv 100
    Lack of open houses, Shaloaani had like 10 houses closed for 1 open? Lack of immersion, lazyness from devs, the world doesnt feel alive for it's size.

    Game design wise the open world is just a vehicle for MSQ, nothing happens there. Hunt trains and random fates are really getting old, if thats all the content you are going to offer for the next 10 years. GIVE US AN OPTION TO DISABLE FATE POP UPS or at least ignore the music / warning, it seriously breaks any sense of map cohesion.
    The game needs more threath in the open world, more exploration, it needs to be more alive and an actual place, not just a backdrop with 1 shottable mobs sprinkled all over. Different quest types!!! Minigame areas, racing, anything to balance out the boring "Find out the lore of this one person in a village in two cutscenes and 0 gameplay" quests.

    Keep fighting against lackluster game design and storytelling. Keep these threads going, I'd rather go down swinging until 8.0 comes in than stay quiet and see them repeat this same cycle again.
    (21)

  3. #13
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nebelheim View Post
    With every expansions the zones seem to be becoming more boring and uninspired with a lack of any threat or cool hot spots on the map to make you want to go back other then to do hunts/fates/gather or do map parties. Unlike ff11 in its heyday where you go to a zone you for the first time you never been to before when an expansion releases and you get smacked around by a notorious monster or a goblin train or a colibri that doesn't look tough but could screw you up if you went in solo. Even years later i'm still finding cool little nooks in ff11 zones I never noticed years ago and amazed for coming across a beautiful little corner of a zone in ff11.
    Like the Cracked Cistern in Kozama'uka. It is there, a little settlement hidden in its little corner of the map, but it just doesn't feel alive at all! When you come there outside of the two or three side quests that give you a reason to talk to someone there, none of the npcs there even have names or dialogue. Considering the backstory of what it represents, that place could have been actually really interesting, with its own needs and offerings and little activities and quest hooks!

    I kind of hope that maybe it will be one of the Allied Society quest locations -- but even if they add flavor to it at a later time through side content, there is no real excuse for why it falls so flat in the base game when we are actually getting our first impression of that corner of the map!
    (7)

  4. #14
    Player
    Nebelheim's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    769
    Character
    Lilisette Lufaise
    World
    Leviathan
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Eyrilona View Post
    Like the Cracked Cistern in Kozama'uka. It is there, a little settlement hidden in its little corner of the map, but it just doesn't feel alive at all! When you come there outside of the two or three side quests that give you a reason to talk to someone there, none of the npcs there even have names or dialogue. Considering the backstory of what it represents, that place could have been actually really interesting, with its own needs and offerings and little activities and quest hooks!

    I kind of hope that maybe it will be one of the Allied Society quest locations -- but even if they add flavor to it at a later time through side content, there is no real excuse for why it falls so flat in the base game when we are actually getting our first impression of that corner of the map!
    I wish we had more reason to go back to areas rather then stay in limsa and only go to the new zones when there is new side content. The zones always feel flat to me as well when an expansion releases and feel there only purpose are msq set pieces then have no reason to go to them after.
    (5)
    Last edited by Nebelheim; 09-13-2024 at 05:15 AM.
    That is when the true Vana'diel of legend will be reborn.

  5. #15
    Player
    SimplicityG's Avatar
    Join Date
    Sep 2024
    Posts
    2
    Character
    Simplicity Gardner
    World
    Ultros
    Main Class
    Astrologian Lv 92
    Quote Originally Posted by Talael View Post
    Tural is the worst setting ever created for a rpg. For real, u wasted an entire continent to create a boring, bland and too safe environment, that lacks any wonder, mystery and reasons for players to care and sympathize with it.

    There was no enemies, being it cultists, savage tribes (perhaps even cannibals), old mysterious ruins, conflicts, tales of ancient beings, forgotten and dangerous places... nothing. Everything is peacefull and happy and extremely uninteresting.

    How did u waste a full continent like this? Even hingashi has more wonder than this thing. Im beyond disappointed with the direction FFXIV has moved too. Its like the ppl in charge dont care about the plot anymore.
    This reads like hyperbole. Good day to you.
    (0)

  6. #16
    Player
    PaulusHamsteru's Avatar
    Join Date
    Sep 2023
    Posts
    143
    Character
    Finn Quinn
    World
    Zalera
    Main Class
    Gladiator Lv 30
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    Completely agreed.
    (5)

  7. #17
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    And they used to have at least some of this, but lost it along the way. As an example I would present the Lambs of Dalamud stronghold in Northern Thanalan, with its little cul-de-sac area that was actually held by a hostile faction you would have to fight your way through, and its chains of story wise connected FATEs that made you really feel that this cult activity and stronghold was a whole actual thing going on right there in the zone map. But instead of refining the concept (like GW2 did), they abandoned it. In current zones, DoW/DoM leve quests that involve doing something in the zone map are no longer a thing at all, and if there are FATE chains, they only serve the purpose of spawning an S rank for the Hunt and go all over the zone map instead of highlighting one particular thing going on in one particular place of interest.
    (7)
    Last edited by Eyrilona; 09-13-2024 at 06:18 AM.

  8. #18
    Player
    StormChase's Avatar
    Join Date
    Aug 2024
    Location
    Gridania
    Posts
    69
    Character
    Baidur Haragin
    World
    Jenova
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Talael View Post
    Tural is the worst setting ever created for a rpg. For real, u wasted an entire continent to create a boring, bland and too safe environment, that lacks any wonder, mystery and reasons for players to care and sympathize with it.

    There was no enemies, being it cultists, savage tribes (perhaps even cannibals), old mysterious ruins, conflicts, tales of ancient beings, forgotten and dangerous places... nothing. Everything is peacefull and happy and extremely uninteresting.

    How did u waste a full continent like this? Even hingashi has more wonder than this thing. Im beyond disappointed with the direction FFXIV has moved too. Its like the ppl in charge dont care about the plot anymore.
    I think it's interesting as a setting. It's basically the anti-Garlemald, this huge nation formed out of negotiation instead of conquest. And even though there's more they could do with it, there's some potential for enemies.

    Also, why "savage tribes"? Nice try, Legatus.
    (6)

  9. #19
    Player
    Merrnryn's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    68
    Character
    Merrnryn Varlineau
    World
    Excalibur
    Main Class
    Lancer Lv 100
    We had that in 1.0
    the 'beast' tribes had open world dungeons. You could turn a corner and be met with a lvl 70 at lvl 10.
    Fighting and winning vs enemies that were 10-20 levels higher than you. The world was dangerous, there was a tele IIRC in Brittlebark (Mor dhona that doesn't exist now) where you zoned in from tele and you stood very very still only panning your camera around. Why? There was a lvl90 Pieste right there and they are sight aggro. I miss those heart stopping moments. None of the open world now is dangerous. I don't go 'oh crap! oh crap! oh crap!' and need to run for my life.

    I have loved his game since 2010, but I do have criticisms of it. Many GOOD things (belt graphics, buying the amount you needed out of a stack at the MB, (we got this next one back) being able to repair other ppls gear, everyone having a separate throwing item, being able to knock down mobs, or knock a skeleton's head off. for example) were destroyed with ARR. Over the years some of my most memorable moments in FF RPG's Xi and XIV - were heart stopping moments of OHHHHHHHH CRAP! XIV anymore just feels like I'm going through motions, I love this game enough to stay, hell 14 years of my life is a long investment... but I don't want to feel like this either.
    (5)

  10. #20
    Player
    Crimen's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    407
    Character
    Crimen Vereor
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    Here I go again with rose rose-colored glasses. Yes, 1.0 was bad, very bad, but I really did like the strongholds we had and how everyone would have to coordinate with each other not to get murdered. I don't have much to say about XI since I didn't play it for very long, but if I remember correctly, stronger mobs would spawn at night or darker locations like caves and I felt like that added some life to different zones. Would be cool to see some of that be implemented.
    (7)

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