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  1. #41
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,287
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Ephremjlm View Post
    One of the not so popular opinions on this is that the only way to get the thrilling feeling back with open world mobs, and just to make the open world feel good again in general would likely be to get rid of flying. There is a reason i know the Bozja and Eureka maps so well, and its because i've had to scale every inch of those things. Same goes with FFXI. It makes having unique landmarks and a beautiful landscape worth it, because you actually have to traverse through it. Flying actually kills so much of what makes MMO's great, it kinda sucks.

    That said, with the way FFXIV is designed currently, I'd be super annoyed and pissed without it lol. Like can you imagine doing those boring beat tribe fetch quests without the ability to fly and blitz the zone?
    Yes, we had to do that with the ARR beast tribes in 2.x Was it annoying? Yeah, but we didn't know any better so we just did it. Sort of like we just ran from Bastok to Sandy if we needed to. Flying and near instant deaggroing really did a number on the little thrill there actually was in the open world. I would much rather have 12 smaller maps we couldn't fly in and were packed with dangerous enemies than the 6 large, neutered maps, we have to give no thought to that we have today.

    Having to sneak around the shroud in 1.x to get to things like the Gelmorra Ruins, which the immediately forgot about when 2.0 launched, was a crazy good times. I helped so many ppl make it out there for the mapping or whatever achievement you got. Now they are literally right outside of Grid and if you get agro you can just take 4 steps to the left to get rid of it. I could still navigate 1.x Eorzea and FFXI because I felt like I was actually in a living world, not just some stage backdrops I can fly over. I couldn't tell you were anything is in any map 3.0 or beyond since all I need to know is where the quest marker is so I can fly to it.

    Not only is a dangerous world fun, but it was just one of the many things that made you interact with the community in a more meaningful way. Things that were broken when 2.0 launched and the world was child proofed.
    (0)

  2. #42
    Player
    Underscore's Avatar
    Join Date
    Apr 2024
    Location
    Gridania
    Posts
    284
    Character
    Exia Lupus
    World
    Spriggan
    Main Class
    Ninja Lv 100
    It would be pointless unless they removed flying.
    (2)
    Bring back 6.0 Dragoon. I want my job back.

  3. #43
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,730
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    It'd probably be best to prevent mounts entirely if you want it to feel really dangerous. But people already complain they can't ride mounts in cosmic exploration when the point is to progress the zone so you get transportation and stuff.

    I don't think they'd make the whole game dangerous, but maybe they could have a zone or part of a zone like that. Like a little Maze of Shakhrami somewhere you could wander into and get killed by a bunch of skeletons. The hard part would be coming up with a good reason for players to want to go there. And since we don't have any interesting/non-combat spells whatsoever in this game like sneak/invis/reraise, there wouldn't be many options for people who don't have a group to team up with to explore the area.
    (0)

  4. #44
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Miguel85NYC View Post
    You actually had to watch where you run because mobs pulled a threat.
    It made the game fun and thrilling.....
    You only get this feeling of threat and thrill if you solo Deep dungeons in this game, each wrong step could mean you die.
    (0)

  5. #45
    Player
    SkankyRoe's Avatar
    Join Date
    Jul 2021
    Location
    Limsa Lominsa
    Posts
    185
    Character
    Cinnamon Whisky
    World
    Malboro
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Ephremjlm View Post
    Like can you imagine doing those boring beat tribe fetch quests without the ability to fly and blitz the zone?
    You hit the nail on the head here. Any "thrill" that dangerous and engaging open world maps would bring, will ultimately be fleeting and short-lived, and then it will feel like added tedium and annoyance to bog down the busywork that serves as the sole reason you are even returned to those maps in the first place.
    (0)
    I look just like the roes next door... if you happen to live next door to an amusement park.

  6. #46
    Player
    XtremePrime's Avatar
    Join Date
    Oct 2022
    Location
    Ul'dah
    Posts
    147
    Character
    Katherine Thorn
    World
    Cerberus
    Main Class
    Paladin Lv 100
    You should look into Eureka!
    It really feels like you're in danger at every corner and going aimlessly or dashing through enemies can easily get you killed!
    (0)

  7. #47
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,287
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by XtremePrime View Post
    You should look into Eureka!
    It really feels like you're in danger at every corner and going aimlessly or dashing through enemies can easily get you killed!
    Does it though? I hear that all the time but I don't think ppl have played games where there is actual overworld danger like we are talking about. The only real danger are the sleeping dragons, and you can just switch to walk and be good even there. What we are talking about are zones with creatures spread much further out, rather than in packs or confined by fates, making them harder to avoid and making you learn shortcuts and sneak through throngs of mobs. In Eureka you could basically just run around the packs and avoid the fates. There may be a bottleneck here and there, I can't remember, but the zones are still safe to navigate.
    (0)

  8. #48
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,957
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Eureka makes you feel like dangers can jump out of the corner at any time, if you come in unprepared and without prior knowledge. Once you traverse the zone in and out enough, you'll start recognizing where are the 'safe routes' then it's business as usual. There are 'safe routes' to every single NMs and objectives you can find. Recognizing XYZ mobs with their own 'aggro type' is also there.

    Heck, spinning magia board for defensive purpose while running through unfamiliar or threatening zones is also viable if your only aim is to blitz through the area & you're not confident you'll pass through unscathed.

    In a sense, this looks more like a knowledge check than anything else.
    (1)

  9. #49
    Player
    Hanayumi's Avatar
    Join Date
    Nov 2013
    Posts
    1,227
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    The last actual zone that personally felt terrifying/annoying to get though might be Eastern Shroud, Slyph zone. Ranged enemies, toads that pulled, slyphs that could paralyze, i remember it being pretty mean back then when that beast tribe 1st came out...
    (0)

  10. #50
    Player
    MonsutaMan's Avatar
    Join Date
    Sep 2019
    Posts
    368
    Character
    Elzen Man
    World
    Raiden
    Main Class
    Samurai Lv 70
    I don't think you go this route, as much as I like XI, and believe it is vastly superior to XIV.

    XI players love XI's dangerous charm

    While XIV players may be accustomed to XIV's simplistic charm.

    I feel both games are what they are, and we simply have to accept their identity at this point.

    The next MMO (Which will probably be XVII, perhaps XVIII as a near simultaneous release) should simply NOT have any XIV ppl working on it lol. Need some new or XI blood in their next online title. XI is the standard for FF MMO.

    No one says XI should add ish from XIV, but vice versa.

    The MMO are their bread and butter. SE is more of a MMO company, than a RPG one. They must nail the next MMO, and having Yoshi at the helm will spell disaster after XVI and how XIV fell from its' peak. I wish him the best, nothing personal, but I just don't think he is good at this.........lol....WoW players migrating to XIV on their own will does not change that. Once they left, so did his prestige.
    (0)

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