I dont mind grouping in fact I enjoy it in XIV I hated it in XI its was boring you spent way to much time killing 1 mob for little reward (even though it was better then the reward for soloing). What makes me enjoy XIV group leveling is the fast paced high reward you get from it. But also in XIV soloing isn't near as bad as it was in XI. in XI it was so bad it flt like it was not an option.
Aha, yes I see what you mean. I guess I have a good example myself, having played City of Heroes. There levelling is done basically exclusively through quest-based progression and I dare say they've refined it extensively. You proceed through a series of actually pretty interesting and diverse story arcs, at a point you even so far as hit a particular story arc that is about going back and doing previous arcs you've missed on 'extra hard' mode because there's time-travelling villains showing up. And then they also got entire party-based 'quest-chains' as well.The problem most people seem to have with Quest Chaining is three-fold. While nice in concept, the quests tend to be extremely dull and uninteresting (not entirely the developers' fault, it's pretty hard to make literally hundreds of quests all interesting without a lot of repeats).
The second reason is that it tends to be solitary in nature. While it could be designed otherwise, to my knowledge, every game that uses quest chaining has made the quests soloable. This results in an almost entirely solo experience from level 1 to cap, which many people find unappealing.
The third is reason is another design choice that could be avoided, but generally isn't. By it's nature, quest chaining moves you from place to place "conveyor belt" style through the game. Players almost never return to an area they have finished. For many, it quashes all sense of exploration and control that they have over their character.
Personally, I think "quest chaining" at it's simplest, could be outstanding. But as of yet, almost no one has accomplished the feat.
But yes, I do see how a badly-implemented system would feel pretty droll and I believe I now see where people's true problems lie with.
So, we have new open world content, the primals!!! Oh wait.... it's actually instanced..
Will you stop reviving your threads for one since you can easily put it in one of the other ones that "relate" to it
and the Primals are half open World, Half instanced. They are Open world till some one claims them after which they become instanced. ( which isn't that bad).
I thought you wanted people to have a reason to explore the open world? This is pretty much everything that you've been talking about in your multiple similar threads. Primals aren't in a set location, you need to explore. The main reason why the fight itself is probably instanced is because of grieving and dynamics.
Last edited by Dawiichan; 07-09-2012 at 08:48 AM.
The way it works, you're still fighting for the claim, and you still have to roam around for the primal in the first place.
The reason why it's instanced is so that it can be dynamic. I can't see Mog working well in an open world, nor Ifrit/Garuda.
Exactly! That's the only difference, is when you claim you go into an Instanced... You still roam to find it ( which can be anywhere in the game), You still see Possible other people going after it.. only difference.. is you go into an instanced when you Actually fight it.
I know how it works.... I'm really happy that you have to find it. I don't wanna be disconnected from the world even more so than the game is going to do.
Instead of being teleported to some random area, they should have made the area you claimed it the battle feild. When you claim it, ifrit could put a big ring of fire around the area, where nobody can pass it. So it's even more dynamic and you can watch people fight em.
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