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  1. #31
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Tadacho View Post
    I dunno... If you're just suggesting random collectibles that encourage exploration then... Hmm, the game already achieved this with the achievements for obtaining all Aetherytes. If you've ever bothered to go after them all you can discover most of what Eorzea currently has to offer. And as far as I'm aware, the maps will be explorable/unlockable and tied into achievements. Am I interested in exploration? Yes, absolutely, and I'll probably do it anyway without the incentive of "collectable loot" with no significant worth or use and which will probably just take up valuable inventory space anyway.
    Completely disagree about the aerythes. They're few and far between. None of them are on the beach corridors etc.
    In every zone they're basically in the middle and usually in the least interesting locations.

    There are also plenty of things they could do that does not require inventory space. Like a score for every level like 50/100 found that you'd see every time you pick up/ find something. It would motivate to keep looking.

    Aerythes that are only a handful in the game also show up on the map so "finding" one is about as surprising as sunrise in the morning.
    (1)

  2. #32
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
    Location
    Yes
    Posts
    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Rokien View Post
    I tell ya guys as much as you hate me, this is one of my better ideas.
    Was there really a need to quote your own post, or are you just that starved for attention?
    (3)

  3. #33
    Player
    yoshikwalla's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    407
    Character
    Edge Faire
    World
    Mateus
    Main Class
    Pugilist Lv 90
    I'd love treasure, but not randomly played.

    Something like treasure hunting from Ultima Online, or Treasure Trails from RuneScape (to an extent)
    (1)

  4. #34
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Zantetsuken View Post
    Other nifty things I'd like to see:
    [*]Mob Hunts - FFXII style.
    This is one of the things I'd really like to see.
    Unique marks for side quests would be awesome.
    (2)

  5. #35
    Player
    Anapingofness's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    832
    Character
    Bisera Cecilina
    World
    Adamantoise
    Main Class
    Armorer Lv 76
    Quote Originally Posted by Seif View Post
    I hope there will be a metric gigaton of collectables scattered throughout the zones of 2.0.

    There should be a reason for players to explore the zones on their own and find hidden treasure chests all over the place.

    They could be tied to metagames like achievements and GC points/gear/you name it/recipes.

    Also the placements of collectables would offer nice challenges for player to figure out how to get past or through a group of mobs or even NM's that need to be killed for some chests to appear.

    Maybe even hide some maps to be unlocked if all the tokens of zone X are collected? Sky is the limit for variety here.

    Since SE is going through the trouble of doing an entire new landscape please make it count.

    This would also be one of the few challenges in open world that you could not complete by just staring at map markers.
    The collectables are a plus for me. I love exploring the world period. Notheless, good idea. ^_^!

    However, I hope that 2.0 has much better mob placement as mob placement in this game is very anti-exploration. D=
    (2)

  6. #36
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    497
    Quote Originally Posted by Chardrizard View Post
    Unique mobs in various areas that ddrops tripe triad cards.
    Holy F*** I love this iea so much Jeezeus Chrisianz!!!!!
    (2)

  7. #37
    Player

    Join Date
    Mar 2011
    Posts
    144
    Quote Originally Posted by Zantetsuken View Post
    Other nifty things I'd like to see:
    • Ultra-rare (.03%) drops on every mob -- eg. Lead Coblyn drops a Vampire Plant, or Marmot drops an Electrum Earring.
    • Make more obscure passages and hard-to-get to areas in maps. Many FFXI zones had areas that were only accessible by traveling to a different zone and finding a different entrance back.
    • Rare Conditional Spawn Mobs - many zones should have mobs that only appear under special conditions: Weather type, Moon Phase, Mob family kills in the zone, harvesting thresholds reached, etc. The mobs could be part of quests, NMs for loot, or just interesting curiosities. (Imagine a zone where after logging [x] amount of a rare wood, a Grove Guardian appears, travels a path through each logging point and then fades)
    • Scavenger hunt type quests - Like the XI quest: "An Explorer's Footsteps" where you have to collect the imprints from the stone monoliths hidden around the world..
    • Mob Hunts - FFXII style.
    Yes, yes, yes, yes, and hell yes.

    I was hoping they'd expand in the Mob Hunts, like repeatable but with a global cool down. And also create similar systems that are separate, with similar aspects, but different in a major way, so for example, have Gladiator matches. They would gain Match points as opposed to hunt points, global cool down, a ladder to move up, but these wold take place exclusively in the arena, have a different story line tied to them, give different rewards at a different pace and wouldn't require any travel or "hunting" so to speak.

    Maybe even add others like a chocobo racing, and each would have solo and multi-player individually, so you could race against npc or other players for a different level of rewards, or have pvp in the arena where you could wager money, or fot the mob hunts, you could just bring someone along.
    (2)

  8. #38
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Treasure hunting is already planned for 2.0
    But you need to be a DoL for this. You can find treasure maps as a DoL.
    (3)

  9. #39
    Player
    Anima's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    519
    Character
    Blazel Nox
    World
    Masamune
    Main Class
    Lancer Lv 60
    Here's my Ideas for collectibles in Open World Lands:

    Assuming each zone is divided into areas, and that in each areas there will be landmarks.

    Landmarks will provide a Key Item: Artefact of "Area name" or "Landmark"
    These Key Items will give you a number of privileges towards the Area:

    - Monster Bestiary (Such as an Area's Local monster data)
    - Collectible Card drops
    - Mapping Ability of that Area (You still have to explore to fill it)
    - Fragments of "Area name" or "Landmark" (Allowing Mission board and view special CSs)
    - Chocobo>> Treasure Hunting Sense (Sense of "This area's" buried objects)
    - Teleporting of that Area (Possessing Artefact of an area to be able to teleport)
    - Placeholder mobs NM (You only have a chance for NM if you have the Artefact)
    - Accepting Quests of the Area.
    - Ability to Proceed to the next Area. (You need Artefact for Main Quest)
    - Ability to gain EXP from "surrounding monsters" of an Area. (Undecided)

    Last but not least, I want the players (me) to have to work together to reach this Landmark place much how like it was in Castrum Novum.

    However, I don't want to just run past the mobs and be done with it, there should be an Open World NM that requires at least a Full Party of said-zone Level to defeat. The NM should block the Pathway to the Landmark so defeating him is "necessary."

    After Obtaining the Artefact and approaching the Landmark, a Secret pathway could be opened with the Artefact as a Door-key. (To enjoy the beauty of the landmark!)

    I just added a few Ideas from previous posts because I thought It would match really well with the Landmark Artefact Idea I had. I apologize If you see this unfit, I'll remove them and change them with another thing

    EDIT: I was thinking, to prevent PLing and high-leveled players from helping low-level player proceed easily instead of trying themselves.

    "What If" SE Implemented a System where if a Player's level difference in a Party is more than 5-10 levels, it would de-level the higher leveled player to the same level as the lower-level player. EXP would be shared/drastically reduced If a Claimed Monster is killed by an outer-player (not belonging to the Party)

    I wouldn't mind with PLing if the journey to 50 is such a chore, but what I "think" in V2.0 is that it would be much better and fun to level to 50. If in 2.0 the "Journey to 50" is still no fun, then I wouldn't mind on PLing but If it is actually "fun", I would disagree with PLing.
    (1)
    Last edited by Anima; 07-20-2012 at 06:37 PM.

  10. #40
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Anima View Post
    Here's my Ideas for collectibles in Open World Lands:

    Assuming each zone is divided into areas, and that in each areas there will be landmarks.

    Landmarks will provide a Key Item: Artefact of "Area name" or "Landmark"
    These Key Items will give you a number of privileges towards the Area:

    - Monster Bestiary (Such as an Area's Local monster data)
    - Collectible Card drops
    - Mapping Ability of that Area (You still have to explore to fill it)
    - Fragments of "Area name" or "Landmark" (Allowing Mission board and view special CSs)
    - Chocobo>> Treasure Hunting Sense (Sense of "This area's" buried objects)
    - Teleporting of that Area (Possessing Artefact of an area to be able to teleport)
    - Placeholder mobs NM (You only have a chance for NM if you have the Artefact)
    - Accepting Quests of the Area.
    - Ability to Proceed to the next Area. (You need Artefact for Main Quest)
    - Ability to gain EXP from "surrounding monsters" of an Area. (Undecided)

    Last but not least, I want the players (me) to have to work together to reach this Landmark place much how like it was in Castrum Novum.

    However, I don't want to just run past the mobs and be done with it, there should be an Open World NM that requires at least a Full Party of said-zone Level to defeat. The NM should block the Pathway to the Landmark so defeating him is "necessary."

    After Obtaining the Artefact and approaching the Landmark, a Secret pathway could be opened with the Artefact as a Door-key. (To enjoy the beauty of the landmark!)

    I just added a few Ideas from previous posts because I thought It would match really well with the Landmark Artefact Idea I had. I apologize If you see this unfit, I'll remove them and change them with another thing

    EDIT: I was thinking, to prevent PLing and high-leveled players from helping low-level player proceed easily instead of trying themselves.

    "What If" SE Implemented a System where if a Player's level difference in a Party is more than 5-10 levels, it would de-level the higher leveled player to the same level as the lower-level player. EXP would be shared/drastically reduced If a Claimed Monster is killed by an outer-player (not belonging to the Party)

    I wouldn't mind with PLing if the journey to 50 is such a chore, but what I "think" in V2.0 is that it would be much better and fun to level to 50. If in 2.0 the "Journey to 50" is still no fun, then I wouldn't mind on PLing but If it is actually "fun", I would disagree with PLing.
    I'd just really like to find stuff on the ground/walls/statues too. Random drops usually don't require you to see different places but they're a fun addition too.

    Remember the ultra-rare meteorite drop for the mysterious windy tree quest. I had that quest for 2 years and every time I passed the zone I killed few worms just in case. I still remember the moment it dropped when I was on my way to a pt. Such an awesome moment.
    (0)

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