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  1. #11
    Player
    Colino's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,327
    Character
    Colino Nyea
    World
    Omega
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Tobalito View Post
    I agree with this so much. I hope SE is listening.
    I just hope they've learned from the previous mistakes.
    (2)

  2. #12
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Talking about A Realm Reborn we have very low-level area only near the cities. Around the world we'll see a lot of tough enemies on our path, even if we maxed out our PGs. We don't have all the infos needed about, but it seems that there won't be useless zone in A Realm Reborn.
    (0)

  3. #13
    Player
    RexValentino's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    81
    Character
    Valentino Amore
    World
    Balmung
    Main Class
    Marauder Lv 50
    I think ChiefCurrahee brings up some great points in the original post. The developers probably are aware of this, but if they aren't i think it's a great thing to keep in mind. I'm not sure how they will make sure that the entire world feels alive, rather than a small portion, but i'm looking forward to experiencing it.
    (3)

  4. #14
    Player
    Alzelia's Avatar
    Join Date
    Apr 2011
    Posts
    323
    Character
    Alzelia Shey
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I vaguely remember Yoshi saying something about roaming Primals. Hopefully these guys will be in the lower level zones, so new players can get inspired watching an end-game LS take them down.

    Another good way to spread out players to old zones is through crafting drops. Put some high level (non-aggroing) mobs in the starter zone that drop high level crafting mats. An imperfect example of this using 1.0 was people farming sheepskins outside LL. For my idea to work, replace some of the sheep with mad ewes that drop karakul fleece, and higher leveled people will farm them.

    Like someone said before, being able to level several battle jobs will spread out the players. I think crafting and gathering does this to an even greater extent. Not only do you have 8 battle classes to level, you'll have 3 DOL and 8 DOH to level also.

    However, I think the best way to mix old and new players is to place some (but not all) end-game activities in the low level zones. Hamlets and Chocobo escorts come to mind for this.

    I really don't think this will be an issue in 2.0
    (8)

  5. #15
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Once Gold Saucer comes out, nothing else matters.

    mark my words.
    (5)

  6. #16
    Player
    Virtuso's Avatar
    Join Date
    Mar 2011
    Posts
    285
    Character
    Virtus Kerensky
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Andrien View Post
    Once Gold Saucer comes out, nothing else matters.

    mark my words.

    I really hope it's every bit as awesome as the original when it launches and add's more later than patch it in shallow and add to it little by little.
    (3)

  7. #17
    Player
    KittenStomper's Avatar
    Join Date
    Jan 2013
    Posts
    49
    Character
    Kitten Stomper
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Virtuso View Post
    I really hope it's every bit as awesome as the original when it launches and add's more later than patch it in shallow and add to it little by little.
    I hope it has a redone version of the same badass song it had!!!!
    (0)

  8. #18
    In terms of world connection it's not a developers fault really, when your game is Quest Based progression it's supposed to disconnect you with the world as it's purpose is to level you, rarely does the quests give you a good sense of story that isn't throwaway. You easily get disconnected when you realize you're only doing it for the exp and rewards (don't kid yourself, if you played any quest based MMO you'll know this concept very well and how many players actually care for the dialog.)

    Before SE got maw happy players in XI always "crossed paths with low level players" due to the fact SE made the majority of zones relevant to everyone, i.e you can go to CN to fight crawler NMs for certain berries for quests or you go there to level in various level ranges, much like in Yuhtunga Jungle you can go there at level 24-26 and go in deeper at the 30s and 40s. All they really need to do is make the world setup like how XI's was in terms of progression and design and people will always be in every zone for some reason, compared to most other MMOs once you're done with those quests you never go back.
    (7)

  9. #19
    Player
    Allesasi's Avatar
    Join Date
    Nov 2012
    Location
    Gridania
    Posts
    189
    Character
    Allesasi Phoenix
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    I don't think this is a big deal. Why would you want people everywhere all the time. Think about competition, if there is competition everywhere you go then you will have people angry that every farmable area is taken. Another thing is you want people to congregate somewhere so you can go there and get or offer help with whatever. I understand your concern but this is how FF works and I honestly do not see it changing.
    (0)

  10. #20
    Player
    Allesasi's Avatar
    Join Date
    Nov 2012
    Location
    Gridania
    Posts
    189
    Character
    Allesasi Phoenix
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Alzelia View Post
    I vaguely remember Yoshi saying something about roaming Primals. Hopefully these guys will be in the lower level zones, so new players can get inspired watching an end-game LS take them down.

    Another good way to spread out players to old zones is through crafting drops. Put some high level (non-aggroing) mobs in the starter zone that drop high level crafting mats. An imperfect example of this using 1.0 was people farming sheepskins outside LL. For my idea to work, replace some of the sheep with mad ewes that drop karakul fleece, and higher leveled people will farm them.

    Like someone said before, being able to level several battle jobs will spread out the players. I think crafting and gathering does this to an even greater extent. Not only do you have 8 battle classes to level, you'll have 3 DOL and 8 DOH to level also.

    However, I think the best way to mix old and new players is to place some (but not all) end-game activities in the low level zones. Hamlets and Chocobo escorts come to mind for this.

    I really don't think this will be an issue in 2.0
    This sounds nice but then again it takes us back to earning your right to be in high level areas. If you can be in a high level area from the beginning of a game then it takes away from that feeling of accomplishment that comes from earning your way in the world.
    (0)

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