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.


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.![]()
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
Once Gold Saucer comes out, nothing else matters.
mark my words.
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.

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.

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.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
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