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  1. #41
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    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
    Oh Heck ya! While it won't be as structured as static zones, but having a mobile POI that high level players would form parties to defeat the primals. The chance of high level players encountering low level players will happen more often because of this. And being able to teleport to any of the Aetherytes would help greatly in getting to these Primals quickly ,but you would still have to run to where it is located.

    This will be nice for new players, because I remember many instances in XI where a high level player raised me when I died on the battlefield. When Players paths don't cross this just never happens!

    Quote Originally Posted by Allesasi View Post
    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 don't believe this is the case. While the achievement to getting to an area is loss, that isn't the focus of the Primals. These are dangerous NM's more so than the normal ones that actively roam and attack people. The high level players will actively police the areas. or low level players call for help when they see one and run for their lives!.

    I think it would be awesome if the primals were fairly big, and attacked the regular mobs flinging them into the air. They could also attack players. I just hope they don't have the Primals cross the main roads and pathways in the game to get from zone to zone to much. Staying close to the roads are supposed to be fairly safe areas from encountering Aggro mobs. If Primal followed the path a lot, it would make it difficult to navigate the zone. Especially if it happened to spend a long amount of time around a bottle neck in the zone, that had no way to get around it. Which happened a lot in FFXIV 1.0! Sometimes this was gating to warn a player that they are starting to enter a higher level area, but if you had a quest to get to a particular location, it was really annoying. Like a few lvl 20 quests early in 2.0 that took you to places that were lvl 30-40! or it would phase you out into an instance and when you leave the quest instance it was like OH SHIT~! *DEEEeaaathhh* lol because all the lvl 30-40 mobs in the world spawned in!
    (3)
    Last edited by Linkurrra; 01-19-2013 at 12:31 AM.

  2. #42
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Elexia View Post
    Since we're "learning from things" one thing we can learn about having 1 universal chat channel is it gives the RMT a better way to spam people.
    This is exactly why I think the "right" way to do a global LFP or Trade channel is to make it bulletin style with template based posting. Basically you can send broadcast messages just like regular chat, but only on a template (kind of like auto-complete): Looking for Members for {location/purpose} of class/job {job/class}. Or: Looking to Sell {item} for {price}. It has a slightly higher learning curve than just typing what you want, but it completely eliminates unrelated spam (there still might be related spam, but not much you can do about that).
    (2)

  3. #43
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Midgardsormr
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Elexia View Post
    Since we're "learning from things" one thing we can learn about having 1 universal chat channel is it gives the RMT a better way to spam people.

    Fyi: The main hubs of FFXI were Port Jeuno for NA/EU players and Whitegate for Japanese players on most server due to the idiocy of shouts in Jeuno lol.

    There will always be a hub where people gather, but most MMOs make a lot of zones barren by forcing the player out of it to the next zone through quest chaining, since once there's no more quests in an area or city, why be there? That's the problem with most newer MMOs. Also, haven't you noticed yet that most MMO Hubs tend to be where the quest chains end and there's no longer any more quests or content to do for players? Where the main dungeon hub (content) tend to be?
    Thanks you Elexia for steering the conversation back on topic.

    Like Elexia was saying, the problem doesn't lie with areas players tend to gather. The problem, and the topic of discussion is creating zones which will be frequented by players of all levels. To make zones you "out level" still relevant to parts of your adventures down the road.

    Quest hubs only serve to get you to the next quest hub. Once a chain of quests are complete, you have no reason to return, there in no longer any content for you to consume.

    I'm sure SE are creating the F.A.T.E. system to entice players back to areas. However a similar system in GW2 (dragon events) people have timers for these events. They only show up around the spawn window for the dragon. Once it's over they scatter.

    SE in their previous MMO created interest in lower level areas with prospects of NM hunting for rare valuable items. Connecting higher level areas to lower level areas, creating a crossroads of players. SE made some dungeon hunting areas multi-tiered. Meaning an area that had something for players who were at different stages of their adventure. Garlaige Citedel comes to mind. the entrance supported players leveling in thier low 20's the bottom area supported players in their high 40's low 50's. It hosted a spawn for Serket a HNM for a large party to hunt. The Citadel was also an areas associated with players on their AF quests.

    At any point of time the citadel could be active in some way. If Garlaige Citadel was designed in todays MMO philosophy you would enter the citadel around level 20, complete it's quest chain, defeat the NM which is level appropriate for this zone, and gather any valueable items the zone holds. Once you've completed Garliage you have no reason to ever return. Making the citadel a ghost town at an early point of the games life.

    Now for those of you thinking I was the game to be just like XI, this is not the case. I can only use examples of games I've played. The most significant games that I do have this experience with which pertain to this topic are SWtor, GW2 and XI.
    In SWtor you had clear hard defined level spread for each planet (zone). You completed a hub moved on to the next, once all the hubs on the planet where clear you moved to the next planer (zone).
    GW2 also has hard defined level spread for thier areas, but lure players back to outleveled zones by placing special events. To not trivialize these events they adjust your level down and deflate your stats to match. But these events are few and far between.

    From these 3 games, I would like to see SE, follow their lead and borrow more from XI zone design then GW2 or SWtor.
    (2)

  4. #44
    Player
    ZakarnRosewood's Avatar
    Join Date
    Aug 2011
    Posts
    1,021
    Character
    Za'karn Riskbreaker
    World
    Zalera
    Main Class
    Marauder Lv 90
    @OP:

    I like the idea of linking high lev zones to lower lev zones. Makes me think of games like Blaster Master and Metroid that required back racking once you unlocked a particular weapon skill. (lol maybe a "rock crusher" skill that opens a blocked tunnel that will cave in behind you.)

    Regarding the comment about Uldah, I noticed that too. Everyone gravitated to a single starting city. I guess it got to the point where people started going there just because thats where everyone else was going but I don't get why it got so popular in the first place. (Thancred?) That a bad theme I notice with many games like this, people make a particular zone popular then the rest become "Ghost Zones" Simply because thats where everyone ends up. Sometimes there isnt even anything special about the zone. It would be nice if from time to time SE did events that would cause people to gather in a particular older zone, like the swimsuit event. Give other reasons to be in that zone aside from a pass-through for other content.
    (0)

  5. #45
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    It's just a shame it's a easy problem to solve if you don't allow free teleportation to everywhere with no limitation.

    Seriously the only free warp should be to a region, then your on your chocobo from there.
    (4)

  6. #46
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    U'ldah was a strategic choice based on mechanics.

    I did Leve Crafting in all three cities and the time it took to get to the crafting Leve issue character, the time it took for the Leve Desk to spawn and respawn in U'ldah was 25% of what it was in Limsa or Gridania. I literally spent half my time waiting for stuff to show up on the screen there.
    (1)

  7. #47
    Player
    Virtuso's Avatar
    Join Date
    Mar 2011
    Posts
    285
    Character
    Virtus Kerensky
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Yup Ul'dah was the best choice for a number of gameplay reasons. It was seen as the center of the games world since it in the middle of the other two cities. Gridania's zone design was horrific, no one wanted to level there. Limsa's bridges and towers were annoying and time consuming. Ul'dah was the perfect balance with all the major NPC services compacted neatly together on a single street near the Market, Ather Crystal and leve counter. With simple open zone design for leveling outside.

    Plus the main story line took you to Ul'dah repeatedly. And the market system was annoying and tedious as heck at first with no search feature, checking the three cities markets was a big waste of time, better for everyone to cram into Ul'dahs markets and just hang around there.

    After that then I'm sure the mob mentality set in with everyone going to Ul'dah because that's where everyone was.
    (0)

  8. #48
    Player
    ZakarnRosewood's Avatar
    Join Date
    Aug 2011
    Posts
    1,021
    Character
    Za'karn Riskbreaker
    World
    Zalera
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Virtuso View Post
    Yup Ul'dah was the best choice for a number of gameplay reasons. It was seen as the center of the games world since it in the middle of the other two cities. Gridania's zone design was horrific, no one wanted to level there. Limsa's bridges and towers were annoying and time consuming. Ul'dah was the perfect balance with all the major NPC services compacted neatly together on a single street near the Market, Ather Crystal and leve counter. With simple open zone design for leveling outside.

    Plus the main story line took you to Ul'dah repeatedly. And the market system was annoying and tedious as heck at first with no search feature, checking the three cities markets was a big waste of time, better for everyone to cram into Ul'dahs markets and just hang around there.

    After that then I'm sure the mob mentality set in with everyone going to Ul'dah because that's where everyone was.
    You made some very good points! Hadn't thought of it that way. With any luck ARR will balance things out a little bit. Still being a central point cant really be changed but Grid looks like it has really opened up. I've always been drawn to the forest type places myself and was disappointed with 1.0's design.
    (0)

  9. #49
    Player
    Morticous's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    707
    Character
    Morticous Trucido
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Jynx View Post
    It's just a shame it's a easy problem to solve if you don't allow free teleportation to everywhere with no limitation.

    Seriously the only free warp should be to a region, then your on your chocobo from there.
    the truth.... to bad everyone requires instant gratification these days... no time to wait for airship, chocobo.. must have NOW.
    (1)
    Morticous - Senior admin of.... well of nothing. (cool picture here)

  10. #50
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jynx View Post
    It's just a shame it's a easy problem to solve if you don't allow free teleportation to everywhere with no limitation.

    Seriously the only free warp should be to a region, then your on your chocobo from there.
    In FFXIV people didn't want to spend their anima. There were times when after the group has been made the leader would ask if anyone could port because he didn't have any anima this often lead to an awkward standing around for about 5 min then someone would say, fine ill port.

    Kind of glad they getting rid of anima for that reason alone.
    (2)

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