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  1. #81
    Player Riv's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,107
    Character
    N'aivir Alexaire
    World
    Hyperion
    Main Class
    Lancer Lv 70
    In XI, i always thought the bottom of the waterfall in gustaberg through dangruf wadi was a cool place to get to. You had to ride up one of those geysers in the wadi to get there. I didn't even realize it was possible to get there until like a year or two into my playtime lol. There was even a quest to do down there. Even the strange apparatuses were cool to find...i didn't find all of those for quite a while either. I'd like to see more stuff like that. Places that aren't marked on any map and such. And it might be cool to have hidden achievements for getting to places like that.
    (2)

  2. #82
    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 Lirion View Post
    It's funny how people are now using the good stuff in WoW as an example here when they were all "I don't want a f****** WoW clone!!!" when the first ARR gameplay was shown.
    I had my fun with WoW, but it no longer interests me anymore. I do see some redeeming gamplay features in it. At least we don't have to run back to our corpses anymore from the graveyard :P That was so Everquest! lol

    I do believe Final Fantasy needs to remain Final Fantasy, however I thought summoning stones would have a very fantastical animation of 3 people grouped together to summon their party members in the middle. To me, that had a very Final Fantasy feel. No purple horses, large cows, or Undead creatures need apply
    (1)

  3. #83
    Player
    Mortechai's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    196
    Character
    Mortechai Voidwatcher
    World
    Behemoth
    Main Class
    Gladiator Lv 68
    The thing that the OP needs to remember, in my opinion, is that despite the addition of methods of instant travel etc, nothing is STOPPING players from exploring the areas bypassed by said means of travel. Just because SE adds some forms of quick travel doesn't mean you're suddenly unable to go check things out on foot.
    (3)
    I have within me the blood of legends!

  4. #84
    Player
    Lokixak's Avatar
    Join Date
    Sep 2012
    Posts
    11
    Character
    Loki Trafalgar
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Mortechai View Post
    The thing that the OP needs to remember, in my opinion, is that despite the addition of methods of instant travel etc, nothing is STOPPING players from exploring the areas bypassed by said means of travel. Just because SE adds some forms of quick travel doesn't mean you're suddenly unable to go check things out on foot.
    Exactly. And as mentioned before there is a only a tele crystal per zone now, meaning, you still have to walk to the smaller places on the map. For that you have your mounts and the ability to sprint. Obviously higher lvl areas will be harder to reach because of the higher lvl monsters so that will still be a challenge for explorers. And you still need to reach the crystal beforehand to use it anyways.

    Also you can take up a gathering class and see all the small stuff you miss by just passing by. You bet there will be some out of reach areas for exploring. I just hope they aren't as useless as they were back in 1.0 which was more often than not.
    (0)

  5. #85
    Player
    Taltale's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    15
    Character
    Talah Taleheart
    World
    Balmung
    Main Class
    Archer Lv 37
    Exploration!
    And airships rides (that aren't only cut scenes)!

    I have so missed this in XIV. Teleporting is convenient, yes but I believe only truly appreciated, in moderation and at critical moments..like when you're late to meeting up with your party and some kind soul of a white mage with a telportation spell offers to help you out (with a small fee of course) but having the option to teleport instantly at any moment? This defeats the aspect of a rl feel in game. This is what I aim for in a MMORPG.

    Some have touched on the fact that the option to explore is still possible even with such a large teleportation availability. Though, as it seems, most would rather miss out on the adventure. Exploration may still be possible but maybe only to a soloing individual (which is still enjoyable). But the way you felt whilst traveling to a certain destination with your allies on foot...this feels like a true quest. On the way you can (and will probably) die and be forced to restart again at the beginning (this is not Sword Art Online<3 where when you die in game you die out of game as well..).


    You will encounter many /laugh(s) and maybe even /cry(s) along the way. Some /comfort(ing) and /congratulate(ing), /blush(ing) and and /furious(ness), and possibly some graceful (or not so graceful) /dance(ing)...and hopefully no /doze(ing)^^;


    But after all of these hardships and good times you finally arrive at your destination. The journey has been long and hard but full of memorable and heart warming moments.


    Moments you can't get if you instantly 'zap' somewhere. Ones you can't remember if you just assume your character has lived them while your screen loads the next zone. Ones worthy enough to be called a small part of an adventure.



    I understand that now that the FFXIV community has experienced this simple way of travel that the dev team couldn't possibly take it away without a wave of an angry player base (although I wish it were). Would it be so upsetting, though, to have one or two areas where this is put into place?

    Eorzea: a place that is as real to your chara as you are to your world. Let us not loose the sense of adventure due to ease of access to teleportation in (*emphasis*) every area (*end of emphasis*) of the land!
    (2)

    What twist in fate has brought us~

  6. #86
    Player
    finiteHP's Avatar
    Join Date
    Aug 2012
    Posts
    436
    Character
    Tyger Maimhov
    World
    Excalibur
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Taltale View Post
    Exploration!
    And airships rides (that aren't only cut scenes)!

    I have so missed this in XIV. Teleporting is convenient, yes but I believe only truly appreciated, in moderation and at critical moments..like when you're late to meeting up with your party and some kind soul of a white mage with a telportation spell offers to help you out (with a small fee of course) but having the option to teleport instantly at any moment? This defeats the aspect of a rl feel in game. This is what I aim for in a MMORPG.

    Some have touched on the fact that the option to explore is still possible even with such a large teleportation availability. Though, as it seems, most would rather miss out on the adventure. Exploration may still be possible but maybe only to a soloing individual (which is still enjoyable). But the way you felt whilst traveling to a certain destination with your allies on foot...this feels like a true quest. On the way you can (and will probably) die and be forced to restart again at the beginning (this is not Sword Art Online<3 where when you die in game you die out of game as well..).


    You will encounter many /laugh(s) and maybe even /cry(s) along the way. Some /comfort(ing) and /congratulate(ing), /blush(ing) and and /furious(ness), and possibly some graceful (or not so graceful) /dance(ing)...and hopefully no /doze(ing)^^;


    But after all of these hardships and good times you finally arrive at your destination. The journey has been long and hard but full of memorable and heart warming moments.


    Moments you can't get if you instantly 'zap' somewhere. Ones you can't remember if you just assume your character has lived them while your screen loads the next zone. Ones worthy enough to be called a small part of an adventure.



    I understand that now that the FFXIV community has experienced this simple way of travel that the dev team couldn't possibly take it away without a wave of an angry player base (although I wish it were). Would it be so upsetting, though, to have one or two areas where this is put into place?

    Eorzea: a place that is as real to your chara as you are to your world. Let us not loose the sense of adventure due to ease of access to teleportation in (*emphasis*) every area (*end of emphasis*) of the land!
    Even in FFXI where you had to go pretty well everywhere "the long way" there wasn't a lot of exploring with other people, even people in your linkshell (or at least not in any linkshell I was part of). Parties expected you to make your own way to where they were and expected you to already know the way. I had to do all of my exploring solo in any game I've played.
    (0)

  7. #87
    Player
    Kyri's Avatar
    Join Date
    Mar 2011
    Location
    (waiting to claim squatter rights on minatos house) (Update:HAHAHAHA I actually did! ♥Minato XD)
    Posts
    846
    Character
    Kyri Sagitta
    World
    Balmung
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by finiteHP View Post
    Even in FFXI where you had to go pretty well everywhere "the long way" there wasn't a lot of exploring with other people, even people in your linkshell (or at least not in any linkshell I was part of). Parties expected you to make your own way to where they were and expected you to already know the way. I had to do all of my exploring solo in any game I've played.
    Though true, I found myself going out in the world a whole lot more in XI then here. In XIV I was always teleported by party and only really "traveled" for DoL classes. Not by laziness, but because there was no reason to and I already had enough on my plate to do.
    (0)

    http://www.youtube.com/watch?v=ueodAjWZ0A4
    Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~

  8. #88
    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 Mortechai View Post
    The thing that the OP needs to remember, in my opinion, is that despite the addition of methods of instant travel etc, nothing is STOPPING players from exploring the areas bypassed by said means of travel. Just because SE adds some forms of quick travel doesn't mean you're suddenly unable to go check things out on foot.
    What?! but I forgot how to walk! My leg's have atrophied due to lack of use for excessive teleportation!
    Can I have it? Teleport Camp Bearded Rock for 5000 PST

    There was times I didn't explore places and knew where they were, because ppl demanded I teleport there or they left without me. People are so impatient! :P And if you said you were out of Anima, well you didn't get in the party.
    (0)
    Last edited by Linkurrra; 01-23-2013 at 02:32 AM.

  9. #89
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by finiteHP View Post
    Even in FFXI where you had to go pretty well everywhere "the long way" there wasn't a lot of exploring with other people, even people in your linkshell (or at least not in any linkshell I was part of). Parties expected you to make your own way to where they were and expected you to already know the way. I had to do all of my exploring solo in any game I've played.
    I'd have to agree with this, but it also begs the question: what are you looking for from party exploration?

    I'd agree that it could be a lot of fun in the first time going through areas, but even then it takes a kind of map-making that probably isn't that efficient. A lot of its advantages would be further lost by ARR's 'area at a time' map disclosure (which I usually like, just not in this case). "Hey guys, I found a cave a little ways up northeast." "You take the high ground, we'll go low, and see if we can spot the trail marker." "Hey, Eld, there are some ravens over the hill. Do you think the quest was speaking metaphorically again, or should we check it out?"

    In all these cases the advantage of party exploration is first and foremost speed by being able to go in multiple directions and coordinate information, which only has a real advantage when the map is large and enjoyable complex enough to make that advantage noticeable, which then risks the map being frustratingly complex instead to anyone without that advantage. And once the map has been explored thoroughly, as many intricacies as it might have (short of movement itself across the map having effects on the quest, which would take a very... rune- or demigod-motifed setting and would by then be an altogether different way of playing), they will at one point be fully explored. Advantage lost.

    The obvious fix to that issue would be auto-generation, at any or multiple of various levels--(1) phased clues generated within quests, (2) mob group movement patterns with surrounding effects, (3) season changes being more than a paint-job (waters traversable when iced over, but some passes blocked), (4) general auto-generation of many non-terrain elements, (5) an actual 'living' setting, where things mysteriously get moved around in the long or short-term [this may be party-phased or by universal time, the latter likely having its changes locked out to those in a quest unless the setting itself is specifically supposed to have this 'living' zone feel]. There are of course more, but that's the gist of it. And this subject alone is already a can of worms, so I'll leave it there.

    The other reasons for party members are two-fold, though one I've only really seen done more or less well in early WoW. To be quick, that was the use of about two to three non-combat, exploration or stealth utility, abilities by each class, with some sharing (Hunters shared Eyes of the Beast with Eye of Kil'rog and Eagle Eye with Farsight, for example, but this kept the abilities in a slightly more minimalistic and non-class-locked pallet). This allows various means to enter 'hidden' settings more deeply, especially at levels beneath where you'd be able to fight your way through, essentially making that little zone a multi-level target. (This of course requires some manner of reward, but either way these things are fun.)

    So that's strength (rather than speed) of party in exploration, through abilities. Now, let's look at the non-ability side, though it does have less to do with initial exploration, except under one condition, and probably has no place in current ARR. I'll go over that one first. Basically, it has to do with the exploration or travel being a valid part of some leve or whatnot. It could even alter mob phasing or hostility in general depending on nearby party count. Think of it this way. You port in as one person, a level 40 or whatnot, and getting where you want to go is relatively simple. Don't alert the level 55 mobs, try not to get maimed by any mobs, and take the shortest path while doing so.

    But let's say you port in as a part of 5. Your level then would effectively be... well, I suppose it would be a logarithmic expression since most things 10 levels above you have a crushing advantage, or let's just go with the fact that it'd take a really good party of 5 40's to take on a 55 or so. So, that would be your considered level when entering, and the zones adjust for the players' total levels. Again, a can of worms, since it requires phasing. But in this way, when you're in a party, though perhaps with lesser difficulty settings available to you, it isn't simply doing everything faster--it's also doing something far more impressive. Let's say that around that level in this zone party movement through the dangerous areas becomes a matter of distractions and skillful maneuvering, the result of which can be quite intense.

    (Personally my favorite 'difficulty settings' idea was the use of the different divine favors or boons, which added challenge befitting the different deities for reward and slight, equally fitting bonuses. I haven't seen anything more on the subject come up on the forums for over a year though.)

    The ability to make party (esp. non-combat) strength/coordination relevant to exploration and its required phasing aside, something equally fun could be made through... hunting, basically, with a lot of depth given to the detective or exploratory elements involved. Be it for an elusive NM (truly elusive, rather than simply waiting on him to teleport to his new RNG'd respawn position) or for finding, chasing, and herding a mob pack to a kill zone, these elements can be just as interesting as the thrill of the fight later if done correctly.

    Well that's long enough... I'll leave it at that.
    (0)

  10. #90
    Player
    Kirito's Avatar
    Join Date
    Aug 2012
    Location
    ウルダハ
    Posts
    957
    Character
    Max Wind
    World
    Balmung
    Main Class
    Marauder Lv 55
    Quote Originally Posted by Taltale View Post
    Exploration!
    And airships rides (that aren't only cut scenes)!

    I have so missed this in XIV. Teleporting is convenient, yes but I believe only truly appreciated, in moderation and at critical moments..like when you're late to meeting up with your party and some kind soul of a white mage with a telportation spell offers to help you out (with a small fee of course) but having the option to teleport instantly at any moment? This defeats the aspect of a rl feel in game. This is what I aim for in a MMORPG.

    Some have touched on the fact that the option to explore is still possible even with such a large teleportation availability. Though, as it seems, most would rather miss out on the adventure. Exploration may still be possible but maybe only to a soloing individual (which is still enjoyable). But the way you felt whilst traveling to a certain destination with your allies on foot...this feels like a true quest. On the way you can (and will probably) die and be forced to restart again at the beginning (this is not Sword Art Online<3 where when you die in game you die out of game as well..).


    You will encounter many /laugh(s) and maybe even /cry(s) along the way. Some /comfort(ing) and /congratulate(ing), /blush(ing) and and /furious(ness), and possibly some graceful (or not so graceful) /dance(ing)...and hopefully no /doze(ing)^^;


    But after all of these hardships and good times you finally arrive at your destination. The journey has been long and hard but full of memorable and heart warming moments.


    Moments you can't get if you instantly 'zap' somewhere. Ones you can't remember if you just assume your character has lived them while your screen loads the next zone. Ones worthy enough to be called a small part of an adventure.



    I understand that now that the FFXIV community has experienced this simple way of travel that the dev team couldn't possibly take it away without a wave of an angry player base (although I wish it were). Would it be so upsetting, though, to have one or two areas where this is put into place?

    Eorzea: a place that is as real to your chara as you are to your world. Let us not loose the sense of adventure due to ease of access to teleportation in (*emphasis*) every area (*end of emphasis*) of the land!
    I do agree with most of what you said and I think you hit the nail on the head in your third paragraph. Although I don't think airships should be longer than a cut scene since that would be the second most used means of transportation other than return and thus people would get annoyed with having to wait after a while. In ff11, I didn't like having to wait in the airship especially since there was really nothing to do, no fishing, no mobs, just waiting. Also I think letting everyone have teleport is the best course of action, but just make it cost anima (or gil as some people have suggested).
    Quote Originally Posted by Linkurrra View Post
    What?! but I forgot how to walk! My leg's have atrophied due to lack of use for excessive teleportation!
    Can I have it? Teleport Camp Bearded Rock for 5000 PST

    There was times I didn't explore places and knew where they were, because ppl demanded I teleport there or they left without me. People are so impatient! :P And if you said you were out of Anima, well you didn't get in the party.
    Well in all reality you shouldn't be a party that are so rude about anima. If you need a party just ask your link shell mates, do it later, or solo it.
    (0)
    Last edited by Kirito; 01-23-2013 at 03:04 AM.

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