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  1. #1
    Player

    Join Date
    Jun 2011
    Posts
    55
    I think that instead of, or perhaps in addition to, the reduction or abolition of anima, the reduction in the number of teleportation destinations would help a lot.

    FFXI had about 6 teleportation destinations in its prime: Dem, Holla, Mea, Altep, Yhoat, and Vazhl. All of these except Vazhl had a chocobo renter right there, allowing you to teleport to one of a few central hubs then rent a chocobo to get to where you were going quickly and safely.

    The benefits of this system: Reduced travel time without eliminating it. Left a little bit of a timesink there without causing frustration to players. Allowed players to learn the lay of the land better, making them more at home in and attached to the world. Created landmarks which every player could instantly recognize: the Crags.

    Now, there were also Outpost warps for every region in the game, but those required decidedly more work to gain access to.

    My suggestion for XIV:

    Create some reason for the Aetherial nodes and the aetherytes in each camp to experience a large loss of energy, preventing a strong enough connection to players to teleport directly there. Add massive growths of crystals in each region, only one or two in each, which become the hubs for teleportation. This way we can keep the camps with their aetheryte crystals as sources of Guardian's aspect, HP/MP recovery, etc, while having a reason that they can't be teleported to any more. Allow us to rent chocobos from these crystal hubs and voila, I think most people will enjoy the world a little more.

    I think with the deaspected crystals popping up all over the place, this would be an excellent way to introduce this change fluidly.
    (0)

  2. #2
    Player
    Xeak's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    196
    Character
    Xeak Eckhart
    World
    Balmung
    Main Class
    Marauder Lv 50
    Forgive my double post, but I figured my last was getting too long to continue with what else I have to say on this topic.

    When I first heard that FFXIV would be based around casual play I thought "great, solo content for if I ever get sick of people." But then I started playing and I found there is too much solo content. Leveling itself is a solo task unless u get with some linkshell members to go grind until your fatigue kicks in. I won't go on about fatigue because I know it will be gone soon

    I quit FFXI many times, but had always gone back a couple months later because of all of the player interaction that no other game has, and maybe will never have. I liked the party system (not saying to bring it back in FFXIV) because it forced you to meet players you wouldn't otherwise meet and started bonds of friendship that wouldn't break even after everyone has left the game, because you still have those great memories and you may be in contact with them in some other way still.

    I don't mind keeping the amount of solo content that the game already has, and I'm appreciative of the dungeons being introduced that do force parties, but we need more ways of player interaction. Dungeons will probably be done with linkshell members instead of strangers, though I'm sure plenty of people will still be in a city shouting for parties for the dungeons. I would love to see content that got random players together to form strategies to complete their tasks. Even though Eco-Warrior (does anyone remember that?) fell out after the first 2 years or so in FFXI, it was something that forced strangers together because it took tons of strategy that veteran players didn't care for but noobs were itching to try it out.

    And yes that's also a hint at adding more noob content for people to enjoy instead of hard leveling to r25 before being able to do anything of real joy.

    That's all for my 2 cents ^^
    (1)