Agreed. This is one of the smallest mmo "worlds" ever.
When did all this instancing and corridoring become considered fun?
You can cross each zone in less than two minute and there's absolutely no danger anywhere.
Casual Fantasy XIV A Realm Reduced.
Agreed. This is one of the smallest mmo "worlds" ever.
When did all this instancing and corridoring become considered fun?
You can cross each zone in less than two minute and there's absolutely no danger anywhere.
Casual Fantasy XIV A Realm Reduced.
Hello Leowilde,
I agree with what you are saying 100%, and hope that in the future we will be increasing
our content both inside and outside of instances.
I hate having to feel like we have to leave our world to go on these adventures. Not everything
needs to be instanced.
I believe three current contents point us in the right direction, and if built upon, they could flourish
and provide room for other contents to be added. The three contents are: behmoth/odin, the
daily beastmen quests, and treasure hunting
The first of which are a large scale fate that requires multiple parties to down. That is a great addition
and if we could see more fates like this spread throughout the world, and on various timers, I think
many gamers would be very happy. Add some good loot, and maybe even a small% drop increase to
the first two claiming parties, and it could even welcome back open world competition.
The second of which, is a content that gives players multiple objectives as they cruise into beastmen
territory. Which the strongholds are very small now, and easy to traverse, this puts us right into
oppositional territory. That's absolutely wonderful, and I hope in the future we have more things like
this. (getting sahagin and kobold next I believe)
The third is treasure hunting. Simple, but gets you out there doing something.
These three things together along with other types of contents that could be added later would really
let overworld adventure flourish.
The one thing I see right now the game needs is an end game, objective based area. I dont want to
compare to sea/sky of FFXI, but maybe something like that with only half hour repops and forced pops
only. (rather than 4-8 hour pop windows of yesteryear). Add to that we will ahve same server alliances
soon, and their creativity could create something spectacular!
no need for spawns/repops ect , just purple circle that when 8 party members are whitin the circle the boss spawns.....or like chimera , out in the world but u get a instanced bossThe one thing I see right now the game needs is an end game, objective based area. I dont want to
compare to sea/sky of FFXI, but maybe something like that with only half hour repops and forced pops
only. (rather than 4-8 hour pop windows of yesteryear). Add to that we will ahve same server alliances
soon, and their creativity could create something spectacular!
whats wrong with having to go to end of a dungeon /zone ,touching a door and going to a intanced boss??? or touching something and boss spawns , u have traveled there thats what we want ,more ppl in the world , more adventures ...that doesnt mean we have to fight X boss with 50 ppl watching (ps3 players)
traveling to any primal on FFXI was an adventure (ifrits cauldron any1?) yet primals were instanced.
Sense of adventure in this game is removed by a few factors:We don't call a stroll down the street to the convenience store an adventure, that's why there's no adventure in the Eorzea.
- Zones being small. If you can easily see the boundaries to everything, there's no adventure.
- Zones are safe. Very short mob leashing and everyone-can-kite means moving between locations is trivial, there's no adventure.
- Content is handed over on a plate. Quest icons and objective markers mean you never have to think about what to do, never have to find content, there's no adventure.
- Thinned down and simplified content means there's usually only one right and easy way to do everything, and most of the times it's obvious, there's no adventure.
Note that I'm talking about the world, not about dungeon fights. Although the adventure in dungeon fights tend to disappear quickly for slightly different but very similar reasons.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
There are plenty zones that are pretty barren since there isn't much to do therr anymore. Treasure hunts are a good way to explore, but I wish there are more ways.
1000 likes to you OP. I want to get lost in a zone and end up stuck in some dangerous place surrounded by aggro mobs that would easily kill me if they spotted me. Remember that hatred you had for certain mobs in XI and 1.0? (gobbies in the jungles come to mind in XI as well as those crazy high level areas in 1.0). I want to feel that again! I want to explore areas but also worry if I'm actually going to make it through that area alive! instead of thinking "oh look... a mobs aggroed me that I can easily kill but I can also sprint away from as easily, so I may as well do that as there is no danger either way". YAWN!
Easily one of the best experiences I have had exploring, was running through a bunch of high level area's to get to the next town. The one that comes to mind is in Everquest, going from Qeynos (the western Human City) to Freeport (east coast human City) you had to go through several very large zones, talking like 20 minutes to get across some of the zones, and some of them were even larger then that such as North, south and east Karana, go up through High Pass (either had to have a run speed buff or be able to turn invisible) get past all of the orcs and Gnolls then still go through Kithicor forest, full of undead if you happened to get there at night, and finally go through the east and west commonlands to get to freeport. All in all was a journey that could take hours, especially if you were unlucky, but the sense of accomplishment was cool the first time.
Granted, if you had to do it more then once, such as dying just before making it to the safety of town, it really sucked lol. I'm not advocating for this scale, but the idea of Large, open, and dangerous areas is very much something I would love to see.
Last edited by Niadissa; 01-04-2014 at 12:30 PM.
I completely understand the OP and I agree 100 % with the OP. See my thread: http://forum.square-enix.com/ffxiv/t...and-I-know-why
You actually described how I feel perfectly with "corridoring"... seriously... you are not alone.
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