This game will need another rebirth for adventure.
It took longer to explore the maps outside the 3 starting cities in XI, than it did all of Eorzea.
I've never played any MMO with such little focus on everything but endgame.
This game will need another rebirth for adventure.
It took longer to explore the maps outside the 3 starting cities in XI, than it did all of Eorzea.
I've never played any MMO with such little focus on everything but endgame.
I agree with this, not in a revamp-all-the-maps-we-have-and-make-them-bigger kind of way, but I at least hope that this will become a characteristic of some zone in the future. But ARR isn't even half a year old; they had to develop a game that was similar to other successful MMOs to make it financially viable. Once they've stabilized their profits, I'm sure we'll start seeing more unique game features.
(Inbefore, I might remember some of the locations wrongly, but the point is still the same):
I remember back in 1.0, me and a LS members were trying to reach the aetherytes (or was it the aetherial gates) in Mor Dhona that we hadn't yet attuned to. On our way we passed through Coerthas, and there was a rocky pass we needed to go through. A fairly high lvl mob was blocking the way, and we were uncertain of which senses that would aggro it; sight, sound etc. So we just stood there for ages until it finally turned its back to us. But my friend was reluctant to run behind it, in case it aggrod by sound, and walking would take too long. But then I figured: "What the heck! I take my chances!!!" Anr ran behind on chocoback. And whaddayaknow, it worked! So he followed. The whole experience was actually pretty fun, because of the danger.
Then we reached Mor Dhona, and somehow we managed to get separated lol. I can't for the life of mine remember how, but we did. We were in party, and could see each other on the map, but he had ran past some dangerous mobs in a tight area, and found a better way through afterwards. So he tried to guide me there from afar. As I made my way to his point I could see him standing high up on the cliff above me, and he could se me far down there. Funny moment lol. I actually have a screenshot of that... *digs in image folder*
I can't really see any of this happening in ARR at the moment. :/
So to sum it up; more love to the areas outside dungeons and primal fights, some larger uninhabitet parts of nature. Adventure.
Please.[/QUOTE]
So agree this game is all dungeon and small man. I miss he Epic large scale feel of FFXI. Dont like how a group of 8 people alone does everything in the game. The game feels small.
Here, here! I hope that this game's expansion will expand the world size or add areas between areas, focusing mostly on levels 1-49 so there's more to do when playing as other professions.
I want to feel like I'm traversing through the wilds again. Eorzea is beautiful, detailed and filled to the brim with atmosphere and lore, but it isn't BIG. At least not yet.
I don't feel like I'm traveling through a vast, open field because the world is too populated and condensed. I can't enjoy the amazing night-time lighting in Gridania for more than five-minute intervals because of all the candles and blooming windows all over the place.
Aetherytes should be a precious commodity but instead they're everywhere, and because ARR removed the Anima Timer system and throws money at you left and right during the main storyline, you spend even less time traveling, making the world seem even smaller.
Airships are useless until endgame when quest income slows down. And even then, there is no "flying in the airship" sequence so you can view the world below and enjoy the breadth of the skies above.
And most importantly, there are many reasons why I hate the dungeon finder but one of them is simple: I don't know where the dungeons are in relation to anything else. Yes, I have to go physically talk to the guy outside the entrance the first time I enter, but after that I can just magically teleport in from across the world.
So here are some suggestions:
- Expand the zones we have and add areas between them, and create content in them aimed at levels 1-49.
- Reinstate the Anima Timer system so people can travel again. This isn't 1.0 where the zones are breathtakingly boring and empty anymore.
- Add in those airship sequences already, and re-add the ferry from 1.0! I miss hanging around and meeting new people during my travels.
- Remove the Dungeon Finder. If not for the fact that it's ruining our community, at least do it because it's ruining any sense of location.
This ^: bring us some sense of adventure! Outside of the dungeons. We could need some areas that are actually large, and they don't have to have settlements and NPCs everywhere - in fact I'd rather they don't. It would be so nice to explore a large, uninhabited area and feel like I'm not around the corner of the next aetheryte (literally!). And there could be little things scattered in corners and bushes around the wilderness, little valuables for the passing adventurer to pick up.
(
i do agree. and i think TeSo will be just perfect for me. Im honest with all of you here. I keep playing ARR atm because there is no other game or MMO that i enjoy right now, and i have spent too much time and effort into it. I dont think i'll stop playing ARR when Teso launch, but ARR will become the 2nd game in my list. This game is good, but doesnt give me any real feeling of adventures. It simply stand in Mor Dhona and queue after doing my solo daily and chest run. Just always the same stuff to repeat.
Last edited by mikoto_qc; 01-05-2014 at 08:08 AM.
If 2.1 is any indication of this game's direction of future updates; time will not help.I agree with this, not in a revamp-all-the-maps-we-have-and-make-them-bigger kind of way, but I at least hope that this will become a characteristic of some zone in the future. But ARR isn't even half a year old; they had to develop a game that was similar to other successful MMOs to make it financially viable. Once they've stabilized their profits, I'm sure we'll start seeing more unique game features.
It'll just be more instanced endgame, extremes of new primals, sitting around in revenants toll waiting for DF to queue, etc..
Also agree with OP. One of the things I like a lot about FF11 was that there were these like, secret little places you would stumble across that were pertinent to something. Now its just run from this exclamation point to the next. Not much in the way of hidden gems in the open world.
A good compromise, in my opinion, for duty finder and exploration is that once you get a group via the DF you have to travel too the dungeon. Give everyone 5mins or so of travel time. Also for premade groups on servers you could just travel to the dungeon to bypass the possible wait that happens when you use the duty finder.
And as for teleporting I kinda wish you could only use it while interacting with an aetheryte. But you could use return anywhere.
I miss traveling as much as the next person but, someone said their best experience in FFXI was in CoP, that was an expansion, ARR still has time for growth.![]()
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