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  1. #1
    Player
    Naunet's Avatar
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    Aug 2013
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    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Alhanelem View Post
    No, I'm not. Any development team has a certain limited amount of resources. As you make an area larger it requires exponentially more resources to create and populate with assets and content (Unless you generate it proceedurally (e.g. randomly), but that wouldn't work for a game like this).

    So, you'd rather that "75%" of the area drop you to your death or be able to fall into and not get out? That's why there are walls, both visible and invisible. It is much more difficult to create an area with such great detail and have it be 100% walkable. You're basically limited to rolling hills and bland landscapes (See: WoW) and concentrating details in specific locations.
    I don't think you've actually looked at a lot of the maps. Take that image of the North Shroud, for example. It is in no way surrounded by bottomless cliffs and yet the zone is made up of a bunch of absurd canyons funneling you from one quest node to the next. It's awful. There are tons of rocks and rivers and pockets of inaccessibility that have no business being walled off, plain and simple.
    (0)

  2. #2
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    Mar 2011
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    That would be great to have here. There are too many things 'off-to-the-side' that I'd like to get to, but are blocked off. :-(
    They're not blocked off to keep you from exploring, they're blocked off because you would either fall to your death or otherwise become trapped. Obviously they preferred it if we didn't have people constantly jumping off cliffs/drowning/etc or splattering themselves all over the platforms in Limsa. In most cases it's good game design because you're not making a location that isn't supposed to be dangerous needlessly dangerous. imagine if every new player was accidentally walking off the bridges in limsa etc.

    The main issue seems to be you hate limits of any kind; but limits are sometimes a necessary part of good game design.
    Quote Originally Posted by teon
    Tell me, didn't you dreamt ff14 was something like this too? Well it's not gonna happen with actual wallmart Pentium 2 servers, for sure
    No, actually I dreamt of a game with good gameplay. I could care less if there are some loading screens. Also you can be sure SE is using modern hardware to run their servers. Technical issues are far more often rooted in the software not the hardware. Considering "pentium 2s" haven't been made many years your comment is just a LITTLE over the top.
    (3)
    Last edited by Alhanelem; 01-06-2014 at 10:15 AM.

  3. #3
    Player
    Dark-Saviour's Avatar
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    Dec 2013
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    690
    Character
    Dark Saviour
    World
    Cactuar
    Main Class
    Carpenter Lv 80
    Quote Originally Posted by Alhanelem View Post
    They're not blocked off to keep you from exploring, they're blocked off because you would either fall to your death or otherwise become trapped. Obviously they preferred it if we didn't have people constantly jumping off cliffs/drowning/etc or splattering themselves all over the platforms in Limsa. In most cases it's good game design because you're not making a location that isn't supposed to be dangerous needlessly dangerous. imagine if every new player was accidentally walking off the bridges in limsa etc.
    While I'm not huge on invisible walls in general, areas like that, it works. The issues I have are, say... The Mist. There's a little area off the beach that looks like it leads to a trail in the woods. It looks like you could possibly jump to it (though it'd be nice if that was a legit trail that you didn't have to go through the hassle for, but I digress). You try to move towards it however? Invisible wall. If they could come up with a way to make it seem less awkward, it still wouldn't be great, but it'd be more palatable. As it is though, you're just running against an invisible forcefield with no feedback and it comes off as sloppy as Hell.
    (0)

  4. #4
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    Quote Originally Posted by Dark-Saviour View Post
    While I'm not huge on invisible walls in general, areas like that, it works. The issues I have are, say... The Mist. There's a little area off the beach that looks like it leads to a trail in the woods. It looks like you could possibly jump to it (though it'd be nice if that was a legit trail that you didn't have to go through the hassle for, but I digress). You try to move towards it however? Invisible wall. If they could come up with a way to make it seem less awkward, it still wouldn't be great, but it'd be more palatable. As it is though, you're just running against an invisible forcefield with no feedback and it comes off as sloppy as Hell.
    There are SOME locations where there are invisible walls thrown up in places you would instinctively expect to be able to walk, I agree there. But I took issue with the poster above linking a map of the shroud and drawing a big circle around it and saying 75% of the area is "blocked off" when in fact the vast majority of what is blocked off is chasms or other space that is logically inaccessible rather than "oh, we don't want them to go there, screw you!"

    I don't expect sheer cliffs and steep mountains to be explorable. I naturally expect those to define the shape of the area. Stuff like the beach you mentioned etc does however feel a little lazy in some cases.

    While I don't think the areas we have are 100% perfect in every way, I still feel it was better to get these smaller, well crafted areas compared to 1.0s areas which were giant just for the sake of being giant which also felt empty and lifeless and repetitive. I wouldn't mind a big area as long as it was big for the right reasons.
    (2)
    Last edited by Alhanelem; 01-06-2014 at 10:36 AM.

  5. #5
    Player
    Felis's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Dark-Saviour View Post
    While I'm not huge on invisible walls in general, areas like that, it works. The issues I have are, say... The Mist. There's a little area off the beach that looks like it leads to a trail in the woods. It looks like you could possibly jump to it (though it'd be nice if that was a legit trail that you didn't have to go through the hassle for, but I digress). You try to move towards it however? Invisible wall. If they could come up with a way to make it seem less awkward, it still wouldn't be great, but it'd be more palatable. As it is though, you're just running against an invisible forcefield with no feedback and it comes off as sloppy as Hell.
    In 1.0 there would be a 1 meter high rock blocking your way ^^

    Quote Originally Posted by Saziel View Post
    I didn't even play 1.0, but from what I've seen in screenshots and videos, I want those areas. ARR areas are NOT well crafted. They're miserable, boring, lifeless, and bland. There's no sense of adventure. Hop on your chocobo and get to ANYWHERE you want in a zone in 2 minutes or less. That's not an adventure.
    I think you mean there 1.0

    How many interesting places which stand out from the surroundings do you see in this video?
    https://www.youtube.com/watch?v=S_HXuvcLtRA

    And now compare it to this: https://www.youtube.com/watch?v=IIHpd4meIVs
    (2)
    Last edited by Felis; 01-06-2014 at 03:49 PM.

  6. #6
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    I honestly hate it when it feels like the world and environment only exist to serve as a container for quest X, event Y, etc. This is one of the major things GW2 did NOT do right,
    Please understand, when I say "content", I don't mean "quest X event Y." I mean ALL the "stuff." hidden objects, easter eggs, waterfalls, chasms, etc that are meant to belong in the sort of environment being created. In short, not making an area giant just for the sake of making it giant, but rather making the size of the area make sense for what they're creating. Big areas aren't better just because they're big. They're only better if they take that space and capitalize on it- something they failed miserably at with 1.0's level design. The game had tons of corridors and rooms placed around with no rhyme or reason, often leading to nothing but a bland dead end. Only a handful of interesting locations worth exploring really existed among the copypasta mess. In 1.0 Coerthas, like every 10 feet you'd see the same rock formation. I particularly disliked how there were no actual roads or paths in most of the areas even though there were paths marked on the maps.

    Coerthas and The Black Shroud were probably the worst offenders in 1.0. Too much of the same stuff over and over with too few unique locations to break up the monotony.
    (4)
    Last edited by Alhanelem; 01-06-2014 at 10:28 AM.

  7. #7
    Player
    Ricky's Avatar
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    Mar 2011
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    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    As someone who played 1.0 all the way through.. I can tell that you did not, what we have now is absolutely an improvement
    (3)

  8. #8
    Player
    Uriahnool's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    234
    Character
    Uriah Nool
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Alls I know is that if I cross ONE dune in the "great desert" in 2.0, I can already see the edge of the map. Deserts should feel more wide open and desert-like. I admire all the variety in 2.0, but they need to stretch it out some more or something. I don't mind the zones, but I feel there should actually be more of them for everything SE wanted to do. For example, the hunting log. I am supposed to hunt something like a condor or a antelope, or a boar poacher, and the ONLY place in the ENTIRE WORLD MAP is one small camp or one patch of trees in the corner of a zone. Every mob seems to have its own little two foot area it lives. I mean, look at the stropper pit in the black shroud. They're all confined to one little puddle and they don't exist anywhere else.
    (2)
    "There's a time when a man needs to fight, and a time when he needs to accept that his destiny is lost, that the ship has sailed, and that only a fool would continue. The truth is, I've always been a fool."

  9. #9
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    Quote Originally Posted by Uriahnool View Post
    Alls I know is that if I cross ONE dune in the "great desert" in 2.0, I can already see the edge of the map. Deserts should feel more wide open and desert-like. I admire all the variety in 2.0, but they need to stretch it out some more or something. I don't mind the zones, but I feel there should actually be more of them for everything SE wanted to do. For example, the hunting log. I am supposed to hunt something like a condor or a antelope, or a boar poacher, and the ONLY place in the ENTIRE WORLD MAP is one small camp or one patch of trees in the corner of a zone. Every mob seems to have its own little two foot area it lives. I mean, look at the stropper pit in the black shroud. They're all confined to one little puddle and they don't exist anywhere else.
    The sagoli desert really should have been a zone of its own like in XI.

    While I don't want giant zones for the sake of being giant, a desert is usually a pretty large expanse of sand, it does feel a little silly to have small closed in space with 2 sand dunes and call it a desert.

    This is what I'm talking about when I saysize of an area being appropriate for its content. 1.0 areas were far larger than they needed to be for the sights, sounds and content within, but some areas in ARR could stand to be bigger. They're still far more well constructed, however.
    (1)

  10. #10
    Player Mogi's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    682
    Character
    Aria Tsuki
    World
    Coeurl
    Main Class
    Archer Lv 70
    Wow so much complaints not everyone but for the ppl who are it can be much much worse what if Square Enix just said you no for get ARR and left it like this http://youtu.be/IGEKCR8UCtk i can't stop loling over the ppl who like or think this ever looked good
    (2)

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