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  1. #1
    Player
    Dark-Saviour's Avatar
    Join Date
    Dec 2013
    Posts
    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)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    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.

  3. #3
    Player
    Felis's Avatar
    Join Date
    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.