I believe Blizzard had something in place where resources were also auto-generated over time so that everything will unlock eventually on its own, which helped out the smaller servers.
This would be amazing.
Kinda reminds me of opening up Rachel Temple in Ragnarok Online. I think the entire server had to donate about 50,000,000 zenny before it became available, but you could only donate after you went through this pretty lengthy quest chain. Having played on a private server with a population of around 300-500, well, needless to say it took us a while, haha!
Directly on-topic though, I like the idea, but I also have to agree with Tiggy: once it's done, it's done, and even if people could continue to do quests in the name of 'general upkeep', I don't think as many people would. I'm already getting that vibe from the Beastmen dailies. Once everyone finishes those up again, we'll be stuck with a barren Zanr'ak and Slyphlands.
sounds like OP is talking about EQ next.
I don't like this idea at all, haven't we learned anything from having different access for different servers (housing anyone?)
I like this idea. Makes exploration much more fun that way.
I think he's talking about the Isle of Quel'danas, which was gradually unlocked as the server as a whole completed isle-related daily quests.
That said, I've pushed for something along those lines, but tied to daily quests or even doing resource gathering like the AQ gate event. The OP's suggestion gives DoL and DoH content they can participate in, which is a step above what I've suggested in the past.
I'd implement it as a one-time unlock because having everyone participate gives current players something to do while also creating a milestone that you can be part of. THose of us who were around before the Calamity have our milestone in the history of this game.Kinda reminds me of opening up Rachel Temple in Ragnarok Online. I think the entire server had to donate about 50,000,000 zenny before it became available, but you could only donate after you went through this pretty lengthy quest chain. Having played on a private server with a population of around 300-500, well, needless to say it took us a while, haha!
Directly on-topic though, I like the idea, but I also have to agree with Tiggy: once it's done, it's done, and even if people could continue to do quests in the name of 'general upkeep', I don't think as many people would. I'm already getting that vibe from the Beastmen dailies. Once everyone finishes those up again, we'll be stuck with a barren Zanr'ak and Slyphlands.
If, say, the devs were to implement the restoration of Ala Mihgo using the OP as a base, the people who participated would at least get a feeling of "well, my presence made a difference in the world" without specifically giving names or anything like that. I personally was present for both AQ AND Quel'danas, and I still look back fondly at something in the game world that was unlocked due to a combined effort from all players.
Last edited by Duelle; 01-16-2014 at 02:47 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
If they required crafters for relics, they can require crafters for this too I reckon. You needed to get a Level 50 crafter of the correct profession to craft and/or meld your weapon for you before you could progress on the Relic quest line.
It doesn't invalidate crafters, and at least makes them feel like they are needed for some parts of the game (which admittedly, there's not enough of outside of Relics).
OP's idea make me think of Voyage Century Online.
How about we have some camps which are overrun with beastman and the players attempt to recapture it.
After capturing the camp will be a rundown shack with minimal facilities.
Players have to invest, submit items or grab some quests to "lvl up" the camp for more facilities.
( more rare mining/harvesting nodes, lower aetherythe tele cost, better dungeons only open if the camp reach certain lvl etc... )
Every week certain time(FATE??) beastman(with a boss NM) will invade to try to recapture the base n players + npcs will have to defend it.
Losing the camp the players will have to capture again and the camp will drop lvls depending the amount of time the beastman controlling it.
Something like hamlets in 1.23 but with open world concept.
This camp should be somewhat a projected place of gathering for adventurers for future contents like what revenant toll is now...
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