
Originally Posted by
Jynx
Your point? I'm still on time i've spent to play this game and I'm allowed to voice my input. Perhaps it isn't "Funny" that most of the people who dislike teleports no longer actively play the game, it obviously shows that people are willing to leave the game over something others may find inconsequential.
The thing about FFXI and teleports (There were many and could get you almost anywhere) is there were restrictions on said systems, your character was not born with the inate abillity to fly around the world, NPC didn't shout for us to "Hurry run to the next city before the garleans invade!" for us to giggle and teleport there instead.
Every type of teleport was earned, regulated, and had a cost of some sort attatched to it wether it be a previous time investment to earn the teleports via spells and quests, or actuall currency being spent such as silver peices, hell some were free but had risks attatched (lol freetaru warp). The game had a great curve to the adventuring experience, as you started out you had to crawl through the world learning about it, and the dangers that lurked around every corner.
As you grow in leveling travel becomes more open, you first earn your airship pass, Craig teleports start to open up to you as you explore the world and reach the distant and sometimes difficult to reach craigs. You can now teleport or get a teleport taxi, blackmages around the same time learn warp (Or you can spend currency to get warp scrolls or cudgels) allowing party members a avenue to (a certain extent) venture further into the more dangerous areas of the game with an escape plan other than death. All the while the Campaign systems is ever flowing allowing keen players to earn outpost warps than can unlock a vast network of travel to treacharous areas. Chocobos all the while have been a indespensible companion, they don't fight by your side but (For a price) Allow you to traverse open areas with impunity (You are not attacked while on a chocobo) it was wise to use them to your advantage to learn the area and surrounding flora/fauna. When you reached the end of the game you had a massive list of locations to travel too, nothing felt too far away to get too but some far (or dangerous) enough to make sure you were always prepared for your adventure when you stepped outside the relative safety of the nearest outpost.
The game did adventure right, it unfolded the world to players in a logical manner giving players more options as they earned them. FFXIV had the potential to do much the same, but with a heavy focus on instancing content the overworld (I'm sure the team that designed it is sad) is pretty much pointless, and all the detail that went into it is no more than mere fluff. No more are there areas of the map that mystify players, wondering what could be around the bend what challenges await them in the next zone they are going to level in or hunt in.
No more finding remote farming locations teeming with dangerous beasts that can offset competition, or just plainly allow skilled players to earn their farmed rewards instead of infestations of bots camping any monster foolish enough to drop something worth money and allow a player to stand motionless farming them with impunity while AFK.
XIV does alot of things right, but they really let me down in the open world, and giving players a feeling a place in the game. In the open world we are overpowering monsters nothing can stand in our way, even the most ferocious beasts that can harm us spawn in isolated bubbles on the world map and dissapear lest some poor fool be accidentally be killed by one, punishing them with....nothing because death has no repurcussions, unless you mean the inconvience of teleporting 5 feet from your last death and the 100 gill you so tragically lost....
I will admit I AM being selfish, I don't understand why I shouldn't be selfish when I'm looking to pay for a game I want to play, the Final Fantasy universe is my ideal MMO world, there are few games that even try to break the WoW mold and I was dissapointed (Both times 1.0 and more so with 2.0) that Square Enix decided that FFXIV was destined to run the same course most MMO's these days seem to do is try and wrap their game around a WoW model and pray for the best.
When I play I use teleports liberaly because you would be stupid not to, there is no reward for traversing the world on foot, no danger, nothing to find, nothing to explore. What I want is a game that makes the open world feel as dangerous as the NPC's tell me it is. Wether I'm level 1 or 50 they tell me "Dangerous beasts" lurk around every corner, I have yet to find anything remotly dangerous in the world even the feared garleans stand no chance against me as I can one man soldier into their base of operations and decimate every living and non living thing inside.
But as soon as I step into the tightly controlled instanced content, that is the only place anyone will ever be able to find a challenge in the game, and with the linear progression, time limits, lockouts, and limited content found within...I am highly disheartened by.
That... is why I wish teleports were not so liberal, and it's part of a larger problem in my opinion.