The "nostalgia goggles" bot-like answer is off-topic anyway. The general idea of the topic is about more pertinent open-world, which is strongly tied with the reason to build a MMO in the first place. FFXI is just an example among other.
The "nostalgia goggles" bot-like answer is off-topic anyway. The general idea of the topic is about more pertinent open-world, which is strongly tied with the reason to build a MMO in the first place. FFXI is just an example among other.
Last edited by Genz; 09-08-2020 at 02:33 AM.
Won't work unless they made open world xp grinding a lot more viable, which they won't do because of how it would impact queues (because they would really need to actually make it good in order to get people to bother)
To put things in perspective, they made "open world" grinding more viable in Eureka, and even then it was still bad enough that most people didn't bother and would rather just keep riding (or mooching off of) the NM train. It wasn't until they added 150% echo and 300% xp buffs to Eureka (which pretty much constitues a nerfing into oblivion) that grinding on trash mobs reached a level of viability that even solo players could level at a reasonable pace without needing to rely on the NM train.
Last edited by Fynlar; 09-08-2020 at 03:04 AM.
It doesn't have to be an unlimited experience grind like it was in FFXI. Experience doesn't even have to be a reward. Something else?! I am not queueing twice for dungeons anyway, so I won't be affecting queues. I do think SE have tried and tested exp grinding and have not been satisfied, however, hunting logs (ARR) and some battlecraft leves were actually fun to do in groups back in 1.0. FATEs now are okay in small doses, although I think they could be better. The low exp reward limits the reason for doing them anyway.
asking for stuff sure, but you need to look at the history of the game and how the devs have been thinking in the way they make the game. have they ever even thought of making things like this in the open world? no. they want to control these types of things by putting them in instances. do they ever talk about things like open world stuff in live letters or q&a sessions? no they don't. it's because they don't want to do stuff like that. therefore it is no use asking.
ffxiv needs a much dangerous open world, after them storyline, there is little reason to go back to those zones unless your a crafters or a gatherer which is sad. i see ffxiv players sitting in town all day queuing in a window for duty finder, at least in ffxi, your always out there adventuring.
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Conquest really had little impact to players in FFXI. Though I recall on Quetzacoatl when I played that usually San d'Oria and Windurst usually were close to eachother fighting for first place when Bastok's influence being abysmal most of the time and occasions when San d'Oria would abruptly spike territory claim to the point Windurst and Bastok would officially Ally in the conquest system.
The Campaign Battle system however was more interactive from a gameplay perspective. The system was added I think with the Wings of the Goddess expansion which had a theme around time travel to the past when the Beastmen Tribes of the game were united fighting a war against the 3 settlements. Players could help out via inputs in the home cities and I think also via donations and also by actively fighting in the skirmishes when they occur. I don't currently remember all the impacts of winning or losing of hand. I do recall that the enemy and ally units were not all equal. Some were considerably stronger than others and it was also possible for players to temporarily recruit certain NPC's not associated directly with the 3 settlements into battle such as Maat. I recall passing a fair amount of time on these as DRK/SAM endlessly spamming Catastrophe.
I also remember enjoying Besieged which they added with Treasures of Aht Urhgan where players and NPCs defended a major city when it was being invaded by beastmen.
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