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  1. #1
    Player
    Gehena's Avatar
    Join Date
    Dec 2011
    Posts
    80
    Character
    Yo Scenemore
    World
    Hyperion
    Main Class
    Warrior Lv 70

    Solo and Open World Relevancy

    Can we get some relevant open world content?
    Can we get some solo content?
    Can we get anything to break away from the current weekly cap monotony?

    Grinding the same set of dungeons for over two years was cool and all, but I'm sure most of us are tired of feeling like Walmart associates when in-game...

    #JustGehennaThings I guess....
    (29)

  2. #2
    Player
    Adualion's Avatar
    Join Date
    Apr 2015
    Location
    Gridonga
    Posts
    16
    Character
    Adualion Aelstrom
    World
    Excalibur
    Main Class
    Samurai Lv 80
    I'm sick of not having a sense of adventure in the open world as well. FFXI had a couple of things right, and one of them was needing to party up to explore the areas that held hard enemies. I'm not asking for sneak/invis/deodorize, but I'd really like the open world to engage me in the exploration. I would not be able to number the amount of times where I made a group to specifically run around in the dangerous areas of a place just for the fun of it. It was really fun for me to try to explore an area with some friends when I could be killed by an enemy.
    (14)

  3. #3
    Player
    Twilite's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,478
    Character
    Miranda Madison
    World
    Twintania
    Main Class
    White Mage Lv 80
    I don't want that back >_>. Keep it as is, but do add some kind of variety of events.
    (2)

  4. #4
    Player
    Dante_V's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    I think we will be getting some in 3.1 if I'm not mistaken with the island adventures and relic quest (possibly open world content?)
    (0)

  5. #5
    Player
    Adualion's Avatar
    Join Date
    Apr 2015
    Location
    Gridonga
    Posts
    16
    Character
    Adualion Aelstrom
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Twilite View Post
    I don't want that back >_>. Keep it as is, but do add some kind of variety of events.
    I understand why you wouldn't want all the areas to be dangerous, but at the same time the entire world is completely safe to run around in. I can kill an entire army of mobs single handedly, and I'm losing my immersion this way. I go to a dungeon and enemies are much harder to kill than the ones in the overworld. The overworld itself is pathetic in terms of enemies. The only time I'm in any danger is when I'm very underleveled for a zone. I think it would be better to create a dangerous overworld and perhaps even make the enemies give enough XP that it would be worth it to fight them instead of grinding fates or spamming dungeons.
    (16)

  6. #6
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Ok but what if you're at the level cap?
    (0)

  7. #7
    Player
    Gehena's Avatar
    Join Date
    Dec 2011
    Posts
    80
    Character
    Yo Scenemore
    World
    Hyperion
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Adualion View Post
    I'm sick of not having a sense of adventure in the open world as well. FFXI had a couple of things right, and one of them was needing to party up to explore the areas that held hard enemies. I'm not asking for sneak/invis/deodorize, but I'd really like the open world to engage me in the exploration. I would not be able to number the amount of times where I made a group to specifically run around in the dangerous areas of a place just for the fun of it. It was really fun for me to try to explore an area with some friends when I could be killed by an enemy.
    My point exactly..

    I want to be able to tackle any relevant content with a particularly low number of people or even by myself (if mechanics allow it obviously). I'm not asking to change the obvious intentional progression block they've created (weekly cap/lockout), but to allow me the satisfaction of being an individual and otherwise stagnant game.
    (5)

  8. #8
    Player
    Adualion's Avatar
    Join Date
    Apr 2015
    Location
    Gridonga
    Posts
    16
    Character
    Adualion Aelstrom
    World
    Excalibur
    Main Class
    Samurai Lv 80
    Quote Originally Posted by MilesSaintboroguh View Post
    Ok but what if you're at the level cap?
    I wouldn't find it unreasonable to be able to kill an enemy at the level cap, but should we really be able to kill an entire force of enemies like this? I found this to be dismaying as I had killed bahamut yet was stopped by a few simple guards in the 2.0 storyline. Either I'm the strongest guy around, or I'm not. The overworld is a giant pushover compared to dungeons, trials, or raids. I think we should have a harder time in the overworld and it should increase our rewards for exploring. I also find it hard to change, considering gatherers have to travel and entire map to gather certain items.
    (1)

  9. #9
    Player
    Gehena's Avatar
    Join Date
    Dec 2011
    Posts
    80
    Character
    Yo Scenemore
    World
    Hyperion
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Adualion View Post
    I understand why you wouldn't want all the areas to be dangerous, but at the same time the entire world is completely safe to run around in. I can kill an entire army of mobs single handedly, and I'm losing my immersion this way. I go to a dungeon and enemies are much harder to kill than the ones in the overworld. The overworld itself is pathetic in terms of enemies. The only time I'm in any danger is when I'm very underleveled for a zone. I think it would be better to create a dangerous overworld and perhaps even make the enemies give enough XP that it would be worth it to fight them instead of grinding fates or spamming dungeons.
    last I recall MMOs were suppose to emulate a sense of the danger of venturing alone... Believe it or not something as simple as "a sense of danger" can further enhance your gaming experience.
    (8)

  10. #10
    Player
    Maikeru's Avatar
    Join Date
    Mar 2011
    Posts
    91
    Character
    Ceyl Fukuro
    World
    Mateus
    Main Class
    White Mage Lv 90
    Yeaaaah... I'm all down for more open world danger but... you see... my experience with this community (Actually, it's more like a thing everywhere) is:

    1) SE introduces hard content. People demand nerf.
    2) SE introduces easy content. People want hard content.

    HW tried to bring some sense danger back and some relevancy to the new overworld map. They first failed when FATEs weren't profiteable and hunts only lasted for a bit until people got all their things upgraded and/or the upgrade elements were added to the LAW store. This expansion surely looks like an empty box, like when 2.0 was released (We actually have more things to do compared to these dark times). Granted, not all the content is appealing to everybody, but I'm sure, as the next patches go live, the dev. team will start to shape their world to make it more "relevant" for everybody, depends on what you consider "relevant", that's it.

    HW maps are way bigger and it saddens me to see them so empty... however, I'm not a game developer at all, so I can't come up with ideas that could bring them back to life. So, I put my faith on the users with a nice vision for that subject and the dev. team themselves, as they gather or create ideas to revamp the current system.
    (14)

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