


Limited participants, like treasure maps (between 1-8 players, not more)
Just because previous open world content is not fun doesn't mean all possible open world content is not fun. Logical conclusion doesn't follow.

The problem isn't that its always going to be crap, its how they implement it that causes it to be crap.
Lets start at XI's Sky for example. A 'raid' pop system actually worked very well in the open world. A Hierarchy system of force spawn mobs, each progressively harder (except genbu). The only problem with the whole system was the initial NM's to gain pops. Mother Globe, Faust, and the others proved to create competition/drama between people.
This same hierarchy system was added again in ToAU with ZNM's. The big difference was how the initial pops were purchased with a currency. Something the XIV team is EXTREMELY fond of. XIV's team could easily duplicate this system in the open world by adding additional GC ranks and allow the pops to be purchased at the max rank with some fairly high amount of seals. Lets say 250k? Nothing to crazy, but nothing absurd. After that just do the same as ZMN's. Make the next teir require a few kills from several of the base mobs, and make the drop NOT 100%. Not 1% either. Maybe 50%?
Boom. Open world content.
And lets face it. A large amount of XIV players use to be XI players. Nostalgia FTW.
Thank's for that A3S.


Don't forget CoP; Sea had a similar system.Lets start at XI's Sky for example. A 'raid' pop system actually worked very well in the open world. A Hierarchy system of force spawn mobs, each progressively harder (except genbu). The only problem with the whole system was the initial NM's to gain pops. Mother Globe, Faust, and the others proved to create competition/drama between people.
Still wish they'd take this system and rework it so the initial pop items are found in maps or some other non-competitive instance, like large-scale leves.
Edit: Just saw your mention of making them buyable, that works too for a nice gil-sink!
Last edited by Theplatter; 12-24-2015 at 11:01 AM.

Forgot all about the loveable sea jailers. Anytime I think about CoP, limbus pops in my head as I ran a shell for some 3 years, so I forgot all about them. Either way, just another example of how they could create open world content.Don't forget CoP; Sea had a similar system.
Still wish they'd take this system and rework it so the initial pop items are found in maps or some other non-competitive instance, like large-scale leves.
Edit: Just saw your mention of making them buyable, that works too for a nice gil-sink!
Thank's for that A3S.

Vanguard SOH had a good solution for this, even though the game itself was buggy as hell.Actually it will make it feel more real. Also, if an area can be camped then the "Contested" Dungeon failed. Everquest 2 KoS/EoF are a good example of preventing camping because eventually if you stood in the same spot for long periods your group would be overwhelmed. The "regular mobs." in contested zones were as hard as names were, some of them were "names" from older zones as well.
The Average Vampire in EQ2's Mistmoore Castle, would knock you back, drain your life, mezmorize your healer, break aggro and go after your healer and knock them back as well.
Getting Knocked back a little bit, was a death sentence because you had to really watch your aggro. You could only pull 2 vampires max at a time or it was surely a wipe. In a room filled with 100s.
Also, the excuse is and always will be bad. There is plenty of content for "I can only play 30 minute a day Joe".
Nothing is more real then going into a dungeon and seeing other groups there. It makes the dungeon immersive, and also makes it so you can make a huge dungeon with nameds spread all over the place.
Your one of the reasons MMOs are so boring now honestly. Literally shoving everything into instances is killing games. MMOs should have NO instances whatsoever. The only reason it would be cramped is it would be the only contested dungeon in the game because its *gasp* actually fun to corporate and have to actually speak to other players.
In a contested dungeon, you have to speak to your group. You have to make sure nobody screws up and pulls for you or makes mistakes. You have to keep up, you can't be half-afk you have to be paying attention.
That is probably why most people hate it. Nobody likes paying attention or talking to other players. I imagine the average Duty Finder player is watching netflix with a nostromo running a rotation macro.
MASSIVE dungeons, with named mobs all over the place, so you'd often run into other groups, however the ultra rare bosses would give you a lockout after you'd killed it once within a set period, 24 hours for regulars, and 7 days for uber raid bosses. You could still see the mob, but it would show up as ghostly and unattackable, as well as non-aggro until your lockout timer expired.
It would respawn relatively quickly too, so it didn't really exclude anyone from content.
Some of our raid nights were literally just going around to different places in the world and engaging whatever raid bosses were up at the time.
Do you enjoy any MMOs? That's like getting upset at the Civilization line of game-play because it isn't real time. Or complaining about FPS games being too twitchy. They are part and parcel for the genre.There's zero engagement to it. It's a bad combat system. It was bad in and before WoW as well. Fights are all super boring. You aren't allowed to interact with the enemy in any real way which leads everything to be incredibly monotonous. Abilities lack real distinction. The only difference is the effect they apply, but the attack itself is all the same generic point-and-click. It's stilted. Not a single enemy in the game reacts to you in any way.
I knew this from level 1. People told me "get to endgame, it gets better." Well I did and the flow of combat didn't change a single bit since back then. It's the exact same shit with a slightly different skin and a couple more timers to manage. That's it. The core of the combat is the exact same as your level 1 slapfights.
Ya the Meta events in GW2 HoT has been quite fun to get a bunch of people together and complete it. It is a zerg fest but it is a organized zerg fest that requires players to work with everyone on the map. People are even creating Taxi's group to get more people into the same map instance of that Meta content.
Last edited by EdwinLi; 12-24-2015 at 01:03 PM.
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