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  1. #41
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Alex_Lenderson View Post
    I don't see how it could be done well. I really don't. When you have content that you can just throw more people at, content that doesn't require you to actually play your class appropriately, what is the point? It is a zzzz fest.
    Limited participants, like treasure maps (between 1-8 players, not more)
    (0)

  2. #42
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Alex_Lenderson View Post
    It is always crap. Always. Just look at the joke of Hunts and Fates. When I play a game I want to be immersed in the experience... not be watching Netflix so I don't cry tears of boredom.
    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.
    (1)

  3. #43
    Player
    MrTherm's Avatar
    Join Date
    Sep 2014
    Posts
    63
    Character
    Humphrey Thermidor
    World
    Hyperion
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Alex_Lenderson View Post
    It is always crap. Always. Just look at the joke of Hunts and Fates. When I play a game I want to be immersed in the experience... not be watching Netflix so I don't cry tears of boredom.
    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.
    (2)


    Thank's for that A3S.

  4. #44
    Player
    Theplatter's Avatar
    Join Date
    Mar 2011
    Location
    This Many!!
    Posts
    311
    Character
    Mad Platter
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by MrTherm View Post
    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.
    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!
    (1)
    Last edited by Theplatter; 12-24-2015 at 11:01 AM.

  5. #45
    Player
    MrTherm's Avatar
    Join Date
    Sep 2014
    Posts
    63
    Character
    Humphrey Thermidor
    World
    Hyperion
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Theplatter View Post
    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!
    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.
    (1)


    Thank's for that A3S.

  6. #46
    Player
    Bashum's Avatar
    Join Date
    Sep 2014
    Location
    Alberta, Canada
    Posts
    106
    Character
    Bashum Gudd
    World
    Gilgamesh
    Main Class
    Warrior Lv 66
    Quote Originally Posted by Nektulos-Tuor View Post
    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.
    Vanguard SOH had a good solution for this, even though the game itself was buggy as hell.

    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.
    (0)

  7. #47
    Player
    Alex_Lenderson's Avatar
    Join Date
    Aug 2014
    Posts
    272
    Character
    Alex Lenderson
    World
    Zalera
    Main Class
    Conjurer Lv 62
    Quote Originally Posted by Callback View Post
    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.
    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.
    (0)

  8. #48
    Player
    Alex_Lenderson's Avatar
    Join Date
    Aug 2014
    Posts
    272
    Character
    Alex Lenderson
    World
    Zalera
    Main Class
    Conjurer Lv 62
    Quote Originally Posted by Felis View Post
    Limited participants, like treasure maps (between 1-8 players, not more)
    None of the treasure maps require 8 people to do... let alone 8 people actually playing their class accordingly.
    (0)

  9. #49
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Alberel View Post
    Go check out GW2's dynamic event chain meta events in their newest expansion if you want to see some well done open world content. Just because SE has so far sucked at implementing open world content that does not mean ALL open world content is bad.
    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.
    (0)
    Last edited by EdwinLi; 12-24-2015 at 01:03 PM.

  10. #50
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    There is really no adventure to this game. Lol.
    That's the point.
    (0)

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