Having Open world HNMs and Massive PvE battles does not make up for the elimination of all Freely explorable zones. Having a series of instanced content that has enterence requirements is all well and good. Sometime, if done right(i.e. Nyzul Island) it can be very fun and challenging. But the simple fact remains that Instanced content becomes stale significantly faster than open world content. Open world dungeons allow for Community created fun on top of a significantly larger opportunity for developer made content. You can have a larger variety of content in an open world dungeon, as opposed to the Speed Run/Boss Battle content you get from instances.
When you remove things like timers you gain free exploration and the ability to really take in the zone. When is the last time you actually took a look around Toto-Rak or Darkhold? Probably never.
When you remove maximum group requirements you are no longer forced to tell friends they cannot join because there is no room. People say this makes Boss Battles less challenging because you can just throw bodies at it. I say, it opens bosses up to becomes Significantly more challenging with godly levels of strength that require massive parties. On top of that, for more standard bosses, you gain the ability to low man battles which requires significant skill and grants bragging rights to those who can complete major challenges with minimal assistance.
Finally, with open world dungeons you gain the ability to meet people in the field. MMOs are supposed to have a community. Players are supposed to happen across one another. when you remove that aspect from the game you minimize the ability of the community to grow and develop friends and rivals. Worse yet, you end up with a game in which players actually have to go online and apply for Friends on some LS's website. Yes, this allows people to weed out obnoxious player, but what you lose is the chance to happen upon a friendship with the thousands of players in the games world.
Personally I thought it was the perfect system, I have no qualms with boss battles and certain NM's being instanced. Places like Seasearpent grotto were great (Although they lacked a instanced area at the end) the BCNM areas are perfect as well going through the beastmen fort to fight the beastmen forces at the end (Instanced) even if the BCNM is a far higher level than the area it's placed it gives the developers a area to develope the content around.
weird, Guild wars is an MMO in definition, all you needed was competent players that know well what to do when they are doing pvp scene,s. since you played this game and you didnt experienced it then the problem lies with you seeing the game as not an MMO and lacking the skills to compete in a pvp scene.
theres a reason there no monthly fee, cuz it sucks.If Guild Wars 1 is an MMO, then so is Call of Duty.
well is square makes it all closed world look like they might have even less people then they have now, just like everyother mmo thats practally all instanced. they want to cater to the casuals they can and the thing to remember is casuals dont stay long they just go to the next big thing.
the market is 80% free to playthank god SE is researching the market needs instead of listening to a ffxi players delusional whims.
It seems that Naoki Yoshida hasn't even played XI at all because all the ideas to this game are being copied from every other MMO EXCEPT XI.
Open hub areas with all dungeons instanced isn't an MMO. It's a co-op game with a lesser story focus. We're basically getting the worst of both worlds here.
And honestly as a long-time FF player I couldn't give a flying **** about forced group content. I'm sorry but i don't and that's what they got right in XI because if there was nobody to do a mission with you you could do it yourself even if it required a lot of skill & planning.
Naoki Yoshida's hand-holding takes all this freedom away from the player and the only way you're doing anything is by waiting 3 hours for a party in barely-alive servers where everybody is either 50 or not playing.
How come the devs think fixing the game translates to "making an entirely different game in an entirely different genre (i.e. a non MMO genre)" ?
I don't know where you are getting the impression that there will be no freely explorable zones.
I disagree that instanced content becomes stale faster than open world content. I don't see that instancing has much to do with the longevity and replayability of content.
I disagree that you have a larger variety of content in an open world area versus a similarly sized instance. Again, whether an area is instanced or not doesn't have much bearing on what content you can put in.
You can be against harsh time limits, but they are not a requirement of instancing. I doubt many people would go sight-seeing in Toto-Rak or the Darkhold if they had the opportunity. How many people do you find sight-seeing in the open world areas we have now?When you remove things like timers you gain free exploration and the ability to really take in the zone. When is the last time you actually took a look around Toto-Rak or Darkhold? Probably never.
Maximum group size is an important tool for balancing the difficulty of an encounter. I think it is a tragedy to see challenging encounters turned into zergfests. But there is content like the beastmen strongholds for variable sized groups to tackle.When you remove maximum group requirements you are no longer forced to tell friends they cannot join because there is no room. People say this makes Boss Battles less challenging because you can just throw bodies at it. I say, it opens bosses up to becomes Significantly more challenging with godly levels of strength that require massive parties. On top of that, for more standard bosses, you gain the ability to low man battles which requires significant skill and grants bragging rights to those who can complete major challenges with minimal assistance.
I agree that it is important to meet people in an MMO. I think the best way is to have tools available to form groups to tackle the available content, instanced or otherwise. The lack of such tools in FFXIV is the game's greatest failing in my opinion. Content along the lines of behest and FFXI's Campaign and Besieged would be a nice addition to FFXIV. Aside from events like this, I'm not sure where you hope to roam and meet up with someone, except in the cities. It's certainly possible to form a pickup party at the gates of one of the beastmen strongholds, but I doubt that happens with any significant frequency in actual practice.Finally, with open world dungeons you gain the ability to meet people in the field. MMOs are supposed to have a community. Players are supposed to happen across one another. when you remove that aspect from the game you minimize the ability of the community to grow and develop friends and rivals. Worse yet, you end up with a game in which players actually have to go online and apply for Friends on some LS's website. Yes, this allows people to weed out obnoxious player, but what you lose is the chance to happen upon a friendship with the thousands of players in the games world.
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."
Instanced dungeons are fine as long as some open world content remains. Yoshida never said he'd turn XIV into PSO or something...
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
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