Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 51
  1. #41
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I don't really care about what the next land is as much as how it's done.

    Throughout XIV there's always been a failure to scale things in a way that seems realistic. How does a nation the population of which—at its zenith—was only some twice or triple that of Ulduh at most have a city some fifty times its size? How does entire nation of Doma have only some two villages' worth of population, and only one of which still producing or self-supporting? And how do you possibly maintain so many diverse and mutually semi-hostile tribes as the Xaela's in a land as small as the Azim Steppe?

    The format always feels about the same, too. Early hub, late hub, and neither particularly a place any adventurers would have reason to hang around apart from acquiring and cashing quests. I'm not saying I want dedicated dungeon entrances or anything of that sort—gods no—but I'd like to see some variation from the entirely quest-gained-from-NPC-leads-to-nearby-area-to-kill-a-few-mobs-or-right-click-on-destinations-and-return-only-to-move-over-a-quarter-mile-and-do-more-of-the-same formula. I'd like to move away from the thus-far conventional take on quests and open up the world more to openly accessible lore, world story, zone thematics, challenges, and so forth. I want to see something new in its gameplay, mechanically and in gestalt, not just in its skin.
    This 100%. So many places don't fit to scale at all. Even dungeons you can see from outside look so tiny but then when you enter them they are magically massive areas, (2 certain stormblood dungeons, dusk vigil, Saint Mocianne's Arboretum, Alexander raid) just to name a few. Im not sure why they do it but they do. I guess its one of those things much like the time zone difference, we just pretend there is more to doma than 1 tiny village and the destroyed village.
    (1)
    Last edited by bass9020; 07-28-2017 at 12:32 AM.

  2. #42
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    No, no, no, no time travel plz.

    It'd be AWESOME as a raid (savage or alliance), but not as an expansion. WoW got me traumatized with that.

    It'll take a long while before we go to Garlemald, I suppose. And I don't see us going there to conquer it, maybe there'll be a truce at some point? But not on 5.0, maybe 6 or 7.0
    Meracydia and Thavnair would be my best bet for 5.0. And there's also the New World to consider.
    (0)

  3. #43
    Player
    eschaton's Avatar
    Join Date
    Feb 2013
    Posts
    332
    Character
    Oxix Lahun
    World
    Balmung
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Lauront View Post
    Sharlayan/Thavnair/remainder of Othard, basically. I suspect they will be saving Meracydia and Garlemald for later usage. I am aching to see Sharlayan and I hope that it will be every bit as enchanting as it appears to be, and that they will break some boundaries when designing its zones.

    I'd like to see some of the Hingashi mainlands, for now, and especially a proper Raen settlement that isn't sui no sato.
    /thumbsup

    Sharlayan is high on the list!
    (0)

  4. #44
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Chrono Trigger. If we could get Guardia castle as an area or dungeon that'd be sick.
    (0)

  5. #45
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    A zone that has a complex configuration of passage ways and tunnels connecting many isolated areas, and the connections change each hour according to some complex algorithm that wouldn't repeat itself for a year real life time. Inside the many isolated areas, there are special nodes for gathering that reward people who manage to get there by granting easy access to otherwise hard to get items in regular zones, hunt marks that drop mounts, treasure chest spawns, special boss FATEs that have a duration of 24 hours with amazing mount and glamour drops, even the entrance to a dungeon that cannot be accessed via Duty Finder, etc.

    Nothing in the zone is compulsory. It's all extra stuff for max-level players.

    Concept source: light novel "Log Horizon".
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  6. #46
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zfz View Post
    A zone that has a complex configuration of passage ways and tunnels connecting many isolated areas, and the connections change each hour according to some complex algorithm that wouldn't repeat itself for a year real life time.
    So like the Emerald Labyrinth (1.x Black Shroud) done right?
    (0)

  7. #47
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Didn't play 1.0. So I don't know what the Emerald Labyrinth is. Sorry.
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  8. #48
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zfz View Post
    Didn't play 1.0. So I don't know what the Emerald Labyrinth is. Sorry.
    In 1.x, the Black Shroud was incredibly thick with vegetation, and trees frequently exceeded some hundred feet in diameter, leaving almost the entirety of the forest under an overlying canopy. The smaller winding paths also made it fairly easy to get lost if unfamiliar with the area (and, somehow, the map button), and the lore alleged that not only was the forest able to move about, changing paths and so forth, but that elementals could attempt to trap people within. Better yet, prolonged exposure to the elemental-controlled woods could temper people. They showed a bit more leniency with the Gridanians, but even then it was a tenuous pact. Lore-wise, it was probably the most dangerous place in Eorzea, until most of it was turned into typical dusty forest in ARR.

    Of course, none of said mechanics one would hope for from the lore were actually implemented in any way, so when I saw your idea I couldn't help but be reminded of the promises that area had already missed.
    (0)

  9. #49
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    exotic moon, jungle with moss and thicket covered statues and buildings, city in the sky, stark contrast color such as silver water and red coastlines, cyan grass and pink wheat fields, underground sewer catacombs, thick fogged marshes with a sense of dread, and more and more.
    (2)

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  10. #50
    Quote Originally Posted by bass9020 View Post
    Im not sure why they do it but they do. I guess its one of those things much like the time zone difference, we just pretend there is more to doma than 1 tiny village and the destroyed village.
    because the devs know most of the game is played in instances and there's not much point to spend more resources on the overworld.
    (0)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast