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  1. #1
    Quote Originally Posted by Antonio_Xul View Post
    but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
    this is the worse idea ever. people already commute to work in real life, why do you want to force them to commute to play the game.
    (1)

  2. #2
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Antonio_Xul View Post
    I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
    But then threads like these would be replaced with threads complaining about how players have to do so much teleportation just to do basic npc/vendor things.

    Can't please everyone.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Antonio_Xul View Post
    I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
    This does little to make the maps themselves more attractive though. You're then just forcing additional time and movement in order to do something entirely separate. Placing a mere entrance to a dungeon in a particular place in itself does little to contextualize them, and spreading out key NPCs such as the Rowena vendors, materia melders, and the like each separately doesn't even make sense. Realistically, craftsman and vendors do gather at places convenient to their clients.
    (5)

  4. #4
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,621
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Antonio_Xul View Post
    I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere.
    You've played through the post 2.0 ARR game at least once, so you should know that many players really didn't like this idea. They were upset that they had to travel from Horizon to New Gridania to Quarrymill and back again while working through the Main Story.

    They did exactly what you're suggesting and got few "thank you" posts and a lot of "waste of time" posts.

    It isn't going to happen again.
    (2)

  5. #5
    Player
    Rinuko's Avatar
    Join Date
    Jan 2015
    Posts
    1,212
    Character
    Lele Inoch
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    For some reason the zones in ARR felt more active than HW and SB. Maybe cause they were smaller? Everywhere people ran fates/grinded for their zodiac weapons. Maybe cause game was fresh?
    (1)

  6. #6
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,621
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Rinuko View Post
    For some reason the zones in ARR felt more active than HW and SB. Maybe cause they were smaller? Everywhere people ran fates/grinded for their zodiac weapons. Maybe cause game was fresh?
    The zones seemed more active because players had nowhere else to go. FATE grinding for alternate jobs and Relic grinding got you back into a world that had no other maps or areas to go through. The game was fresh and people weren't level 70 and bored, they were level 50 and discovering new things to do with each patch. And every patch had you moving about in all those areas again.

    This is the fate of the MMO: The old world remains, but you move on.
    (0)

  7. #7
    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 Rinuko View Post
    For some reason the zones in ARR felt more active than HW and SB. Maybe cause they were smaller? Everywhere people ran fates/grinded for their zodiac weapons. Maybe cause game was fresh?
    I can see a few reasons for that. The ARR story makes you go back and forth the maps, new players do FATEs or levequests for leveling and that FATEs were more efficient for leveling in ARR than they are in HW or SB.
    (1)

  8. #8
    Player
    Arutan's Avatar
    Join Date
    Dec 2016
    Posts
    1,513
    Character
    Drae Wellenbrecher
    World
    Ragnarok
    Main Class
    Red Mage Lv 90
    Sometime I believe every game should use Gw2's system. All servers from the same datacenter send their player on the same instanced map, and when this map is full it creates a new one. if it's empty it deletes it.
    (2)

  9. #9
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    ARR feilt more alive because people used Fates to level up. People don't use fates any more to behonest with you. I said from the get go that they should make the dungeons open world dungeons instead of DF/instances. Not only would that improve the community in this game but you would no longer feel like ur the only person in this world out side towns.
    (3)

  10. #10
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Blackcanary View Post
    ARR feilt more alive because people used Fates to level up. People don't use fates any more to behonest with you. I said from the get go that they should make the dungeons open world dungeons instead of DF/instances. Not only would that improve the community in this game but you would no longer feel like ur the only person in this world out side towns.
    Open world dungeons would be a train wreck between OP players stomping everything and packs of characters zerging everything, no one else would have a chance to do a thing.

    Quote Originally Posted by Antonio_Xul View Post
    I've said this before, but one solution is to not create hubs. Spread out the end game NPCs to different maps. Put something vital everywhere. This convenience factor is what kills the population in the maps. Duty finder is OK, but also maybe eliminate the ability to choose specific dungeons and Raids from the menu and force people to travel to the entrance of the specific instance you want to do to create some activity in the zones.
    Indeed, this would help greatly. concentrating everything in a single location as a hub sucks players into that zone like a giant sponge, leaving other zones high and dry.
    (1)

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