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  1. #11
    Player
    Usho's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    304
    Character
    Masahiro Kido
    World
    Excalibur
    Main Class
    Red Mage Lv 80
    FFXIV needs more open world content (Fates and Hunts...especially Fates...are trash). The game needs more overworld threatening monsters to add more life to the zones and increase the danger and the rewarding feeling of exploration.

    As it stands, since ARR began, the open world is dry, instanced, boring, bland and uninteresting. It's also EMPTY. FFXI's areas had more feeling and better design (a game made in 2002-2003 for ***k sake), the enemies were threatening in some places (which made spells like sneak and invisible so amazing). The overworld had more....idk....LIFE.

    FFXIV will never have that feeling cause we have a producer who's a WoW fanboy.

    /2 cents
    (1)
    Last edited by Usho; 02-04-2018 at 07:19 AM.

  2. #12
    Player
    wizisi2k's Avatar
    Join Date
    Sep 2012
    Posts
    101
    Character
    Lillis Elric
    World
    Balmung
    Main Class
    Conjurer Lv 94
    disagree on the 24-man dungeons. Maximum story if you include them all. Dynamis-Bastok, Dynamis-San D' Oria, Dynamis-Windhurst, Dynamis-Beaudicine Glacier, and lastly, Dynamis-xarcabard. Those would probably work best as 8-man dungeons. I'd be mixing ROTZ and COP but sky and sea are 2 of the 24-man dungeons. Also, you are forgetting something: expansion of Eureka to include prominent NM's from FFXI. I could see a expansion so we have an abyessia region with NM's that drop things like Carbuncle's mitts and yin-yang robe.
    Dungeons:
    I dunno what would be the first but I believe I know the order for leveling. Valkyrun dunes? Quifim island? yhutunga jungle? Crawler's nest? a TOAU area for the final 1?
    I'd like to see the following: depending on your start city, you show up at Bastok, San D' Oria, or Windhurst. Then Bastok and San D' Oria link to a larger map which combines the two areas (separated by a flying region that is vast) into one big map with the dunes as a dungeon OR open-world area. The middle town is Jueno (which would function like Rhalgar's Reach does now) which links Kazham, the starting cities and has the qufim dungeon. Airship access is granted after getting, say halfway through the MSQ. Linking Jueno to Bastok and San D' Oria is another combined map of the region (probably a little condensed for trips to Jueno) leading to Jueno for those 2 cities. Windhurst has access to Sarubata fields, a higher level area but consists of that entire region (access to the others is provided via a teleport, only coming back near the end of the MSQ.). Other zones? I'd like to cherry pick and say Sanctuary of zi'tah at least. The expansion should be massive. End game dungeons? Take your pick-you got the entirety of the FFXI game to choose what should be tome dungeons.

    Deep Dungeon should be TOAU area where you have 30 minutes to get thru as many floors as possible (I forget the name of the area but time limit isn't 30 min for deep dungeon). There may be 2 of these so 1 is deep dungeon other aquapolous expansion
    Aquapolous maybe should be the deep dungeon area instead and deep dungeon another area.

    I realize this is not just the vanilla game and is including more areas but I feel it would be a good idea to cherry pick and use the precomposed music (maybe remaster them?) for the zones to reduce time spent on composistion.

    Housing area:
    Ru'Lude Gardens in Jueno (complete with the original music for the area. The embassies are large plots.). Apartments have the mog home theme to start.
    (1)
    Last edited by wizisi2k; 02-04-2018 at 08:10 AM.

  3. #13
    Player
    Anienai's Avatar
    Join Date
    Sep 2013
    Location
    Camp Bluefrog
    Posts
    1,600
    Character
    Anienai Talenca
    World
    Zalera
    Main Class
    Marauder Lv 100
    Bring back Den of Rancor, Boya Tree, and Valkrum Noobs (dunes).
    (0)
    The price of solving everything is everything.
    Quote Originally Posted by Illmaeran View Post
    Roe, no question. Why be a kitten when you can be a goddess?

  4. #14
    Player
    Unabaro's Avatar
    Join Date
    Aug 2011
    Location
    Limsa-Lominsa
    Posts
    27
    Character
    Shigeru Ookami
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I'd really see the end of RotZ plotline as a good 24-man raid.

    1st part: Qu'fim Island and climbing up the Delkfutt's Tower with Kam'lanaut as the last boss.
    2nd part: Run through Sanctuary of Zi'tah and Ro'maeve with mechanics involving the Full Moon fountain and some FFXI golem boss.
    3rd part: Ru'Aun and Ru'Avitau. The Ark Angels, Eald'narche, Kirin.

    Then again, all theses zones are super interesting on their own and I feel like it'd be a crime if they were only accessible as instanced zones. :P
    (0)

  5. #15
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Unabaro View Post
    Then again, all theses zones are super interesting on their own and I feel like it'd be a crime if they were only accessible as instanced zones. :P
    This part is what makes this 'mind game' so interesting.
    You're 100% correct.
    It's a crime to the original source, to butcher it so much, to make it fit FF14s limitations, and yet, so mesmerizing to think about.


    So far, the most commonly suggested zones have been Valkrum Dunes, Selbina, Crawlers Nest, and Sky. (Outside of just here as well.)
    I'm kind of surprised no other mentions of areas where people leveled nearly as much as these too.

    No matter how it would be done, it would end up feeling lacking, and in turn, would of course be a waste of time. (Probably why the other thread suggested it ONLY be 24 man raids visiting FF11, rather than an expansion, as it wouldnt feel like its 'not enough', but rather, just a nod at FF11.)
    (0)

  6. #16
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Completely off-topic here, but I'd kill for a re-release of FFXI that offered modern graphics, a modern UI, jumping, and the AoE combat indicators from FFXIV. Don't touch another damned thing about it, either. I'd go back in a heartbeat.

    More on-topic, I'd like to see the boat trips added back in, and the airships, complete with arrival / departure times that you have to wait for, and pirates, and fishing opportunities. And Sea Horrors that slaughter unprepared low-level players.
    (3)

  7. #17
    Player
    Rinuko's Avatar
    Join Date
    Jan 2015
    Posts
    1,212
    Character
    Lele Inoch
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    As someone who played FF11 religiously between 2003-2011 I'd love this for nostalic reasons but i would rather SE try making something new and unique (not that we seen much of that since ARR)
    (0)

  8. #18
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    I forgot the FF14 formula is to have 1-2 Aetheryte Crystals at Camps on every map. Something that FFXI didn't quite do.
    So I guess the zones would have to go through quite a bit more renovation, or detouring, in order to introduce camps/small settlements, that werent actually in FFXI.
    (0)
    CLAIRE PENDRAGON

  9. #19
    Player
    SilverObi's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    1,028
    Character
    Kissa Kotele
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Claire_Pendragon View Post
    I forgot the FF14 formula is to have 1-2 Aetheryte Crystals at Camps on every map. Something that FFXI didn't quite do.
    So I guess the zones would have to go through quite a bit more renovation, or detouring, in order to introduce camps/small settlements, that werent actually in FFXI.
    Not as much as you'd think at first glance. There were always points of interest besides outposts in each zone but they lacked presence of people to further cement the emptiness each zone had. And only a handful of zones in HW had two per map with SB being the one to make it an apparent design rule (did people complain about having to fly around HW's maps? I don't remember)
    (0)

  10. #20
    Player
    Ashgarth's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    558
    Character
    Ashgarth Sorel
    World
    Louisoix
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rasikko View Post
    I would only make the jump, if the director of XI has full control. Otherwise, no, just NO.
    Lol, he had full control once, and look at what he did.
    (0)

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