Well, what would be the proportionate reward and how would one perform "well" in order to best manage it?
Danger =/= challenge
Danger =/= fun
Challenge, however, does.
Well, what would be the proportionate reward and how would one perform "well" in order to best manage it?
Danger =/= challenge
Danger =/= fun
Challenge, however, does.




*sigh* So you guys want your God slaying WoL to be done in by a wandering toad? Am I correct? Do you guys also want an aggroed mob to never stop chasing you, forcing you to start traversing the zone again from point A? How is this fun?
I don't mean to sound so patronizing, but a dungeon in a role playing game is supposed to be an area more dangerous than the outer world that conceals it. Exploring said area on your own is not only ill-advised, but also extremely inefficient even if you do. These areas have more powerful monsters, and objectives required to progress. We have this in FFXIV in the form of instanced dungeons.
For the most part, the instanced dungeons in FFXIV are an extension of the zone they are found in. So as an example, if you're in an instance in Aurum Vale, you're actually still exploring a much more dangerous part of Coerthas. Some dungeons even take place entirely outside or in an area normally inaccessible, and as an extension, you can see and explore these sections of that zone. Examples of these would be Brayflox's Longstop, Pharos Sirius, and The Aery.
By going into these areas, you are literally doing the exact same thing you want with dangerous open world areas. You are grouping up with people with similar objectives in order to get through it as efficiently as possible.
If you're talking about having to traverse one dangerous zone to get to yet another dangerous zone, I will mention again the whole agro=start over. Lets not kill the game, yeah? in FFXI the whole freakin open world felt like a dungeon, taking away the feel and effect from actual dungeons.



How are you supposed to have a "dangerous" world without artificially enforcing it in some contrived way? Not even XI had a dangerous world, even though that's an oft cited example for some reason: you usually had no real reason to regularly traverse the more "dangerous" areas and the ones you did have to go through were easily trivialized by copious amounts of prism powder and silent oil since True Sight monsters were excessively rare and always off the beaten path. So instead of "dangerous" I think you mean to say "tedious" and "arbitrarily punishing".
With this character's death, the thread of prophecy remains intact.
I remember unlocking Corsair on FFXI. My hands were shaking because of how dangerous it was and how far I had to go. I was only about level 35 at the time but damn it was tough to dodge all those mobs....then I had to send a tell to a random thief to come open a door for me. It was awesome!





So what I'm hearing is rather than being able to unlock news jobs easily in the next expansion, they should be hidden behind a door guarded by several lvl 100 monsters, and only mch should be able to unlock it cuz technology. And it can't be you on mch.I remember unlocking Corsair on FFXI. My hands were shaking because of how dangerous it was and how far I had to go. I was only about level 35 at the time but damn it was tough to dodge all those mobs....then I had to send a tell to a random thief to come open a door for me. It was awesome!
That won't get tedious.
You can always pretend the world is dangerous, try to avoid mobs and if one aggros, go back and start your journey again.
Last edited by Valkyrie_Lenneth; 06-28-2018 at 02:55 PM.


That's kinda the whole point of Eureka's exp level loss upon death and monsters that can 1-2 shot you, just pretend Eureka is an open world zone, because for all intents and purposes it behaves the same way.
I'm missing the part where I'm calling for it on XIV. What you're assuming is an illusion, what you're reading is me merely sharing an old experience I enjoyed. Here's my thoughts because you earned them. The open world on FFXIV is a glorified waiting lobby and every time there's something people have to actually earn, the forums fill with entitled people crying about it. The rewards here are pretty dresses and flashy new mounts, whilst the reward on FFXI was the adventure itself. FFXI you really did need help from your friends, even to break through level caps, here if you need to progress it's usually just two clicks and you're on your way, so a huge change to that system would cause outrage. I take XIV for what it is and enjoy it for entirely different reasons, same as most of the people I spend time with, I wouldn't want to change the open world into FFXI, it wouldn't work here.
Thanks for sharing your assumptions and then trying to poke fun, you seem like a terrible person.
Last edited by Mozerlam; 06-28-2018 at 05:36 PM.

@Valkyrie_Lenneth;
Let’s put words in the guys mouth, he said he liked the danger.....let’s reach for more please.
No one is saying gate jobs, he said he liked the danger and atmosphere. I would be pissed if they did that, what I am saying a mount, or perhaps some great glamour options for those who would be willing to traverse the zone. So many people are “dooming” this type of content. Why can’t this be an optional area, but within the overworld, and if you hate the idea and feel it’s annoying or tedious....don’t do it.

I can assure you, after 5 years I’d rather run around in a large zone with multiple options of battle and potential death/reward , and see different things than run (inset any EX primal) for the 20millionth time attempting to get the same damn weapons I already have and a mount it takes 99 runs to get. That is not challenging that is tedious. So again, if you don’t like it don’t do it. There should be shit for everyone to do, not just casual players who enjoy really boring faceroll zones.
You have content. You have more content coming. Go do that or go back to FFXI and stop trying to ruin other parts of the game for others.
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