its a joke? fates in gw2 don't impact things? monsters can over take a settlement if you did not stopped them in time. if this is not impact what is?
Yeah, and the next time players regain the settlement they come back and attack it again. If there are no players in the area, guess what. Monsters take over the settlement, until players regain the settlement. And then monsters attack it again. Over and over and over. Nothing really changes.
Sounds WAYYYYYYYYYYY better than what we have now to be honest. almost akin to XI's old school Beseiged / Campaign. Or even FFXIV 1.2s Hamlet Defence.Yeah, and the next time players regain the settlement they come back and attack it again. If there are no players in the area, guess what. Monsters take over the settlement, until players regain the settlement. And then monsters attack it again. Over and over and over. Nothing really changes.
At least it gives players a reason to be there and feel like theyve achieved something when they successfully defended the settlement..
If it has depth and impact on the world it's not suprising players enjoy it so much.. and yet here everyone despises fates because theyre shallow and lifeless.
I may have to pick that game up and give it a shot..
Last edited by Dzian; 04-03-2022 at 06:28 AM.
There are instanced dungeons and then, if i remember correctly there were a few that were pretty close to non-instanced, where anyone could enter, there wasn’t a set limit so it was essentially overworld exploration, as the places themselves had their own things to explore and weren’t hallway simulator. There were also like, what i believe to be the equivalent of at the very least trial bosses out in the overworld, which i never really saw get one shot like hunts do. I did a few with a friend and they were actually really fun and challenging as they had actual mechanics to watch out for. Eso just feels much more alive to me in comparison in the overworld at least. You not only have a vast amount of players around either getting materials or doing npc quests, but there’s numerous npc encampments, there’s random npc events where like, you may see two npc mages chatting and then teleport off somewhere.Fates are boring because they're lifeless and they suck. They don't change or impact the world in anyway at all. Oh hey mobs are attacking a settlement. Kill them all or ignore them it makes no difference.
Treasure maps kinda meh. When the big rewards are tied into instances content like canals, aquopolis or others. It's hardly open world content at all.
Can you though? All those dungeons and things are instances content disconnected from the open world.
I mean how cool would it be if you could actually go mining in the copper bell mines or something like that?
Could be in a group of players running through to kill a boss and spot random people just mining away as you make your way through..
This used to be one of my favorite things about XI in its day. Nearly everything was open world and it made the world so alive. Never knew what you'd see as you went from place to place.. could be running through a zone and come across people in an exp party or fighting a boss that you might never have seen before. Or hunting a notorious monster for a strong piece of gear.. the world was always full of People.
14 by comparison is a barren wasteland. I might occasionally spot someone on the way to the same gathering node I am but thats usually it. If I'm really lucky I might see an s rank being fought. But they die in 30 seconds so that's hardly an interesting fight to watch...
FFXIV is not an open world game. The instanced structure should probably have clued you in to this fact.
Even in open world games, however, zones still have a finite lifespan. Elden Ring was the best open world experience that I've had in a long time, and even there you'll find that backtracking to earlier zones feels largely trivial even if there's a missed achievement or boss that you're going after for completion purposes. That's a function of the game experience - when you've 'conquered' a zone and filled in the map with waypoints, it ceases to feel dangerous (even moreso when you're able to fly). Scaling up mobs does nothing to change this feeling. I'm not really sure why Warcraft was ever mentioned as something to aspire to here, because it was pretty much built on top of the carcasses of dead zones.
There’s games that mix both an open world and instanced areas and blends them in smoothly where you have reasons to go to old areas and to explore but then also features things like instanced raids or dungeons. If other mmo’s can do both i don’t see why 14 can’t.FFXIV is not an open world game. The instanced structure should probably have clued you in to this fact.
Even in open world games, however, zones still have a finite lifespan. Elden Ring was the best open world experience that I've had in a long time, and even there you'll find that backtracking to earlier zones feels largely trivial even if there's a missed achievement or boss that you're going after for completion purposes. That's a function of the game experience - when you've 'conquered' a zone and filled in the map with waypoints, it ceases to feel dangerous (even moreso when you're able to fly). Scaling up mobs does nothing to change this feeling. I'm not really sure why Warcraft was ever mentioned as something to aspire to here, because it was pretty much built on top of the carcasses of dead zones.
They should update the challenge log with more interesting rewards other than a tiny amount of gil and some exp, always wanted more of a weekly WT for open world stuff.
I am still doing my ARR relic and its freaking Endwalker xD give me a break.
All the older content roulette only triggers when people queue for it eg new players, people looking for specific glamour etc. Open world maps is reused with allied,centurio etc seal farming, gathering for crafting. In the context of endwalker content, a 4 month cycle meant a lot for people tat only afford a few hours a week on ff14 yet still subscribed.
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