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  1. #1
    Player
    Zero-ELEC's Avatar
    Join Date
    Mar 2019
    Location
    The outskirts
    Posts
    260
    Character
    Shining Evenfall
    World
    Malboro
    Main Class
    Paladin Lv 100
    Worse is, the Victory was already an integral part of the Limsa Lominsa starting quests, as part of the sahagin and Reavers' (and Black Masked Ascian's) plot to destabilise the region and kidnap thralls for Leviathan, as well as the side quests for the area. It did get used. It's might not be "just" a ship, but it already served it's purpose, plotwise.

    It, like anything else in ARR areas, is now in the time bubble of "well, previous expansion areas can't get updated geometry" so even if they ever finished it in-universe, the thing is stuck there forever.
    (6)

  2. #2
    Player
    fay2's Avatar
    Join Date
    Aug 2018
    Posts
    107
    Character
    Fay O'ul
    World
    Sophia
    Main Class
    Bard Lv 100

    editing because character count limit hopefully right this time lol

    lol seems I missed a bit when I cut and paste to get about the character count plus it was late

    Quote Originally Posted by fay2 View Post
    Ok there has been a ship being build in Moraby drydocks for 5 expantions now that needs to finish now the factors of the garlean war threat are off the table they can get on getting on and finish it.
    -----The missing bit-----
    Plus an expansion on the high seas wouldn’t be negligent not to have a few nods to the limsa opening quests
    I find a lot of ul’dah starters feel more invested in StB than most other city sate starters find it ,with how tied Ul’dah and Ala Mhigo are narratively.

    Longer still the “crossed gun” guild in Limsa 1.0 devs seeded in and has stayed unlike the other unutilized guilds which were removed in the start ARR or the case of gamblers “2 dice” guild flags in ul’dah removed by HW.



    A Buccaneers job would be great to add for a sea fairing expansion as the poster job of the expansion of the WoL.


    Lastly to add to all this would be Merlwyb's word in the patchs of EW
    Merlwyb is doer not a sayer this will happen so long as she lives



    with that missing bit now done and and posted. now back to the thread lol


    Quote Originally Posted by MikkoAkure View Post
    We use other ships to travel from Limsa to Kugane and Sharlayan so "they're building a ship since ARR" doesn't mean too much. That unfinished ship is also mentioned in MSQ or sidequests in ARR so I don't think it will ever be finished anyway.
    So this bit was the threads focus after I posted for a time
    lol what I get for not checking my post after posting I guess



    Seeing this ship launched feels like something a lot of people from a Limsa start would find a great a true start to new adventure on the open ocean.


    As for this idea it’s stuck in asset on the map they can’t change
    that wouldn’t stop them They have removed similar things before for story reasons

    here’s an example




    Also seems people are straight over looking the fact the ocean could be zones we have an under used swimming/diving function in game

    There are heaps over myths about undersea/ocean places
    Davy Jones locker
    Atlantis
    Polynesia myth has a realm of demons under the ocean
    that come to mind quickly

    Lol just think Cannibalistic islander Lalas how the table would turn
    being a lot of people j/k lalas are food lol

    or getting thrown into a volcano to appease its god

    What if there that a thunder plain under the ocean of a zone

    In fact there are a lot they could do with that like have us start a zone in dropped the middle of it for once because we fell though the ocean once we get the aether currents we can escape the zone back into the ocean above and ship above that


    Quote Originally Posted by MikkoAkure View Post
    It's painfully obvious that Oschon's familiar is the opo-opo. Unless the writers are trying to throw an extreme red herring out there, Oschon's familiar is the only one not hanging around and Deryk fits the bill for being Oschon himself.
    We could get stuck on familiars over animal avatars,
    but really
    I'm guessing you missed the interaction between Krile and Deryk about the Opo opo

    Quote Originally Posted by MikkoAkure View Post
    I don't believe we have. Those 4 shards you are pointing to have been destroyed completely and utterly, reduced to aether and absorbed into the Source as part of separate Calamities. Unless we're told that they're actually remnants of absorbed shards, all of the EW Alliance raids take place in the "Godly Realm" including the hub zone.
    Its fair to believe we haven't, however we just spent the initial expansion learning about Dynamis even going to an area primarily made of said Dynamis.

    While the Aether content of the rejoined shards have returned to the source nothing was stated about the Dynamis of those Shards returning.
    (1)
    Last edited by fay2; 04-24-2023 at 04:27 AM. Reason: character limit

  3. #3
    Player
    Talonk's Avatar
    Join Date
    Aug 2017
    Location
    Uldah
    Posts
    45
    Character
    Talon Thelios
    World
    Exodus
    Main Class
    Paladin Lv 90
    Strictly speculation here as I think the void is possibly going to be a major story element eventually but not as a shard we visit until much later as an expansion at least. I think it won't be on a grand scale like any of the other expansions like the other shards. I think we will explore a new continent get involved in its politics and liberate the nation from those extreme politics and then fight its share of strong soldiers and monsters. Then it will slowly open up to a new shard later. I do want to see some high energy fast paced expansions like shadowbringers but I doubt any ascian caused calamities will happen now haha. I think its slow sailing until the adventurer fully immerses in regular adventure.
    (0)

  4. #4
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Honestly the idea of a seafaring expansion is kind of cool, but man, that's a whole lotta water and not a lot of land.

    *thinks about the game Terranigma*

    Wouldn't be the first time though, that a Japanese RPG brought forth continents that weren't there before. Tied to some sort of restoral effort by an individual. Generally involving loads of magic.
    (1)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  5. #5
    Player
    Cleretic's Avatar
    Join Date
    Sep 2021
    Location
    Solution Eight (it's not as good)
    Posts
    2,980
    Character
    Ein Dose
    World
    Mateus
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Vyrerus View Post
    Wouldn't be the first time though, that a Japanese RPG brought forth continents that weren't there before. Tied to some sort of restoral effort by an individual. Generally involving loads of magic.
    Yeah, Bravely Second was pretty good.
    (0)

  6. #6
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Cleretic View Post
    Yeah, Bravely Second was pretty good.
    As was Xenoblade Chronicles.
    (0)

  7. #7
    Player
    Cleretic's Avatar
    Join Date
    Sep 2021
    Location
    Solution Eight (it's not as good)
    Posts
    2,980
    Character
    Ein Dose
    World
    Mateus
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by MikkoAkure View Post
    One thing I miss is an open world like FFXI, ARR, or 1.0 with zones that don’t have story requirements to access.

    I also miss the danger that FFXI, 1.0, and Eureka maps had when running around. It added its own element of adventure, but it feels like ARR and onwards zones are much more sparsely populated and it’s easier to avoid mobs.

    Notorious monsters, non-instanced dungeons, and FATEs that are more engaging or have a reason to do more than mounts or bicolor gems would be nice. I’d like more of a reason to be in the overworld that lasts more than a couple of weeks after release

    Besieged and the gameplay around the buildup before the invasion and the aftermath if you lost the glowy thing was something I enjoyed and give the world a more interactive feel.

    As much as I hated Promyvion when I was doing it, the idea of a non-linear dungeon other parties could be in as well (on different levels) is a neat idea. Especially if it had a randomly generated map that was different every time and we don’t have a map screen for.
    Something that struck me when making a video about Eureka, and therefore discussing FFXI (and especially the legend that is Absolute Virtue) is that while a lot of these old MMOs have really interesting stories attached and interesting worlds, it's... not really because it was good game design. Early MMOs, when you look back at them in retrospect, have a lot of pretty terrible design that more flew out of novelty and a lack of alternatives. Sometimes even diverging into straight-up player-hostile design--and I don't even mean that from a more subjective lens, Absolute Virtue is just one of a number of stories around the early MMO space of game developers being outright adversarial in their relationship with players. Let's be completely honest, walking down a plain road and suddenly getting one-shot by a monster intended for dozens of players isn't really the devs being nice! It's probably a good thing the genre's moved away from that (as proven pretty handily by Wildstar trying to be that and failing), even if we lost a few things that were genuinely fun and interesting.

    Eureka's neat in that it's essentially that style of early MMO design, but... you know, not designed by people who feel like they kinda hate you. I'd be interested in seeing more things like that, but it probably can't be the 'core' of an expansion. It just isn't what the game is anymore, and delivering that instead of the formula that's brought so much success just doesn't seem like the strongest idea.

    Quote Originally Posted by RyuDragnier View Post
    As was Xenoblade Chronicles.
    Okay, so we agree that the next FFXIV expansion needs to take place on some kind of ephemeral moving or teleporting, possibly entirely living, continent. Because every JRPG that uses that as a setting rules.
    (7)

  8. #8
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Dragon Quest VII was also a classic. It would be interesting if the geographical landmasses of the Source could be altered by events happening on other Shards.

    I wouldn't be surprised if we see an island/seafaring expansion soon. The South Sea Isles is one possibility, as is Aerslaent. It would be a great opportunity to bring a Corsair or Viking job into the game.
    (0)

  9. #9
    Player
    MikkoAkure's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    2,206
    Character
    Midi Ajihri
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    One thing I miss is an open world like FFXI, ARR, or 1.0 with zones that don’t have story requirements to access.

    I also miss the danger that FFXI, 1.0, and Eureka maps had when running around. It added its own element of adventure, but it feels like ARR and onwards zones are much more sparsely populated and it’s easier to avoid mobs.

    Notorious monsters, non-instanced dungeons, and FATEs that are more engaging or have a reason to do more than mounts or bicolor gems would be nice. I’d like more of a reason to be in the overworld that lasts more than a couple of weeks after release

    Besieged and the gameplay around the buildup before the invasion and the aftermath if you lost the glowy thing was something I enjoyed and give the world a more interactive feel.

    As much as I hated Promyvion when I was doing it, the idea of a non-linear dungeon other parties could be in as well (on different levels) is a neat idea. Especially if it had a randomly generated map that was different every time and we don’t have a map screen for.
    (1)

  10. #10
    Player
    MikkoAkure's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    2,206
    Character
    Midi Ajihri
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Cleretic View Post
    Eureka's neat in that it's essentially that style of early MMO design, but... you know, not designed by people who feel like they kinda hate you. I'd be interested in seeing more things like that, but it probably can't be the 'core' of an expansion. It just isn't what the game is anymore, and delivering that instead of the formula that's brought so much success just doesn't seem like the strongest idea.
    I never said we need AV or “make the expansion Eureka”. The only thing in my post relating to Eureka is mob placement and danger. Like you said, we have the benefit of hindsight and can make something modern that takes the good parts of the past without grinding the players into dust.

    FFXIV’s modern zones and FFXI/Eureka’s zones differ in that post-ARR FFXIV has every single zone filled with mobs with very narrow level ranges except for the maps where the zone is split in two for you to come back later. FFXI/Eureka zone level ranges are more dynamic. In Eureka, you won’t get one-shot on the road if you’re where you’re supposed to be and content level matches the mob level.

    That’s the only thing I’d want to take from Eureka. Otherwise FFXIV’s zones after ARR just feel lifeless and boring. Because they’re designed bigger for flying, they don’t have the same level of detail as ARR’s zones. Because they’re now tied directly to the story, you have to move between them and unlock them only as the story progresses linearly. FFXIV mobs only exist as set pieces unless you’re doing daily hunts or sidequests and don’t have specific spawn conditions like undead only coming out at night or aggro methods beyond line of sight.


    I want 7.0 to break the existing FFXIV status quo. I don’t know about anyone else, but I’m tired of the same things we’ve been getting over and over with maybe 1 or 2 new things per expansion that they just throw at a wall hoping to be successful and end up missing more than half the time.

    Fewer dungeons are made, precious dev time is spent fixing old content that didn’t work (Diadem, twice), and things like Eureka and Bozja had fat barriers set up throughout that halted player progress and became more difficult to pass as the first wave of players moved through the content and fewer remained in the previous zones. Ahead of each expansion we already know how many trials there are going to be and what levels they will be at, which types of content will be released on which days, and the ilvl of gear and when it will come out and how we’ll get it.


    The only reason to be in the overworld is to do MSQ, sidequests, gathering, beast tribes, or maps. Otherwise the entire game in between updates can just be played in Limsa Lominsa or locked from away within the walls of your house as you click on different queues.

    Checking into the game just to click a couple of queues to do your dailies feels less like a game and more like a job. I’d like an overworld that has more engaging things to do so there’s the option for more casual content in an environment where players can actually meet and do content with each other in the world and not an instance.

    We shouldn’t take stuff away from the game, but I would like 7.0 to shake it up a bit and I want to interact with the game and players in an MMO instead of punching my card in every day. Retaining players through dailies is a lazy negative attribute of modern online games we can move past, just like we moved past much of FFXI that was negative. But there are things from the old when can bring back into the new that I think would make things interesting and more engaging.
    (3)

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