

pro tip.I would also be a fan if they reworked how the game worked fundamentally in that... I think your gear should be relevant only for duties e.g., raids and dungeons, granted I think these should be reworked too, the experience of doing dungeons and raids does feel woefully underwhelming.
if all you are doing is dungeons, gear does not matter. just get the bare minimum item level to enter (Lmao marketboard set) and enjoy the ride.



1. Just added things I thought would be fun for meTrue, but nothing you suggested fixes that.
Eh, no? You just dont engage with them. Problem solved. You only said "make em harder", but do we have reason to fight with them now? And why would we want to do so if they were harder?
How the hell would you want to do that? Also, they would be just boring fetch quest without flying. Nothing new to the game
So you get there once and never more
Eh, no? How does that bring something to overworld? And buff lowering teleport prices trully helps people engage with overworld.
Not a single idea was original and "Holy shit, that would want me to play more in overworld. Gratz. Very usefull thread. I give you the best possible suggestion. Give Guild Wars 2 a chance. That game have one of the best possible living wolrd you can find. Its my favourite part of that game. And once you try meta events, you will never be satisfied with fates.
FF14 current world are dead. You take flying from people and then you make it the worst world in any MMO. Empty and boring to travel.
2. you would if the local quests required you to traverse those areas or you had quests that asked you to travel on ground for deliveries
3. The same we do now, all quests are either combat/dialogue/delivery/fetch quests if you really get down it. It's the writing/travel/fights that make them interesting, hence the suggestion. I don't get the same jolt of killing a useless mob in the wild than I do killing something like an Angara in Orthos. For that matter the ones roaming in Yanxia look pretty scary so maybe they should do more than drop dead when you look at them.
4. Not if they periodically change their wares =)
5. Not if you have to travel the overworld to rebuff it every couple of days or 24 hours
And sure, care to describe some of the elements here so the devs can read feedback? Threads open to good ideas. But if people that matter were to read this they won't go buy guild wars 2 and probably move on. What's it like?
You still havent described any single fun mechanic. Only thing you want to do, is making already boring fetch quests more boring by travel time. That doesnt make overworld more fun, wtf. If you suggested things like big meta events with hard bossess (And something more, than just rare fates we have now), cave systems to explore, mount races (which I thought we are getting by elephant beast tribe, but look at em, pathetic) and things in that nature, it would be more interesting thread.1. Just added things I thought would be fun for me
2. you would if the local quests required you to traverse those areas or you had quests that asked you to travel on ground for deliveries
3. The same we do now, all quests are either combat/dialogue/delivery/fetch quests if you really get down it. It's the writing/travel/fights that make them interesting, hence the suggestion. I don't get the same jolt of killing a useless mob in the wild than I do killing something like an Angara in Orthos. For that matter the ones roaming in Yanxia look pretty scary so maybe they should do more than drop dead when you look at them.
4. Not if they periodically change their wares =)
5. Not if you have to travel the overworld to rebuff it every couple of days or 24 hours
And sure, care to describe some of the elements here so the devs can read feedback? Threads open to good ideas. But if people that matter were to read this they won't go buy guild wars 2 and probably move on. What's it like?



Coarse manners aside.You still havent described any single fun mechanic. Only thing you want to do, is making already boring fetch quests more boring by travel time. That doesnt make overworld more fun, wtf. If you suggested things like big meta events with hard bossess (And something more, than just rare fates we have now), cave systems to explore, mount races (which I thought we are getting by elephant beast tribe, but look at em, pathetic) and things in that nature, it would be more interesting thread.
We have chocobo racing. Not that I would mind more mount race locales. I do like cave systems to explore since we barely have any.
I had to look up meta events which are:
A meta event is a series of dynamic events that tells the story of an explorable zone. Meta events are meant to provide immersion, as well as orientation about the state of an area. There are generally two or more meta events in each zone. These meta events are usually made up of 5 to 20 events chaining and branching in various directions. However, unlike dynamic events, meta events are neither completed nor do they provide experience points or rewards of their own. However, if players succeed at certain meta events, hidden areas of the world may become accessible for a period of time.
I'd be down for stuff like this. Honestly this sounds like what fates should have been from the start instead of the extremely boring ones we have now.




Before that a male AND female Roegadyne, an Elezen, a Hrothgar, a catboy, a female Viera, a MALE viera,a male Duskwight Elezen, a female and male Hyur, if I like the design I may become a female Hrothgar...whats your point?you got burned by some WoW dudebros and now you're a cat girl..
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Last edited by VelKallor; 03-23-2023 at 10:34 AM.


Well I think it maybe too late to see the existing zones be updated in various ways, I've been convinced at this point the development team would rather put out new shiny things than go back to work on existing content (see Grand Company Ranks, it has been stuck on Captain Rank for a very long time now).
I also doubt even if they were to look at these ideas they're very likely going to continue the same trend because it works in their minds, I would say the only thing that was done right to help zones out was giving out bicolor gemstones for FATEs, so there is actual reason to do those.
However the FATEs still remain quite boring, and not very threatening unless its certain BOSS Fates that does require a team, and even then 90% of those Boss FATEs are rather easy still. I'm sort of echoing that one topic on here regarding the games difficulty currently regarding that part.
The problems on this game is piling up, and I'm not even sure what this Development Team is trying to accomplish, it almost feels like they're preparing this game to go single player eventually, and nerfing one thing at a time for years because people complain about the game being too difficult, granted sometimes I think Savage Raids has bullcrap going on, but it can still be beaten, I wish that translated with the rest of the game but it does not.
So much of this game doesn't feel all that rewarding, and I'm almost convinced Yoshi P. is just trying to push all the hardcore players into a box, and be left unseen from the casual players, there is some real alienation going on.
Honestly at this point they come off to me as one of those people that think having stuff in the "popular" video games grants them some kind of elite social status IRL. Hence all the time they spend on here advocating for 1 braincell 1 button game design to get all the in game shinies.




No thanks. I wont buy a "mandatory no flight" expansion. I worked bloody hard for those mounts and I am NOT going into a new version of WoD.It'd be cool if in 7.0 we go to somewhere so distant from Eorzea that the ambient aether doesn't allow for aether currents, thus we cannot unlock flying there (Or perhaps only let players fly on a cooldown, like Sprint).
Level 90- mobs are irrelevant once I had 610 fully melded. WOW tried that with ilevel scaling and it was NOT received well. It is kinda infuriating when you have 630 raid level gear ( Note I didnt say raid gear as there IS no "raid gear" ), you need to run from some bloody angry tree....with respect, if you want to mess with gear relevance and power, thats a can of worms you DO NOT want to open.So mobs are irrelevant to you now. They are to me as well.
I agree, but with caveats.So you'll notice that one of the requests here in this thread to find ways to make them interesting and relevant to people again. Kind of like Eureka Orthos where the mobs are always relevant regardless of what level you are.
Last edited by VelKallor; 03-24-2023 at 01:59 PM.




Bozja Critical Engagements force the "Hoofing It" status, preventing the affecting player from using a mount. Having quests that do this could be interesting, but it wouldn't be enjoyable long term. Beast Tribe Quests that force me to carry objects have irritated me in the past, though that's largely because if you get aggro, you could be sent back to square one. I like the idea of Disciplines of War jobs being forced to hoof it for involving gameplay reasons, but without a tantalizing incentive, most people would not choose to stable their flying mount.
I think the bicolor gemstone lure they added to FATEs in Shadowbringers was a good first step, but more would need to be done to consistently bring life to zones in this game again. Having a thread like this is very useful for trying to understand just what makes an open world design "tick."



You know. I wonder if there could be a system like the Fetes in Ishgard for overworld zones. And after the server activities are done we unlock some sort of buff, new excavation or settlement, or see some benefit in the cities in regards to the zones.Bozja Critical Engagements force the "Hoofing It" status, preventing the affecting player from using a mount. Having quests that do this could be interesting, but it wouldn't be enjoyable long term. Beast Tribe Quests that force me to carry objects have irritated me in the past, though that's largely because if you get aggro, you could be sent back to square one. I like the idea of Disciplines of War jobs being forced to hoof it for involving gameplay reasons, but without a tantalizing incentive, most people would not choose to stable their flying mount.
I think the bicolor gemstone lure they added to FATEs in Shadowbringers was a good first step, but more would need to be done to consistently bring life to zones in this game again. Having a thread like this is very useful for trying to understand just what makes an open world design "tick."
The problem with the game though is that it’s not a living world. Zones are stuck in time depending on what MSQ function they served and are dead after that.
I think the only solution I’ve been able to think is that they do to them what they did to the Doman Enclave. That way the zones can continue to live on with the characters instead of being stuck in the past. The quests and NPCs could move and and appear and disappear as well.
But if you didn’t do a quest and the NPC is now gone, like say one a refugee at little Ala Mhigo used to give but now that it’s a Flames outpost because the refugees went back, you could always NG+ into the time frame when they were around and complete the quests. Giving the NG + feature further utility.
It’s kind of ambitious but it would be a way to move the world forward.
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