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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Bozja nailed it for me. I could go in, have fun levelling in the various cranky fates with a reasonable grind, whereas my duo buddy had a whole extra level of stuff to sink their teeth into and keep them busy.

    If I had to knock it, the actual map itself was pretty terrible IMO. Yarr I know trench war zone and all of that but we learned that brown on brown environments are bad back in Quake 1. And yeah I can agree that farming lost actions was a pain at times, I'm not sure I agree that 1 copy should have had unlimited uses or such, but perhaps stockpiling copies should have been quicker and easier?

    As for the others, Diadem was boring. Eureka with it's fate trains and FFXI throwback actually clicked quite well with me, I enjoyed the chatter and gatherings between fates as it was about this time that SE removed the need to gather at raid entrances if my memory is correct? Pagos threw that out of the window in my eyes though. The instance felt like it was deliberately designed to stop movement like you had in Anemos and I stopped bothering with it pretty quickly, in hindsight probably a bit of a mistake as from what I understand about it, Pyros was a return to form and set the way for Bozja.
    (1)
    Last edited by Sebazy; 09-07-2023 at 05:40 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,153
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    For me, I love the lore, I find the CE's fun and sufficiently engaging, I'm an achievement hunter so that's a natural draw. The one big turn-off for me is the "action" system. I feel it basically becomes a "learn new things that aren't natural for your class but are so overpowered you have to become good with them to feel you're contributing." Having to learn new abilities that are only useful in that one zone and different from the otherwise "feel" of the class, and making those abilities so central to the content, deflates my enjoyment of it rather considerably.
    (6)

  3. #3
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Striker44 View Post
    For me, I love the lore, I find the CE's fun and sufficiently engaging, I'm an achievement hunter so that's a natural draw. The one big turn-off for me is the "action" system. I feel it basically becomes a "learn new things that aren't natural for your class but are so overpowered you have to become good with them to feel you're contributing." Having to learn new abilities that are only useful in that one zone and different from the otherwise "feel" of the class, and making those abilities so central to the content, deflates my enjoyment of it rather considerably.
    CE's arent the issue. They're fun, but the problem is that when they're the only form of content. Really we can still keep all of the stuff that Eureka and Bozja had. We can keep the NMs, the Duels and the CEs and what not. That content is fine. Its the fact thats literally just it and when most of your play time is kept going from FATE to FATE and waiting for certain ones to pop rather than continue zone progression with another form of activity is where I feel current exploratory zones fail in that ambition.

    I just want more fun things to do in exploratory zones and have progression feel less of a grinding chore.
    (2)

  4. #4
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,433
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    For me to want to do exploratory zones, they'd have to actually be fun. Eureka and Bozja are both FATE farms sprinkled over mob grinds. They're just boring.
    (8)

  5. #5
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Zairava View Post
    To reference my usual simping for old Rift, there could be, for example, rifts at which timed-zone events where the enemies can spawn and will attack locale, the players would need to work together to defeat it and/or the mobs attacking the base or w/e, and those who are powerful enough through progression systems provided inside the exploratory zone, dropped from these encounters and larger scale ones as well.
    Isn't that just a FATE?
    (5)

  6. #6
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Xirean View Post
    Isn't that just a FATE?
    I thought about it, and it really does sound like a FATE, but the idea is to at least make it mildly more interesting for the instance since they will inevitably put FATE's in the exploratory zone. There was a lot more to Rift than just those, though. I'd like to be able to spawn large-scale events myself like we were able to in Rift as well. Something like the nightmare rifts that could go potentially endlessly if the players could go that long.
    (1)

  7. #7
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,624
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    I'm not a huge fan of the exploratory zones as a whole but each iteration had its own strengths and weaknesses.

    In Eureka you are encouraged to work with everyone else in the instance to coordinate the prep of NM spawns. I found this teamwork fun to an extent, but ultimately you're still just grinding mobs.

    In Bozja the NMs have been turned into closed off boss encounters with more interesting mechanics, but you still grind mobs to get them to spawn and to farm clusters. Unlike Eureka however there is no coordination required with anyone else at any point in the zone. If you include the raids there are a couple spots here and there where you have to work together and those are easily the highlights of the entire series. DRS especially was very fun.

    If they have another go at this type of content I hope they take the best parts of both iterations.

    - The little goals players are working towards should be interesting, whether that be a boss with unique mechanics or some kind of group activity everyone can participate in.

    - The method to get to that goal should require communication and coordination between the people in the instance. This should be a place that brings players together in a way other areas typically do not.

    Also, I think a lot of times when people talk about missing exploratory zones, what they actually mean (perhaps subconsciously) is that they miss tons of players getting together in the same area to do something as most would imagine when thinking of an MMORPG. I get that feeling myself every time I show up for an S rank hunt. They could add content like this to the normal zones or create an entirely new concept we haven't even thought of, but the main point is getting lots of players in the same place and interacting.

    FFXIV is very "shove small groups of people into instances" and I don't know about you but all my favorite memories from past MMOs involve a bunch of players gathering out in the world somewhere. I can talk for hours about things that happened 20 years ago like the battles of Tarren Mill vs Southshore, the opening of Ahn'Qiraj, leveling shenanigans in Valkurm Dunes or Qufim, and so on. Meanwhile in FFXIV I can barely remember what happened last raid tier. FFXIV could definitely use more large scale group content, whether that be another Eureka/Bozja or something else.
    (1)

  8. #8
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    Another random thought about this. If the exploratory zones are going to be filled with FATEs (I'd prefer something else honestly) then in addition to whatever we get from them, make them drop gemstones that we can use at the existing gemstone vendors.
    (3)

  9. #9
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,627
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    - Gathering materials incorporated into the zone, so people could go there and gather, similar to how they did with Trials of the Matron.

    - The above would feed into being able to craft essences, etc., - Rather than them being something exclusively obtained from farming monsters, FATEs, CEs, or the raid.

    - Not so heavily oriented around FATEs. However, they accomplish this is up to them. Or at the very least the focus is on killing monsters, e.g., equivalent to Brachiosaur. Rather than on FATEs. Over half of Bozja just feels like a chore in this respect. The CEs were fun, doing CLL and Dalriada were fun, but let's face it, everything else was mediocre. - Is it one of the better pieces of content they've developed? Sure. But it's still mediocre.

    - It should be a lot -- A LOT more than just FATEs -- and it certainly should amount to more than just combat.
    (3)

  10. #10
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,845
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    To people who think Bozja is overly fate focused what would you want in its place

    Specifically the fact that CE’s aren’t spawned by skirmishes so you can ignore skirmishes if you really want and progress in other ways in order to join CE’s

    When you really break down 14’s combat you have
    -casual small group roulette content
    -alliance raids
    -savage

    Bozja has a sum total of 43 alliance raid quality bosses (30 CE’s, 3 in CLL, 6 in DRN and 4 in dal) the savage difficulty is covered by DRS and the duels so what does that really leave, I could see hamlet defence being integrated so you are not just attacking but also defending, but otherwise in a large scale zone what other examples of 14’s combat could be added that would actually work
    (1)

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