Objective views are always appreciated though. This isn't a Rokien thread so it's not already completely one-sided. His concerns are valid too. We'll find out more about their plans later this month and into August I guess.
If you would read any of my threads I'm not one sided, it just seems that way because yoshi is leaning to one side more than the other, so I'm just tryiing to fight harder for one side over the other. many times have I said please keep making instances but make open world content as well, that's just as fun.
What the modern MMO player seems to think of these 17 words.
- Danger - Not allowed it might waste someones time.
- Risk - Not allowed my time is precious.
- Survival- What if I die?
- Freedom- I enjoy my game to exist inside a square box of my choice.
- Mystery - I might not know what is going to happen to me... Not allowed.
- Fantasy - Only nerds care about immersion trolololol.
- Discovery - Like with mystery the risk of death is too high.
- Camaraderi - As long as I have restrictions and a time limit this is cool.
- Community - Who needs this when I can just PUG whatever server I want and steal mah gears.
- Escape -This sounds risky, I wont allow it. Also...lololol immersion.
- Defeat -Sounds like it would cost me precious time, ex-nay the defeat-eh.
- Victory - Now this I can get behind.
- Gain -Only if I completed a speed run
- Loss -Don't know the meaning of the word, I got gold stars even when I didn't win.
- Excellence -Is determined by speed right?
- Skill -All about the speed.
- Excitement - Sounds like it might take up some time....well it's ok if it's on my terms, I don't like suprises.
Wow, I really enjoyed that blog entry!This quote, I already included in another post of mine, but that was buried on dead-leg of a long thread, and I think it deserves to be read, as does the entire blog entry
I read all of your stupid redundant posts. You always state your view and then immediately dismiss or chastise people with different opinions and, yet, you expect people to respect yours. Go away.If you would read any of my threads I'm not one sided, it just seems that way because yoshi is leaning to one side more than the other, so I'm just tryiing to fight harder for one side over the other. many times have I said please keep making instances but make open world content as well, that's just as fun.
The world is so much better with Rokien on the ignore list. His threads aren't even seen on the trending bar on the home page anymore.
I've words for the OP but I'm not sure I've the time at work to say them.
All I can say in brief is - All things in balance.
To feel Danger, you must also have places that feel Safe.
For Risk, there must be proper reward.
For Survival, there must be a Thrill to test fate again.
Freedom must be tempered by the slightest hint of Guidence.
For every Mystery, there must be Substance to support it.
Fantasy itself must be rooted in enough Familiarity that we may lose ourself in it.
For every bit of Discovery, there must be Continuity so we may piece the puzzels together.
For Camaraderi to work, there must be some Investment on the personal level for every player.
For Community to function, there must be a feeling of Family within that bubble.
For the feeling of Escape to work, there has to be a helping of Fear instilled.
And whether in Victory or Defeat, there needs to be an overaching feeling of Pourpose that guides the later into the former.
For Gains and Losses, must be balanced against one another so that the player finds meaning in Progress, instead of just feeling futile or feeling pandered.
Skill and Excellence will vary from person to person, but to gain either, one must first be allowed to gain Experience, and not the kind given in a numeral value.
All of these given and balanced in kind and Excitement will flow throughout, but never forget that for the moments of exictment, just also be tempered by Reflection, so that we remember to charish the time we spend in this shared world.
Huh, I did manage to get it out before going home...
Everquest sadly didn't require much skill. More of patience which can be considered a skill I guess.I would like to respectfully request from the moderators to give us some semblance of an indication of what the developers' plans are concerning the open world in this game, come version 2. I am not, and neither do I think the community is, a foe of good instanced content. However, right now, all the event additions, and announcements concerning future event additions, seem to circle around the twin concepts of instanced dungeons and timed events.
Other than free roaming NMs (I don't think they deserve the title of HNMs) there's only two imperfect open-world events besides the monotonously repetitive guildleves: Behest and Caravans. Behest is in bad need of refurbishment, since it's something so laughingly easy that it constitutes nothing more than a timed XP giveaway. The mechanics of it, not touched since its original appearance at launch, are notoriously clunky; they allow for easy trolling and renegade-type spoiling of the event for other players.
Caravans, although more enjoyable than behest, also would benefit from some improvements, and the addition of some variety to their scheme. (Do we always need foe-spawn points to be at exactly the same spots? Wouldn't a bit of unpredictability as to the direction, amount, strength, routes, and mechanics of the foes add much needed excitement?) Unfortunately, if Caravans today occupy a spot in the affections of players, it's due to the fact that's an easy event to spam in order to procure GC seals, which is kind of sad. In the future, with the addition of more and more GC events and quests, perhaps the game's population won't have to rely on spamming events (the mentioned caravans, Toto-Rak speed runs) in order to earn seals.
Also, all these events are timed, which has long been the rule in FFXIV, imparting a cookie-cutter feel to the available activities in the game.
A lobby world in which people only maintain a perfunctory relationship with the environment might be easy to develop, but it's also easy to outgrow and get tired of. Many of us in the community think that a rich, varied, colorful, competitive, and perpetually challenging open world is the fundamental backbone for a game that will remain successful over many years. We also understand that, with all the changes planned for the open world maps in v. 2.0, it might be difficult to introduce open world events at this stage and that, perhaps, many are already planned. But for precisely this reason, a little bit of a panorama of things to come would be extremely welcome, in order to maintain the excitement level for us Legacy Players high and bubbly.
This quote, I already included in another post of mine, but that was buried on dead-leg of a long thread, and I think it deserves to be read, as does the entire blog entry from which it comes. In it the writer describes in 17 words, what held him rapt for years in his favorite MMO. That that game was the spiritual forbear of FFXI explains why so many of the veteran players of SE's previous MMO usually repeat this same mantra:
R
takes alot more skill to beat bosses in the open world when people are trying to MPK you, win like that you & your buddys are masters things you cant do in a instances with a safe little party and no variables and bosses can only be so strong.Everquest sadly didn't require much skill. More of patience which can be considered a skill I guess.
I just miss being able to watch other people fight outside of Youtube and the feeling those epic monsters gave the area around them.
I snuck past Xolotl more times than I wanted too, and that darn Ash Dragon. I also enjoyed how NM's could be multi purpose in that sense, they could make entry to some areas harder than if they were defeated nothing got your blood pumping like avoiding that poison grass near Xolotl lol.
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