Page 4 of 9 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 83

Dev. Posts

Hybrid View

  1. #1
    Player

    Join Date
    May 2011
    Posts
    19
    Make the world have randomly spawning chest in areas that are hard to get to, or a place someone normally wouldn't explore. Hide the chest behind trees or in ruins. The loot the chest drop would be purely cosmetic, so like hats or role playing clothes or furniture for your house, maybe cards for the card game. Make the items only obtainable from these chest, so then when you invite someone over to your house and they ask where you got that sweet sofa or cabinet you have a store to tell them about how you found it in some long lost ruins.

    This will encourage players to explore, and then reward them and make the world have a little bit more of a mystery to it.

    Rare spawning mobs could also drop interesting looking gear. Maybe even powerful cards or wacky cards.

    The chest system wow had in place was really interesting, and fun a dwarfs even had the racial skill to sniff out treasure chest. When you opened a chest in wow you never really knew what you were going to get sometimes vendor trash sometimes crafting mats maybe a piece of gear you could use. It felt like finding someones hidden stash, it was just something fun to stumble into.
    (6)

  2. #2
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,615
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Ya with loot and secrets, it would be neat if they gave the Primals another use. Where if you use them in a certain area like Ifrit in a certain part of the forest, the trees in said area would burn and reveal a new area which would be accessible for 1 RL week. Shiva could freeze water revealing a previously inaccessible island etc etc. Of course this would be for the entire world so if a LS wanted to unlock an area everyone would be able to check it out otherwise it would just get to messy to deal with lol.
    (1)

  3. #3
    Player

    Join Date
    May 2011
    Posts
    19
    Quote Originally Posted by Airget View Post
    Ya with loot and secrets, it would be neat if they gave the Primals another use. Where if you use them in a certain area like Ifrit in a certain part of the forest, the trees in said area would burn and reveal a new area which would be accessible for 1 RL week. Shiva could freeze water revealing a previously inaccessible island etc etc. Of course this would be for the entire world so if a LS wanted to unlock an area everyone would be able to check it out otherwise it would just get to messy to deal with lol.
    That would be really awesome and all, I would love to see something like that implemented. I don't think that the game is going to be setup like that, but if this was a final fantasy, fantasies thread it would fit right in.

    I do think, we as a community have come up with really good ideas, but I think the ideas if the dev team where to use them would have to be more realistic.
    (1)

  4. #4
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Just to be clear the 2nd comment bugs me because I never said anything about not wanting interesting locations. Of course I want them like we all do.

    Also they don't need to be chests. Basically I hope they design lots of different ideas that can be found by exploring the world on your own terms.

    Every single FF ever has these things except the current version of XIV. Do hidden treasures is FF games offend anyone really? "oh crap I was rewarded for looking around this corner by free crafting mats!!! Aaargh this is the worst game ever!!1!"

    Seriously?! I honestly do not get it.
    (1)

  5. #5
    Player
    Tadacho's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    183
    Character
    Hikai Tadacho
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    I dunno... If you're just suggesting random collectibles that encourage exploration then... Hmm, the game already achieved this with the achievements for obtaining all Aetherytes. If you've ever bothered to go after them all you can discover most of what Eorzea currently has to offer. And as far as I'm aware, the maps will be explorable/unlockable and tied into achievements. Am I interested in exploration? Yes, absolutely, and I'll probably do it anyway without the incentive of "collectable loot" with no significant worth or use and which will probably just take up valuable inventory space anyway.
    (0)

  6. #6
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Tadacho View Post
    I dunno... If you're just suggesting random collectibles that encourage exploration then... Hmm, the game already achieved this with the achievements for obtaining all Aetherytes. If you've ever bothered to go after them all you can discover most of what Eorzea currently has to offer. And as far as I'm aware, the maps will be explorable/unlockable and tied into achievements. Am I interested in exploration? Yes, absolutely, and I'll probably do it anyway without the incentive of "collectable loot" with no significant worth or use and which will probably just take up valuable inventory space anyway.
    Completely disagree about the aerythes. They're few and far between. None of them are on the beach corridors etc.
    In every zone they're basically in the middle and usually in the least interesting locations.

    There are also plenty of things they could do that does not require inventory space. Like a score for every level like 50/100 found that you'd see every time you pick up/ find something. It would motivate to keep looking.

    Aerythes that are only a handful in the game also show up on the map so "finding" one is about as surprising as sunrise in the morning.
    (1)

  7. #7
    Player
    yoshikwalla's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    407
    Character
    Edge Faire
    World
    Mateus
    Main Class
    Pugilist Lv 90
    I'd love treasure, but not randomly played.

    Something like treasure hunting from Ultima Online, or Treasure Trails from RuneScape (to an extent)
    (1)

  8. #8
    Player
    Anapingofness's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    832
    Character
    Bisera Cecilina
    World
    Adamantoise
    Main Class
    Armorer Lv 76
    Quote Originally Posted by Seif View Post
    I hope there will be a metric gigaton of collectables scattered throughout the zones of 2.0.

    There should be a reason for players to explore the zones on their own and find hidden treasure chests all over the place.

    They could be tied to metagames like achievements and GC points/gear/you name it/recipes.

    Also the placements of collectables would offer nice challenges for player to figure out how to get past or through a group of mobs or even NM's that need to be killed for some chests to appear.

    Maybe even hide some maps to be unlocked if all the tokens of zone X are collected? Sky is the limit for variety here.

    Since SE is going through the trouble of doing an entire new landscape please make it count.

    This would also be one of the few challenges in open world that you could not complete by just staring at map markers.
    The collectables are a plus for me. I love exploring the world period. Notheless, good idea. ^_^!

    However, I hope that 2.0 has much better mob placement as mob placement in this game is very anti-exploration. D=
    (2)

  9. #9
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Treasure hunting is already planned for 2.0
    But you need to be a DoL for this. You can find treasure maps as a DoL.
    (3)

  10. #10
    Player
    Anima's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    519
    Character
    Blazel Nox
    World
    Masamune
    Main Class
    Lancer Lv 60
    Here's my Ideas for collectibles in Open World Lands:

    Assuming each zone is divided into areas, and that in each areas there will be landmarks.

    Landmarks will provide a Key Item: Artefact of "Area name" or "Landmark"
    These Key Items will give you a number of privileges towards the Area:

    - Monster Bestiary (Such as an Area's Local monster data)
    - Collectible Card drops
    - Mapping Ability of that Area (You still have to explore to fill it)
    - Fragments of "Area name" or "Landmark" (Allowing Mission board and view special CSs)
    - Chocobo>> Treasure Hunting Sense (Sense of "This area's" buried objects)
    - Teleporting of that Area (Possessing Artefact of an area to be able to teleport)
    - Placeholder mobs NM (You only have a chance for NM if you have the Artefact)
    - Accepting Quests of the Area.
    - Ability to Proceed to the next Area. (You need Artefact for Main Quest)
    - Ability to gain EXP from "surrounding monsters" of an Area. (Undecided)

    Last but not least, I want the players (me) to have to work together to reach this Landmark place much how like it was in Castrum Novum.

    However, I don't want to just run past the mobs and be done with it, there should be an Open World NM that requires at least a Full Party of said-zone Level to defeat. The NM should block the Pathway to the Landmark so defeating him is "necessary."

    After Obtaining the Artefact and approaching the Landmark, a Secret pathway could be opened with the Artefact as a Door-key. (To enjoy the beauty of the landmark!)

    I just added a few Ideas from previous posts because I thought It would match really well with the Landmark Artefact Idea I had. I apologize If you see this unfit, I'll remove them and change them with another thing

    EDIT: I was thinking, to prevent PLing and high-leveled players from helping low-level player proceed easily instead of trying themselves.

    "What If" SE Implemented a System where if a Player's level difference in a Party is more than 5-10 levels, it would de-level the higher leveled player to the same level as the lower-level player. EXP would be shared/drastically reduced If a Claimed Monster is killed by an outer-player (not belonging to the Party)

    I wouldn't mind with PLing if the journey to 50 is such a chore, but what I "think" in V2.0 is that it would be much better and fun to level to 50. If in 2.0 the "Journey to 50" is still no fun, then I wouldn't mind on PLing but If it is actually "fun", I would disagree with PLing.
    (1)
    Last edited by Anima; 07-20-2012 at 06:37 PM.

Page 4 of 9 FirstFirst ... 2 3 4 5 6 ... LastLast