Quote Originally Posted by Hallarem View Post
I find it really dissapointing walking into a big city hub, a small town or other location and having almost all the buildings shut. Not only from a roleplaying perspective, but from a immersion point of view.

They did an amazing job sprinkling little points of interest and small empty camps everywhere in the world along with the general scenery, making it seem alive. But the houses still need some work, and while you're at it, make the explorer dungeon / possible raid in the future - timer unlimited.
This is how games have evolved since the time of Ultima Online/Everquest. Players don't want the loading time of entering and leaving buildings (see Rising Stones/Waking Sands as an example)

Originally how 1.0 worked, everything was absolutely seamless. NPC's were in buildings, not glued to the floor outside them. However to give this illusion of no loading time, they had to create "loading tunnels", basically areas of nothing.

With 2.0, there's all these "no entry" doors everywhere, and it kinda ruins the exploration aspect of the game. I know there isn't a single final fantasy game that lets you open or unlock every door like Ultima Online/Skyrim/etc , however it feels like all these places we keep going to, have like 90% of the area blocked off or closed off. So there's no environmental storytelling, at all. Most of the environmental storytelling we lost in HW, with only Shadowbringers really bringing any.

What I would like to see is that some of these doors just open to nothing, or tables and chairs, storage spaces, basically things for people to explore. I know why there aren't more places open in ARR (it would make finding things incredibly difficult for new players.) But that doesn't explain why like there are locked doors out in the field and there isn't a NPC anywhere.