So true haha.How about you quote the whole thing and not just a part of it?
"We will have a strong in-game guide, making sure players know where to go and what activities are there to do once they enter a new map." http://www.mmoculture.com/?p=3030
Never knew a guide forced you to do something.
This. Sandbox MMOs are insanely difficult to balance because of the "freedom" that entails them. There's things that have to be left open for design purposes that can get abused. Likewise, it's a timesink-dependent model because of the simple fact that the game itself would have no clear direction. Sandbox is basically "here is the world. Live in it". Theme park is more along the lines of "here is the world, and this is your story/task/adventure".
PS: Well, damn, I forgot to look at who the OP was...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
The trouble with FF14 wasn't that it was a Sandbox. It was just a box. It didn't have any sand in it. If they think making it a theme park will change the quality look at what they have added. Several random quests that offer absolutely nothing. There is a guy standing outside Uldah. He has a quest, I have been ignoring it for going on 2 years because it offers less exper than I can get from running out and killing a single copper coblyn. To run up noreth and find 3 more quests that do the exact same thing.
The demise of FF14 wasn't the sandbox aspect. It was the complete lack of scaling and content.
It doesn't matter if I cut it off or not. It means the same thing, how much you wanna bet there will be a GO HERE arrow to your next quest just by opening your map. Where is the sense of adventure with that?
At least with the journal it's an option, you can read the text, if you didn't, well you look at the journal. It's not a beacon.
Huh, I'm happy to see that there are 5 pages of worthless discussion on this thread.
I did take it from another thread, yes. If I would have kept talking about this in a thread with MULTIPLE subjects, it would have been buried.
Over all subject- Yoshi-P's interview
Sub subjects- what he talked about
You will talk about yoshi ps interview and the different subjects, yes, but you will not get a full on discussion about all of them. Maybe one will override others, or it will just turn into a cluster *(%$#$. So, this was not a pointless thread if ideas and thoughts were shared on the matter at hand. In fact, next time you post, answer the question instead of being a dick.
Last edited by Rokien; 07-30-2012 at 01:03 PM.
Obviously people desperately need this. There are too many people out there who can not figure out things on their own (or feel they should not need to). Nor can they read the forums/guides (or feel they should not need to). Therefore if we wish to welcome these types of people we need 'rails' or every single support mechanism possible to make the experience as passive as possible (up to the point of: hit button to make big explosion).
Or... FFXIV targets a different segment of the market: Those who can figure out things on their own and do not need constant guidance.
Whoops I meant a single player rpg sorry.>_> You can get to 30 in less than a week.
I'm not sure you know what an MMO is. You can get to 30 in like 15 hours of gameplay if you stick to leves only/parties (though there are no low-level parties since most of the playerbase is already 50 and there's hardly any low-level players that want to party or aren't being Pleveled).
There is interesting content at low-mid levels, just nobody actually does them. I'm talking about the lower-level NMs and the public dungeons. Those start at ~17, which is easily doable in 2 days. So you can start doing content after 2 days of playing.
Wait for 2.0. CC was sorta overcomplex to the point of being prohibitive (at least the first one). XI scared a lot of the players away because of a lack of guidance and "complexity." If you're looking for something complex to the point of scaring a lot of players away, FFXIV isn't the MMO for you. Of course, the guidance will probably be toggled off just like the current pop-up messages, optional leve tutorial, and mouseover help text....so you can have your "complexity" if you want it.
But yeah I have to say if not for the one single dungeon there isn't any content that has diverted from those 2 points.
I don't think previous FF games are impossibly complex as you seem to think but different folks different strokes I guess.
Also adding depth to gameplay isn't as simple as toggling hud elements as some seem to think.
Again I'd look at previous FF games because there's endless ways to do that.
They said 2.0 will not be as leve sentric but I really hope these new quests aren't just like leves and give the player more freedom to do them in their own way.
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