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  1. #1
    Player Talael's Avatar
    Join Date
    Sep 2024
    Posts
    27
    Character
    Zakk Wyldeh
    World
    Excalibur
    Main Class
    Summoner Lv 87

    How could the developers destroyed Tural like this?

    Tural is the worst setting ever created for a rpg. For real, u wasted an entire continent to create a boring, bland and too safe environment, that lacks any wonder, mystery and reasons for players to care and sympathize with it.

    There was no enemies, being it cultists, savage tribes (perhaps even cannibals), old mysterious ruins, conflicts, tales of ancient beings, forgotten and dangerous places... nothing. Everything is peacefull and happy and extremely uninteresting.

    How did u waste a full continent like this? Even hingashi has more wonder than this thing. Im beyond disappointed with the direction FFXIV has moved too. Its like the ppl in charge dont care about the plot anymore.
    (47)

  2. #2
    Player
    DynnDiablos's Avatar
    Join Date
    Mar 2019
    Posts
    1,122
    Character
    Shai Rae
    World
    Seraph
    Main Class
    Dancer Lv 100
    I just found the zones to be severely underutilized. They were massive, with very little to do or see.
    (27)
    "The worst foe lies within the self."

  3. #3
    Player
    Lyndina's Avatar
    Join Date
    Oct 2014
    Posts
    85
    Character
    Lucie Bonney
    World
    Shiva
    Main Class
    Astrologian Lv 100
    If it counts...i liked the bgm of Shaloani when i quested there, because i reminded me a bit of Red dead redemption. Anything else...yeah. Agree. Nothing that sticks out, no ancient ruins, no "maia" temples..nothing that makes you wonder "what could be in there". Just a boring peaceful contient where nothing happens.
    (8)

  4. #4
    Player
    Sensui's Avatar
    Join Date
    Oct 2013
    Posts
    230
    Character
    Angra Mainyu
    World
    Midgardsormr
    Main Class
    Gladiator Lv 100
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    (23)

  5. #5
    Player
    CVXIV's Avatar
    Join Date
    Jan 2024
    Posts
    660
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    They have the hoofing it debuff which forces you to dismount and I think they could utilize it a lot more for ideas like that, an enemy base you can't mount up in
    (5)

  6. #6
    Player
    PaulusHamsteru's Avatar
    Join Date
    Sep 2023
    Posts
    132
    Character
    Finn Quinn
    World
    Zalera
    Main Class
    Gladiator Lv 30
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    Completely agreed.
    (5)

  7. #7
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.
    And they used to have at least some of this, but lost it along the way. As an example I would present the Lambs of Dalamud stronghold in Northern Thanalan, with its little cul-de-sac area that was actually held by a hostile faction you would have to fight your way through, and its chains of story wise connected FATEs that made you really feel that this cult activity and stronghold was a whole actual thing going on right there in the zone map. But instead of refining the concept (like GW2 did), they abandoned it. In current zones, DoW/DoM leve quests that involve doing something in the zone map are no longer a thing at all, and if there are FATE chains, they only serve the purpose of spawning an S rank for the Hunt and go all over the zone map instead of highlighting one particular thing going on in one particular place of interest.
    (7)
    Last edited by Eyrilona; 09-13-2024 at 06:18 AM.

  8. #8
    Player
    Gaddes's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    481
    Character
    Gaddes Ronfaure
    World
    Behemoth
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hallarem View Post
    Lack of open houses, Shaloaani had like 10 houses closed for 1 open? Lack of immersion, lazyness from devs, the world doesnt feel alive for it's size.

    Game design wise the open world is just a vehicle for MSQ, nothing happens there.
    Quote Originally Posted by Eyrilona View Post
    And they used to have at least some of this, but lost it along the way. As an example I would present the Lambs of Dalamud stronghold in Northern Thanalan, with its little cul-de-sac area that was actually held by a hostile faction you would have to fight your way through, and its chains of story wise connected FATEs that made you really feel that this cult activity and stronghold was a whole actual thing going on right there in the zone map. But instead of refining the concept (like GW2 did), they abandoned it. In current zones, DoW/DoM leve quests that involve doing something in the zone map are no longer a thing at all, and if there are FATE chains, they only serve the purpose of spawning an S rank for the Hunt and go all over the zone map instead of highlighting one particular thing going on in one particular place of interest.
    Quote Originally Posted by Sensui View Post
    To be fair. None of the zones are very immersive. All the assets in the area of all the zones feel like a prop in a fun house.

    That's something the game lacks. An actual threat and sense of discovery and adventure in the open world. Would be great if you had to explore inside a tomb or dungeon in the open world without access to a mount. Battle your way through beastman strongholds. Find open world treasure, ect. Everything is just instanced.

    Agreed with all of these. I didn't realize it until reading this thread, but the single biggest problem with the Dawntrail zones is that they don't feel like living, breathing areas. Each location is literally crafted to be viewed during your MSQ progression and then doesn't do much outside of that. If you try to explore the maps, so much is open empty space with the same mobs, and none of it tells a "story." Compare that to the maps in ARR and HW, where you could go exploring and see elements in the environment that actually gave you clues as to who lives or lived there, what might've occurred there, or were subtle visual references to lore that wasn't just spoonfed to you via an exposition dump. Places that hint at something more and make you want to delve into what their significance is, because they don't just lead you to each spot for a quest or something. You know you did an area right when someone walks through it and wonders "hm.. what happened here..?"

    The ruins of Gelmorra, the mun tuy cellars in the Shroud... the various ruins of New Sharlayan in the Hinterlands... the underwater ruins of Il Mheg... the underwater bubble settlements in the Ruby Sea... there are a lot visual stories in the nooks and crannies of past expansions' maps that I just don't see enough of in Dawntrail, and so it really doesn't entice someone to stick around in an environment like that.

    I would very much like to see future zones that have that kind of natural storytelling in them, rather than just being used like a Disneyland attraction where you go from one isolated spot to another and then never return.
    (12)
    Last edited by Gaddes; 09-13-2024 at 09:07 AM.

    "Well, it's no Vana'diel, but it'll have to do..."


  9. #9
    Player
    ExESGO's Avatar
    Join Date
    Aug 2013
    Posts
    19
    Character
    Julietta Breauling
    World
    Tonberry
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Gaddes View Post
    Agreed with all of these. I didn't realize it until reading this thread, but the single biggest problem with the Dawntrail zones is that they don't feel like living, breathing areas. Each location is literally crafted to be viewed during your MSQ progression and then doesn't do much outside of that. If you try to explore the maps, so much is open empty space with the same mobs, and none of it tells a "story." Compare that to the maps in ARR and HW, where you could go exploring and see elements in the environment that actually gave you clues as to who lives or lived there, what might've occurred there, or were subtle visual references to lore that wasn't just spoonfed to you via an exposition dump. Places that hint at something more and make you want to delve into what their significance is, because they don't just lead you to each spot for a quest or something. You know you did an area right when someone walks through it and wonders "hm.. what happened here..?"

    The ruins of Gelmorra, the mun tuy cellars in the Shroud... the various ruins of New Sharlayan in the Hinterlands... the underwater ruins of Il Mheg... the underwater bubble settlements in the Ruby Sea... there are a lot visual stories in the nooks and crannies of past expansions' maps that I just don't see enough of in Dawntrail, and so it really doesn't entice someone to stick around in an environment like that.

    I would very much like to see future zones that have that kind of natural storytelling in them, rather than just being used like a Disneyland attraction where you go from one isolated spot to another and then never return.
    It's been that way since Shadowbringers and got worse during Endwalker ie. Thavnair and Garlemald. I think Dawntrail has better more organic zone design versus Endwalker, but it's still not up there as ARR's. For context I do adore ARR's zone design and consider it peak zone design in the game.
    (2)
    Last edited by ExESGO; 09-13-2024 at 09:18 AM.

  10. #10
    Player
    Merrnryn's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    68
    Character
    Merrnryn Varlineau
    World
    Excalibur
    Main Class
    Lancer Lv 100
    We had that in 1.0
    the 'beast' tribes had open world dungeons. You could turn a corner and be met with a lvl 70 at lvl 10.
    Fighting and winning vs enemies that were 10-20 levels higher than you. The world was dangerous, there was a tele IIRC in Brittlebark (Mor dhona that doesn't exist now) where you zoned in from tele and you stood very very still only panning your camera around. Why? There was a lvl90 Pieste right there and they are sight aggro. I miss those heart stopping moments. None of the open world now is dangerous. I don't go 'oh crap! oh crap! oh crap!' and need to run for my life.

    I have loved his game since 2010, but I do have criticisms of it. Many GOOD things (belt graphics, buying the amount you needed out of a stack at the MB, (we got this next one back) being able to repair other ppls gear, everyone having a separate throwing item, being able to knock down mobs, or knock a skeleton's head off. for example) were destroyed with ARR. Over the years some of my most memorable moments in FF RPG's Xi and XIV - were heart stopping moments of OHHHHHHHH CRAP! XIV anymore just feels like I'm going through motions, I love this game enough to stay, hell 14 years of my life is a long investment... but I don't want to feel like this either.
    (5)

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