they could make a few parts on a map you cant fly in or make a cave so you cant fly high enough.
they could make a few parts on a map you cant fly in or make a cave so you cant fly high enough.
without fun jobs none of the content is fun
I feel like some of the ARR zones make hints about a more dangerous overworld - for example, the large Peistes outside Little Ala Mhigo, or the Stroper/Morbol elites that are near Haukke Manor in Central Shroud. There's probably a few others dotted around but they seem to have mostly abandoned the idea when you get into the HW areas and onwards. Would've been interesting to have areas of high-level elite enemies guarding areas of respawning treasure, timed nodes or some other scarce resource to incentivise going in, and maybe have the elites scale to the player or average party level so they're always at least somewhat challenging. It's just occured to me that I'm basically describing Heroic areas from SWTOR. Either way, open world psuedo-dungeons would be an interesting idea.
I'm doing Forbidden Land Eureka at the moment (post Stormblood field operation).
If you want the thrill of running past (or weaving between) 20 tightly packed mobs blocking your path, that can kill you in a few hits, do that. It's pretty good content I think, feels dangerous until you reach the max level for the area (and there's 4 areas).
They should actually take a leaf out of this content's book, and in all field area's, have an area with mobs leveled even higher than that area's max. I don't think they really do that (at least no where I'm up to in Stormblood)
Oh and you can't fly in Eureka, so maybe an area in overworld fields with above max level mobs, and you can't fly.
They could introduce Weather effects to make zones different and difficult every time, Like in snowy zones your attack and spell speed be slower, while in heat you start to take damage over time like a passive poison in the area but heatstroke, foggy could decress attack chance possible etc Would make things like more fun and interesting, and make LIGHTNING have a possiblity of striking people who are flying on mounts
As someone who was there for the 2.X-Era Sylphlands....no. never again.
Stuff being a threat while leveling is fine, and there's always Eureka and Bozja for threatening overworld stuff. Fates are fine. But when just crossing a map becomes annoying, the game isn't fun.
Says you that it Is fun knowing that anytime you go through a map or zone is a risk, things being annoying can be rather fun, compared to just falling asleep going from point A to B to where it doesn't even matter, the zones have no meaning as it stands. Without friction/annoying things there is 0 purpose in a game existing at all
I very much agree. The whole idea is that as we've grown as a fighter, things that were threats when we were baby-fighters are no longer threats. Making it so that the native fauna in a zone we've grown past suddenly gets uber-dangerous to us again, is like forcing a high schooler to go sit in a first grader's desk in a first grade class: you're well beyond that now, and it doesn't fit you anymore.
I *like* that I can run (or better yet, fly) through zones where the monsters are scared now of *me*, where it used to be that I had to be scared of *them*. Usually because I'm passing through with some goal in mind---having to run from monsters there that I've long since outgrown, would be like having to stop your road trip every five minutes for the kids to go to the bathroom: it's annoying, and it vastly increases your travel time.
As you said, there's places where people can go to still get "All of us here want to eat you up," but putting that in the main zones from earlier expansions would be a major annoyance to most people who are just there to travel through, to do a quest, and/or to do some low-level Fates for things like the Yo-kai watch event, or working on some relic weapon quest thingy, or doing the Hunt marks.
"For the world is hollow, and I have touched the sky."
Zones wouldn't gain any more meaning if you made the mobs dangerous. Less so when you can fly, and that's one thing that will never go away on account of how many areas would be outright atrocious to navigate through without flight due to their sheer size.Says you that it Is fun knowing that anytime you go through a map or zone is a risk, things being annoying can be rather fun, compared to just falling asleep going from point A to B to where it doesn't even matter, the zones have no meaning as it stands. Without friction/annoying things there is 0 purpose in a game existing at all
Sure, if they were to comply with this particular demand, it would be a novelty. But, like novelties are prone to, it would eventually wear off. Then people realizes than, rather than threats, dangerous NPCs are better described as nuisances (when they actually matters, which it wouldn't for most things players do outdoors anyways). And that's assuming SE would do a flawless job at that.
That why making weather matter as well is important cant fly if lightning is striking you down to the groundZones wouldn't gain any more meaning if you made the mobs dangerous. Less so when you can fly, and that's one thing that will never go away on account of how many areas would be outright atrocious to navigate through without flight due to their sheer size.
Sure, if they were to comply with this particular demand, it would be a novelty. But, like novelties are prone to, it would eventually wear off. Then people realizes than, rather than threats, dangerous NPCs are better described as nuisances (when they actually matters, which it wouldn't for most things players do outdoors anyways). And that's assuming SE would do a flawless job at that.![]()
Seems like you and I have a completely different definition of the term annoying.
And I really wonder... am I the only one who uses a gatherer as perma stealth to get through any no-fly area with ease? Put 50 mobs in my way, I switch to gatherer and just ride through. So much for a dangerous overworld![]()
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