I'd like to see more puzzles in quests. I loved working out where the destruction sphere needed to go in the ffX dungeons.
I'd like to see more puzzles in quests. I loved working out where the destruction sphere needed to go in the ffX dungeons.
Azzi Lionheart
I hope most quests are made just like this. My other fave MMO is Secret World and that game's quests are really well balanced, most of them have story and cut scenes, and even the side quests without anything fancy like voice acting are still unique and interesting and tell you another little part of the story, more details of the world.
I do NOT want someone to ask me to skin silly bears because they are too inept to hunt. IF I must get 10 claws or pelts give me a viable reason and make me discover something about them silly bears, like maybe something is happening to them that ties to the main story line. Have quests have some sort of story meaning.
I have enjoyed the side quests and general questing in XIV so far as well, as long as they keep it up and have a passion for writing and not just placeholding text for XP (like WoW), I think we are in good hands.
Yeah, I hope SE makes a lot of quest that are related to events from 1.0 and explain what has happen since the battle when everyone was transported to 2.0. I do enjoy the cut scenes that the FF games had, hopefully ARR will have plenty of that with these new engine just like in the video sample of the enjoy.
I would like to see the general quests as in talk to npc than go fetch or kill something (forces you to explore) than come back to npc and turn quest in, but after you turn it in, some npc's would add a second quest a bit more complex and harder providing a cool mini story regarding that npc, and eventually the final part of the quest chain leading to an instance which would require a party to complete.
I really would like key and lock mazes where when you open one door another closes
a lot of assaults from ffxi were fun but outside of doing them one time for the completion people only repeated the best ones after that. they probably should of made those in a way where you ladder threw them no matter what so that they were all done just as much. but either way stuff like that in quests and events might be fun.
That would be fine for me in instances where you need a minimum number of party members just to enter anyways. That actually seems like a good way to ramp up the difficulty in instances, by forcing the party to split up.
I would also like to see more instanced puzzles of some sort, though I'm a little doubtful of S|E's ability to deliver on that front after the puzzle minigames from FFXIII-2. That clock hand puzzle was simply mean, enough so that I decided I'd rather bash out a simple program to solve it for me rather than continue failing to figure out the solution to a 12-move clock within the time limit. I guess the important part, if there has to be a time limit, would be giving the players an abundance of time to solve the puzzle.
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