One of the major complaints about the world is that it is too static, too boring, and not dangerous enough. This suggestion aims to improve that with the addition of randomized quests and boss packs.
Right now, everything is the same all the time. Do leves - same mobs, same patterns, same area, same everything. Grind raptors - same raptors, same colors, same moves, same patterns, no variety.
Randomized content is one way to shake things up and keep the gameplay experience fresh and unexpected. In this post, we will look to other successful games that have such a mechanic: Diablo II and Diablo III.
This is the sort of approach to game design that helps to keep the gameplay experience fresh and unpredictable:
http://www.atomicgamer.com/articles/...-iii-interview
Randomized Boss Monsters:So the fact that we have random dungeons, random monsters, random loops, pretty much random everything. Every time you go around a corner in a dungeon, you don’t know if you’re going to see a brand new quest that you’ve never seen before. You might see the same monster, but with totally new powers. You might see a totally different monster.
Random boss mobs that spawn at random locations in the map would be good to spice up the adventure and make things more interesting.
Give them boosted stats, a greater base SP modifier, and a couple unique abilities. Give them a few randomized skills and traits, and if possible, randomize the palette a little as well.
Have them spawn with minions as well, like some of the bosses on the Faction leves do.
Encountering special boss mobs would break up the tedium of having to fight the same exact thing over and over, and would give players something unexpected to look forward to. Roaming beat men packs, random Super Imp, gang of rogue knights, zombie horde, whatever it is, it can be fun and exciting!
I doubt this would take much extra programming to implement, since most of the assets are already in place, so this would be a quick fix to alleviate some of the complaints.
Randomized Quest Encounters:
Have NPCs randomly spawn around the world map and offer quick, bite-sized quests for explorers to do. Perhaps a chocobo caravan needs protecting, or an NPC needs an escort to a certain place on the map, or perhaps you need to hold off an area from a beatman seige for a certain period of time.
Whatever the random quest content, it would be something that again breaks up the tedium and puts a halt to the predictability that we see so much right now.
More ideas to help fix FF14: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
edit:
Oops, typo in the thread title, can't change it, hahah!
"Erozea"....sounds kinky!
edit 2:
Randomly spawning beast tribe towns that can be pillaged.
Another type of addition that I think would make the environment more interesting:
Another new MMO, Rift, has random events in which a portal opens up at some place on the map, and monsters pour out. Players then group up and kill off the monsters.
I was thinking that this kind of concept could be incorporated into FF14, but altered in a way to fit the world and add excitement.
My inspiration for this also comes from FF11, specifically, Fort Ghelsba. I would love partying with my friends and having an adventure - penetrating the stronghold's defenses and working our way in and defeating the mobs within. It was always the same everytime, however, and there wasn't really any real impact on the world. Kill all the orcs one day, they'd be back in a few minutes anyway, no big deal.
So here's the plan:
Once every few days, a beast tribe hamlet is spawned at some remote area of the map in each region (kobold hamlet for la noscea, amaljaa hamlet for thanalan, ixal hamlet in the black shroud, along with goblin, qiqirn, reaver, and bandit hamlets as well)
Each beast tribe hamlet isn't just some temporary 5 minute event, but rather a decently sized town full of enemies to fight. A "mini Fort Ghelsba", so to speak.
Players go in, fight a bunch of mobs, rescue NPCs, search for loot, seek out boss monsters, destroy structures, etc.
Players who had a hand in the beast-tribe hamlet destruction are further rewarded with faction points, fame points, achievement points, whatever.
Hamlet spawn locations are random, or picked by the devs, and put in remote areas, without telling anyone, so that players have to actively explore the world if they want to find any new beast tribe towns. (Hey now, this would be pretty fun to do if we had chocobos, huh? ( http://forum.square-enix.com/ffxiv/threads/10792-DevTalk-Chocobo-Thread.-Riding!-Raising!-Racing!-You-Know-You-Want-Your-Fix )
Rank caps are put in place so that Rank 50 players can't just ransack a Rank 30 beast town in 10 minutes. Temporary level-matching system in place so that high rank players can still participate in lower ranked assaults.