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FF XIV ARR: Zone QuestionFollow

#1 Nov 18 2012 at 8:49 PM Rating: Decent
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I haven't played the current version of the FF XIV but I'm interested in the new version of the game. I've seen a general map of Eorzea, http://www.zam.com/Im/Image/166872.jpg, but how many zones are in that side of what I assume is a massive continent?
#2 Nov 19 2012 at 6:34 AM Rating: Excellent
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I don't think anyone except maybe those in the alpha know exactly how many zones there are in ARR. I would also expect that map to be different come 2.0.

If I had to guess I would say at least 5 outdoor zones:
Coerthas
Mor Dhona
Thanalan
The Black Shroud
La Noscea

At least 3 zones for each city.
Gridania
Limsa Lominsa
Ul'dah
Market wards for each

A zone for each dungeon this is where it gets fuzzy based on how much content SE adds.

Maybe a zone for each hamlet?

Probably zones for each of the old dungeons.
Nanawa Mines
Copperbell Mines
Tam Tara deepcroft
Cassiopeia Hollow

Just if I had to guess.
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#3 Nov 19 2012 at 7:16 AM Rating: Decent
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Worth mentioning that in 1.0, each outdoor "zone" was massive and split up into 4-5 subzones.

In 2.0, these zones will no longer be connected seamlessly, but will be much more varied.

So when we say there are only 5 zones, its closer (size-wise) to 20-25 zones in a typical MMO



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#4 Nov 19 2012 at 9:54 AM Rating: Good
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I can't find the info where this was said, but I remember seeing on the Official forums that there were ~40 zones altogether -- I wouldn't be surprised if cities were broken up into multiple zones ("Old" and "New" Gridania) a la FFXI to help make up that number.

#5 Nov 19 2012 at 10:04 AM Rating: Excellent
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Cities are broken into multiple zones, you can see it in the official Alpha video of Gridania. No idea how many, we get to see one zone line in the video. The transition seems pretty smooth and the zones are decently sized it seems.
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#6 Nov 19 2012 at 10:51 AM Rating: Excellent
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Smaller zones - One more step towards the greatness that FFXI is/was...

V1.0 zones sure made the world seem small and empty.
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#7 Nov 19 2012 at 11:09 AM Rating: Decent
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Pretty confident Yoshida said there were about 40 zones total during the LIVE letter.
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#8 Nov 19 2012 at 3:25 PM Rating: Excellent
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As long as it doesn't have the cap of 255 zones that XI did. Smiley: lol (SE had to scramble to reprogram some places to not be as zone heavy, and they got better about programming it once they realized they were going to run out of room. Stuff like Halvung Testing Grounds is actually one giant zone with 9 battlefields inside it space reeeealllllly far apart. If you shout, other alliances inside it could hear and answer.)
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#9 Nov 19 2012 at 5:36 PM Rating: Good
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I think my favorite thing about XI was how colossal the world seemed. I used to love just trekking to some far off place on BST to see if any NM's were lurking around or if I could catch a glimpse of a ground king etc. That was the biggest disappointment for me in XIV- 5 enormous zones that seemed empty and pointless from a content standpoint. You point to a place on XI's map and I could tell you a reason or two to go there... I hope ARR moves more in that direction...
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#10 Nov 20 2012 at 1:17 PM Rating: Excellent
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Just looking at the Alpha videos released so far as well as the brief view of each zone that was shown in one of the trailers. It really feels as though the game is moving more toward that 11 feel.

Cause I know exactly what you're talking about, more often than not I would want to take an chocobo over an airship, no matter the distance, because of how each zone felt. Running from Bastok to Jeuno for the first time and trekking through the swamp zone, then going in to this huge plain zone before Jeuno. Can't describe that feel.
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#11 Nov 20 2012 at 7:07 PM Rating: Decent
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#12 Nov 21 2012 at 12:09 PM Rating: Good
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I don't know about you guys, but the way they did the zone lines it seems that the game has more of an XII feel than an XI one.
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#13 Nov 21 2012 at 9:27 PM Rating: Excellent
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Nothing wrong with that, I loved XII.
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#14 Nov 22 2012 at 12:50 AM Rating: Good
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Wasn't a bad thing, add in hunt achievements and that one Ivalice moogle and I'd be good to go.
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#15 Nov 26 2012 at 5:03 AM Rating: Decent
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Actually that is one of the games where i would have no problem with SE emulating, be it using it's summon's for the summoner class, or using the mark/hunt system which was awesome, in this case they be NM/HNM etc etc. It can be another source of content, every so often add a new batch of monsters etc etc.
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