Gnu wrote:
BrokenFox wrote:
I've always loved hunting down monsters (was really big into hunting NMs and the monster hunt system in FFXII) but the implementation of it is incredibly lame here. I have no desire to run these at all other than to get quick currency. It just isn't fun. It isn't so much a HUNT as it is a race to see who clicks the fastest.
Are you going out and exploring the world? Or do you just follow the coordinates in party chat?
What I see is this system has players exploring every inch of every zone, all day long. People riding around everywhere as far as the eye can see. I've stumbled on some previously unexplored areas myself, which I wouldn't have guessed was possible.
Super satisfying to be the one to find the NM first, knowing your party is going to get full participation.
Having every zone in the game suddenly by equally relevant is unique among MMO's as far as I know.
Edited, Jul 24th 2014 11:37am by Gnu I think BrokenFox is wanting more hands on hunt mechanics. By hunt mechanics, I mean tracking, trapping, luring, spawning, better monster AI tendencies, and unique fights.
Are you going out and exploring the world or seeing the world? Or just go to coordinates?
I can go to the grand canyon and
see the world just by traveling there. I can
see a specific cave by using map coordinates. I can
see every inch of the grand canyon If I traverse it.
Is that exploring though? Somewhat. But I can do that without getting my hands dirty or taking a hands on approach. An explorer might examine dung or remains to clarify a creatures diet, habitat, or track them. An alligator smells different than a turkey. Different creatures emanate different noises, stroll in different weather conditions or time of day.A porcupine has different tendencies than a lion when it feels a threat. A zebra might sit there still as 100 people mutilate it with little resistance, not many attackers would be hurt. A kraken will probably not sit around when being attacked and hurt the attackers more. A zebra might hoof you, a kraken might squeeze the life out of you.
The key in making hunts more hands on. Is to make the exploring/hunting more hands on without making it so time/weather dependant that most get left out. Or so monotone that it becomes a grind or means to an end.
FilthMcNasty wrote:
You're trying too hard and you're vastly outnumbered. There is a difference between the potential of an event like this and the reality.
The potential: You roam around exploring the world, seeing new sights you've never seen and doing the whole 'adventurer' thing.
The reality: There are large groups of players spread across a zone like a grid, coordinating and communicating to defeat these mobs so they can collect their reward as soon as possible.
I'm not trying to say that either route is better, but it's clear that the reality beats the potential when there is only so much to go around. Even if you wanted to attempt to immerse yourself in the hunt, you're going to get a sideways look from those who would rather divide and conquer for the sake of their time.
The only alternative is to make this content instanced. It's a glorified FATE, why not just make it a FATE and we can cut through the BS of this being new and varied content. Casual players want access to hardcore content and Yoshi and his team aren't quite sure how to find that balance. Honestly, I can't really blame them because I'm not sure it's there to be found.
Final Fantasy games have always attracted people who are into story and immersion, but the 'extremely casual' direction this crew has adopted is going away from that. Love it, hate it or be indifferent to it; it's something that we all have to accept
The potential: It is there. The problem is that it isn't so much exploring the world as it is seeing it. The adventurer lies in the heart of the person. An adventure is a mystery. When the mystery is no longer and all is known the adventure ends. It then becomes either a matter of appreciation or a means to an end. Can any mmo create a never-ending mystery? I don't think so, especially not themeparks. Thrills come and go and dull with prolonged exposure. But appreciation can last forever if the heart wants it.
The reality: Resources are mass farmed in real life and games. That is how large economies get stimulated. However, there are still people who do these things on their own driven by passion. Developers can create the parks but they can't control the minds of the people who play there ever. The only reward that could alter peoples perception of wanting to get their reward asap and be done with the content. Is to design the rewards to require occasional re-visiting content to reacquire it or re-fill it while still keeping the power of the gear relevant.
Potential beats reality when it fully realized. If you say the problem might be there is not enough to go around. Then that is what SE needs to fix. Sideways looks are fine. If they find the time to give you that look, that might be part of the reason why they themselves are not immersed. Can you truly understand and appreciate a movie by constantly looking at other people in the theater or telling Joe to keep his voice down? Maybe the movie is not their cup of tea? Maybe they should find another movie that does immerse them? Would you watch a movie you detest because it offers free drinks and popcorn over a movie you are completely enamored by if you were limited to one movie?
If this is what hunts are causing players to do. Then those rewards and movies better get revised, and pronto.
"Final Fantasy games have always attracted people who are into story and immersion, but the 'extremely casual' direction this crew has adopted is going away from that. Love it, hate it or be indifferent to it; it's something that we all have to accept." FF has always attracted that group you say. But casual or hardcore plays no part in that. That was resigned to FFXI solely. Final Fantasy has immersed by having larger than life spectacles. This goes from every character, creature, world, dungeon, story, nook, and cranny. If ARR goes hardcore purely, it will lose many subscribers but form an identity that the remaining niche clings to. If it goes purely casual. It will gain subscribers but lose some identity and push away the hardcore. The balance being struck now is in their best interest financially.
If hunts are not following the FF mantra of immersing us in the way the series has. That is just one content, and that content needs refined.
But it will always be Final Fantasy.