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Exotics in XIV: A Possible Answer for Gear that LastsFollow

#27 Nov 16 2015 at 6:28 AM Rating: Good
XIV has only one special spot in some zones; the stone for the Twelve deity that's usually in plain sight. In contrast, XI had multiple such special spots - the tombstone for the quest in Crawler's Next, the Zilartian pillars for RotZ, the hidden Zilartian chambers in the deep dungeons, etc. XIV's small treasures tend to be purely visual instead of story aligned. A hidden waterfall, an unexplained ancient ruin, a secret door, a closed path that wouldn't take much to open.

Maybe if an expansion becomes more inward focused, they'll tweak the zones and and explain those unexplained mysteries.
#28 Nov 16 2015 at 10:53 AM Rating: Good
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It's why despite the hate, I still find XI the superior game - With XIV, once you're done with a zone, you're done with a zone. You literally have no reason to go back into it unless you enjoy FATEs. In XI, you don't always have to go to some zones either, especially some dungeons, especially later in the games life, but it's much akin to how in most RPGs, you never have to go back to many of the dungeons/story places again outside of a side quest but XIV currently lacks those reasons to go to a zone, since most side quests are usually self-contained.

That's why it'd be perfect if say a line of weapons actually utilized the zones either for spawned fights similar to XI's Fracture Pull/Voidwatch/Unity Concord, or a set of areas designed specifically for it. I mean, look at what XI did - This new moogle event you can ignore (if you want) they let you fight a version of a great wyrm and Bahamut...even introduced a brand new area and extended content system solely for a set of missions because the story called for it and they have almost no dev support.

So they really need to utilize the zones more than have us rerunning old obsolete dungeons for lights or an item drop...maybe itll be different with 3.15, but there's definitely got to be more of a reason to leave your housing ward or a city. I liked that XI's zones were story based or were built around the story, so even after you did your quests/missions/leveling/whathaveyou if you still ended up exploring the zone, it still felt like it was there for a reason..and an actual location in the world. In XIV, it sometimes feel like it's there out of obligation to have an outside zone lol. Like the Allagan place in the last 3.0 story, it gives a nice atmosphere, but literally no reason to ever go there. It could have been akin to Sky from XI where it added a content system..or something. That's why I was disappointed with Heavensward because it didn't really add much. I know people hate the XI and XIV comparisons, but when you truly sit and think about all SE did for/with XI, even now, you'd really hope they would go above and beyond with XIV.
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#29 Nov 16 2015 at 11:30 AM Rating: Excellent
I've been doing the new beastmen quests while leveling bard, and I've actually had a lot of fun flying around The Sea of Clouds to accomplish the various objectives. And this got me thinking, what ever happened to SE simply implementing more quests throughout each update cycle? This was one of the first things Yoshi's crew did back in the 1.x days in order to ease the leveling process and make the world seem more alive and fulfilling. While many players already have several jobs leveled, there are plenty of casual/midcore players like me who have been waiting a bit to level additional jobs; also, there are people who would level more jobs if the process were more interesting. New quests added in the 50-60 range would help people with leveling and provide more reasons to explore the new areas.

It's just one of many things SE could do to breathe life into the game's unused areas, which are actually quite large/striking in the HW expansion.
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