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#1 Jul 01 2013 at 2:34 PM Rating: Decent
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So this weekend I had the chance to get my chocobo and started to travel around Eorzea. However, I felt the world was too small and it is not as interesting and diverse as I thought. Of course, this is relative, but at least in comparison to FFXI world this is quite small, even at low levels. I remember in the early days of FFXI I was travelling from Sandy to Bastok at lv 20. If im not mistaken, the zoning was something like this: Ronfaure > La Thine Plateau > Valkurm Dunes > Konschtat Highlands > Gustaberg. In FFXIV:ARR, for instance, going from Gridania to Ul'dah feels like If going from Sandy to Bastok was like: Ronfaure > Gustaberg.
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#2 Jul 01 2013 at 2:40 PM Rating: Good
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Its not massive, for sure. I wouldn't expect it to really get big till the first expac at least. I mean, 1.0 had only 5 zones really that were heavily copy/paste'd. I'm glad they broke each of those zones into 4-5 smaller zones with more variety. You are still going through 4-5 zones to get from one city to another, but 2 or 3 of them are from the same region so I understand your point.

During 1.0 a lot of people asked for the massive zones to be broken up into smaller zones with more variety and that's what we have gotten. For true variety though, I imagine we have to wait for an expansion that moves away from the La Noscea, Thanalan, Shroud, Coerthas and Mor Dhona regions.
#3 Jul 01 2013 at 2:41 PM Rating: Excellent
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Eorzea is still locked, also.

From the top of my head, the beta is missing:

Ishgard (first patch or so)

Coerthus
Mor Dhona
for these two, they were huuuuuge zones so they will definitely be 3-4 zones each.

All beastmen strongholds are locked, leaving at least 5 additional zones, if they leave them as one area each.

Lastly, there are an untold number of areas unavailable. I didn't see any mob higher than 48-50, so I think it's safe to assume there's more areas.



Edited, Jul 1st 2013 5:37pm by Louiscool
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#4 Jul 01 2013 at 2:44 PM Rating: Good
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Personally, I prefer to see smaller zones but more total zones than expansive zones.
#5 Jul 01 2013 at 2:53 PM Rating: Good
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It also looks like not only are all the beastman areas being zones, but the Garlean strongholds as well. Each one of them are walled off areas on the sides of maps (that I remember running into).
#6 Jul 01 2013 at 3:08 PM Rating: Good
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Don't forget, they haven't ported over 1.0 areas like Aurum Vale, Cutter's Cry, Dzemael Darkhold.

The primal fight areas, the place you'll probably head to fight Gaius, etc...
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#7 Jul 01 2013 at 3:09 PM Rating: Good
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I like the zones on FFXIV so far. I like the way they're laid out and the detail put into them. I did come across an Imperial stonghold, but the doors were locked.

Thing is the zones on FFXI might've been varied but they were mostly useless and designed to be a time sink. There were areas in the zones that nobody went to anymore. Wasted space. It took way to long to cross zones on foot, and fast transportation wasnt readily available. Of course it didnt help that a 3 inch stump would bring you to a dead halt. Every time I had to run from Sandy to the Dunes before I got the chocobo was an exercise in patience and frustration (only to finally arrive and the party has disbanded). That can't be a better alternative to FFXIV's zones.


Edited, Jul 1st 2013 5:10pm by reptiletim
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#8 Jul 01 2013 at 3:21 PM Rating: Excellent
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Considering that the beta is around 5gb in size and the software specs require 12gb, I think it's a safe assumption that we don't have nearly all of the game yet.
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#9 Jul 01 2013 at 3:24 PM Rating: Excellent
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Louiscool wrote:
Eorzea is still locked, also.

From the top of my head, the beta is missing:

Ishgard (first patch or so)

Coerthus
Mor Dhona
for these two, they were huuuuuge zones so they will definitely be 3-4 zones each.

Lastly, all beastmen strongholds are locked, leaving at least 5 additional zones, if they leave them as one area each.

Lastly, there are an untold number of areas unavailable. I didn't see any mob higher than 48-50, so I think it's safe to assume there's more areas.


Edited, Jul 1st 2013 4:42pm by Louiscool



Ahhh, the elusive Ishgard... wonder if that will be the equivalent of Jeuno? Even though we're in version 2.0, I still think of us at the ground level of this game. Who knows where it's going to go, or how big it will become? I'm really looking forward to seeing all the changes to come. Smiley: smile
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#10 Jul 01 2013 at 3:30 PM Rating: Good
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I hated wasting so much time traveling in ffxi. but you gotta remember ffxi had mostly outdoor bosses and monsters you must add in all the instances in arr to the size.
#11 Jul 01 2013 at 3:33 PM Rating: Good
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silverhope wrote:
I hated wasting so much time traveling in ffxi. but you gotta remember ffxi had mostly outdoor bosses and monsters you must add in all the instances in arr to the size.


That's something to take into consideration there. XI's dungeons were open world and often connected to multiple zones, sometimes acting as the primary connections between two zones (Gustav tunnel, Korroloka Tunnel, Kuftal Tunnel, etc.)
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#12 Jul 01 2013 at 3:40 PM Rating: Good
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Lorielll wrote:
Louiscool wrote:
Eorzea is still locked, also.

From the top of my head, the beta is missing:

Ishgard (first patch or so)

Coerthus
Mor Dhona
for these two, they were huuuuuge zones so they will definitely be 3-4 zones each.

Lastly, all beastmen strongholds are locked, leaving at least 5 additional zones, if they leave them as one area each.

Lastly, there are an untold number of areas unavailable. I didn't see any mob higher than 48-50, so I think it's safe to assume there's more areas.


Edited, Jul 1st 2013 4:42pm by Louiscool



Ahhh, the elusive Ishgard... wonder if that will be the equivalent of Jeuno? Even though we're in version 2.0, I still think of us at the ground level of this game. Who knows where it's going to go, or how big it will become? I'm really looking forward to seeing all the changes to come. Smiley: smile


Just from the story, I wouldn't think so. The story would have to take a weird turn if that area suddenly became a friendly city. Maybe we become envoys in the imperial city? I just imagine it to be another stronghold, but it would be really cool if they used their imagination.
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#13 Jul 01 2013 at 3:45 PM Rating: Decent
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Yeah I thought the same thing...

They probably made this decision because those casual gamers would hate that long travelling.

No matter what everyone is saying regarding impending expansions, the distances between cities has been DRAMATICALLY reduced... in yalms it was probably closer to get to Valkurm dunes from sandy than it is from Ul'Dah to Gridania.

Edited, Jul 1st 2013 7:01pm by Parathyroid
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#14 Jul 01 2013 at 4:53 PM Rating: Excellent
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As others, myself included have said, I'd rather see varied and distinct areas than just... expanse.

Expanse can work in some instances (no pun) but it certainly didn't in 1.0 and it was a bit of a time sink in FFXI.

That being said:

I did the run from Ul'dah to Gridania on foot, and looking back at it, it did seem a bit short, although not too short. However I was running through during a sunset and it was possibly more beautiful than a lot of games I have played recently. So I guess that's the trade off.

However (again) as it has been mentioned, there are instances, this is hardly the full game and areas are currently locked. Also there are (hopefully) years of expansions and all of that fun stuff.

---

In regards to Ishgard, I hope that it is like a Jeuno. I like the idea of an eventual "hub" city; a destination to reach.
#15 Jul 01 2013 at 5:48 PM Rating: Excellent
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#16 Jul 01 2013 at 6:05 PM Rating: Good
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With the addition of /yell, take from FFXI and other games, I'm hoping no 1 city becomes "the hub" in which all players must gather, though it always happens.

As far as "small" runs from Grid to Uldah... Limsa is very far away. 55K far away, as that's how much they wanted for that boat ride...
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#17 Jul 01 2013 at 6:13 PM Rating: Good
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I have mixed feelings about hub cities like jeuno. On the one hand, I have always enjoyed the cities where the masses gather because I really feel like I am part of something huge there. On the other hand, I also feel like "been there, done that", and I would like my starting city to have a major role in my ARR adventure.
#18 Jul 01 2013 at 6:15 PM Rating: Excellent
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Also keep in mind that XI's original area was around 50 zones or so at most. Four in each city, 2 starter areas, a series of 3 progressively tougher areas leading to Jeuno, four in Jeuno, one zone outside Jeuno with an attached dungeon. A dungeon in each starter area, a dungeon in each area outside Jeuno. The dunes. Two non-city towns with a ferry between them. The six beastman strongholds (two of which had two zones.) That's 50 zones by my count, not counting the BCs. More dungeons and difficult areas were opened up once the level cap was raised beyond 50 and the genkais introduced. (e.g Xarcabard, etc.)

XIV keeps most of the little towns as part of their larger zone (Silver bazaar is about the size of Norg, for example) rather than have a hard zone line. If they were separated out, we'd have a significantly larger number of "zones."
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#19 Jul 01 2013 at 6:21 PM Rating: Excellent
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Catwho wrote:

XIV keeps most of the little towns as part of their larger zone (Silver bazaar is about the size of Norg, for example) rather than have a hard zone line. If they were separated out, we'd have a significantly larger number of "zones."


I love that ARR does this. It's very feudal and I feel that it works wonderfully in a fantasy setting. I especially love it around LL, which has a castle vibe that lends itself well to the smaller villages and their yellow jacket garrisons.
#20 Jul 01 2013 at 7:08 PM Rating: Good
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Catwho wrote:
Also keep in mind that XI's original area was around 50 zones or so at most. Four in each city, 2 starter areas, a series of 3 progressively tougher areas leading to Jeuno, four in Jeuno, one zone outside Jeuno with an attached dungeon. A dungeon in each starter area, a dungeon in each area outside Jeuno. The dunes. Two non-city towns with a ferry between them. The six beastman strongholds (two of which had two zones.) That's 50 zones by my count, not counting the BCs. More dungeons and difficult areas were opened up once the level cap was raised beyond 50 and the genkais introduced. (e.g Xarcabard, etc.)

XIV keeps most of the little towns as part of their larger zone (Silver bazaar is about the size of Norg, for example) rather than have a hard zone line. If they were separated out, we'd have a significantly larger number of "zones."


Xarcabard was there at the JP launch. The original game ended at the defeat of the Shadowlord. The level cap was 50 so that meant Castle Zvahl and its related areas were really tough back then.
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#21 Jul 01 2013 at 7:20 PM Rating: Good
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PavetlXIV wrote:
So this weekend I had the chance to get my chocobo and started to travel around Eorzea. However, I felt the world was too small and it is not as interesting and diverse as I thought. Of course, this is relative, but at least in comparison to FFXI world this is quite small, even at low levels. I remember in the early days of FFXI I was travelling from Sandy to Bastok at lv 20. If im not mistaken, the zoning was something like this: Ronfaure > La Thine Plateau > Valkurm Dunes > Konschtat Highlands > Gustaberg. In FFXIV:ARR, for instance, going from Gridania to Ul'dah feels like If going from Sandy to Bastok was like: Ronfaure > Gustaberg.



A lot of FFXI's zone "size" had to do in reality with the slow travel speed. Characters ran VERY slowly, chocobo's were relatively slow, there was no sprinting, ships were sometimes required which invovled wait times and travel times. In reality I feel like XIV is pretty big, it's just that our characters can get around said area much more quickly than before. That makes it seemingly smaller than it is.
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#22 Jul 01 2013 at 7:33 PM Rating: Excellent
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Xarcabard was there at the JP launch. The original game ended at the defeat of the Shadowlord. The level cap was 50 so that meant Castle Zvahl and its related areas were really tough back then.

The snow zones and rank 5 missions were added several months after the JP launch.
#23 Jul 01 2013 at 7:52 PM Rating: Decent
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It actually felt correct to me, zones where not huge like old Barren, but neither where they small, if we go by what they have done, Thanalan used to be one big zone, now we got N/E/W/S Thanalan, one zone became 4, and it was very well done also.
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#24 Jul 01 2013 at 8:00 PM Rating: Good
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Kierk wrote:
As others, myself included have said, I'd rather see varied and distinct areas than just... expanse.

Expanse can work in some instances (no pun) but it certainly didn't in 1.0 and it was a bit of a time sink in FFXI.

That being said:

I did the run from Ul'dah to Gridania on foot, and looking back at it, it did seem a bit short, although not too short. However I was running through during a sunset and it was possibly more beautiful than a lot of games I have played recently. So I guess that's the trade off.

However (again) as it has been mentioned, there are instances, this is hardly the full game and areas are currently locked. Also there are (hopefully) years of expansions and all of that fun stuff.

---

In regards to Ishgard, I hope that it is like a Jeuno. I like the idea of an eventual "hub" city; a destination to reach.



I also tend to wonder, what percent of the "miniaturized" feeling we get from the current map comes from the general lack of fear of death...

I remember in XI constantly having to pan the camera around each new corner to make sure a mob was going to latch onto me.

As of yet I'm undecided as to whether this "no-death" scenario is a good/bad/neutral occurrence. I will say it is on one hand a relief to not have to worry about dying, on the other, I find myself not truly paying attention and simply auto-running from place to place.

I suppose in time it will just become the standard and I won't even give it a second thought.

In fact, after visiting each zone a mere one time there is no need to EVER run from place to place, given the transport ability.
#25 Jul 01 2013 at 8:04 PM Rating: Good
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Caesura wrote:
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Xarcabard was there at the JP launch. The original game ended at the defeat of the Shadowlord. The level cap was 50 so that meant Castle Zvahl and its related areas were really tough back then.

The snow zones and rank 5 missions were added several months after the JP launch.


Thanks. That's what I was sure - they were added prior to the Zilart expansion, however, and the end of Rank 6 has the big teaser for Zilart "come on and see me in Norg some time."

(Turns out WotG had a teaser for Adoulin. Lehko Hebhoka says he would probably wander around to Aht Urghan... or Ulbulka. Since he wasn't in Aht Urghan, that means he's in Adoulin or he's dead. I hope it's the former.)
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#26 Jul 01 2013 at 8:22 PM Rating: Decent
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Catwho wrote:
Also keep in mind that XI's original area was around 50 zones or so at most. Four in each city, 2 starter areas, a series of 3 progressively tougher areas leading to Jeuno, four in Jeuno, one zone outside Jeuno with an attached dungeon. A dungeon in each starter area, a dungeon in each area outside Jeuno. The dunes. Two non-city towns with a ferry between them. The six beastman strongholds (two of which had two zones.) That's 50 zones by my count, not counting the BCs. More dungeons and difficult areas were opened up once the level cap was raised beyond 50 and the genkais introduced. (e.g Xarcabard, etc.)

XIV keeps most of the little towns as part of their larger zone (Silver bazaar is about the size of Norg, for example) rather than have a hard zone line. If they were separated out, we'd have a significantly larger number of "zones."


Vanadiel's layout was incredible. Eorzea's is confusing to me for some reason. Maybe I'm just a bit of an idiot, I don't know..
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#27 Jul 01 2013 at 8:31 PM Rating: Decent
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Louiscool wrote:
Eorzea is still locked, also.

From the top of my head, the beta is missing:

Ishgard (first patch or so)


Really? According to Yoshi-P's interview at E3, Ishgard is quite a way off. CERTAINLY not first patch. He said over the post-release patches there would be new quests to introduce some more lore about Ishgard.

Correct me if I'm wrong, but that's how I understood it.

Edited, Jul 1st 2013 10:32pm by Killua125
#28 Jul 01 2013 at 8:50 PM Rating: Good
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Yoshi has eluded to the fact that the Grand company quest line will take individuals down the path towards unlocking Ishgard, you'll learn about the Ishgard people, lore, etc... and then towards the first expansion (possibly for the first expansion) Ishgard will open!
#29 Jul 01 2013 at 8:54 PM Rating: Good
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ClydesShadow wrote:



I also tend to wonder, what percent of the "miniaturized" feeling we get from the current map comes from the general lack of fear of death...

I remember in XI constantly having to pan the camera around each new corner to make sure a mob was going to latch onto me.

As of yet I'm undecided as to whether this "no-death" scenario is a good/bad/neutral occurrence. I will say it is on one hand a relief to not have to worry about dying, on the other, I find myself not truly paying attention and simply auto-running from place to place.

I suppose in time it will just become the standard and I won't even give it a second thought.

In fact, after visiting each zone a mere one time there is no need to EVER run from place to place, given the transport ability.

In the 20s my NPC repair bills were becoming a decent chunk of my modest beta gil supply. I've also been sloppy about not setting my home points. Realizing once I'm dead that it's sending me across the world and it'll be an expensive port back. While that's not extreme punishment, it did motivate me to focus a bit more.
#30 Jul 01 2013 at 9:00 PM Rating: Good
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I thought things seemed a bit cramped compared to XI but then I thought to myself exactly how much of that size did XI actually put to use?

I mean sure the zones were pretty expansive and had a real open feel to them but the vast majority of that space was only ever used to pass through on the way to somewhere else. For example the run between Windurst and Jeuno for took a bit of time and distance but how often did anyone do anything in Sauramouge or Meriphataud or even most of Tahrongi other than run through on the way somewhere else?

I guess if it gets down to it you're better off with relatively smaller maps where every corner and every mob has a purpose rather than large maps where most of the area is just scenery and most of the mobs go untouched.
#31 Jul 02 2013 at 7:24 AM Rating: Good
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Just do what I've done during this beta and completely ignore the map.

Seriously, when you are forced to navigate by landmarks instead of a map telling you exactly where to go, the game takes on an entirely new level of immersion and depth. Obviously there will be times when this is impractical, but I think it's worth it for the immediate connection you make.

#32 Jul 02 2013 at 7:28 AM Rating: Good
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ClydesShadow wrote:
Yoshi has eluded to the fact that the Grand company quest line will take individuals down the path towards unlocking Ishgard, you'll learn about the Ishgard people, lore, etc... and then towards the first expansion (possibly for the first expansion) Ishgard will open!


I reaaaaaally hope they don't take that long for Ishgard expansion/update to come.

Talk sh!# about WoW all you want, but Blizzard has set a new bar with how quickly (yet still polished) game updates come. If it's more than 6 or 9 months until we see Ishgard (which seems like a city-state that would be fairly early on) I would be extremely surprised and disappointed.
#33 Jul 02 2013 at 8:39 AM Rating: Decent
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Killua125 wrote:
Louiscool wrote:
Eorzea is still locked, also.

From the top of my head, the beta is missing:

Ishgard (first patch or so)


Really? According to Yoshi-P's interview at E3, Ishgard is quite a way off. CERTAINLY not first patch. He said over the post-release patches there would be new quests to introduce some more lore about Ishgard.

Correct me if I'm wrong, but that's how I understood it.

Edited, Jul 1st 2013 10:32pm by Killua125


No you're probably right. That falls into the "or so" category, lol.

I get muddled in what order things are coming in. First patch will be Crystal Tower and Bahamut, and then I'm sure another content patch with more storyline. Minimum, 3 major updates.
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#34 Jul 02 2013 at 8:58 AM Rating: Good
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PlanckZero wrote:
I thought things seemed a bit cramped compared to XI but then I thought to myself exactly how much of that size did XI actually put to use?

I mean sure the zones were pretty expansive and had a real open feel to them but the vast majority of that space was only ever used to pass through on the way to somewhere else. For example the run between Windurst and Jeuno for took a bit of time and distance but how often did anyone do anything in Sauramouge or Meriphataud or even most of Tahrongi other than run through on the way somewhere else?

I guess if it gets down to it you're better off with relatively smaller maps where every corner and every mob has a purpose rather than large maps where most of the area is just scenery and most of the mobs go untouched.


Well, I agree. Except from some NM and perhaps some quests, these areas didn't have much of a purpose. However, I did feel that I was actually travelling since all the areas had some diversity in their designs. In the forementioned example, traveling trough La Thiene Plateau or passing trough Valkurm Dunes while making a stop in Selbina felt that you were actually exploring a vast and diverse world. However, Wint has a point. There is still 7GB of contenet we haven't seen, so my guess is that the world and areas will expand at least double at launch.

I don´t think the long travel is a real issue. Nowadays, with teleport, you can give players the option to go around by feet/chocobo or teleporting. Thus, if a player is about to get into a Party he/she could just teleport to the nearest crystal without the need to running trough different zones.

On the hub city, I dont think Ishgard is a good option. Clearly, people in Gridania will have an closer access than those in Limsa Lominsa, unless they make it reachable via airship or something. Then we will have something more like an Al Zahbi instead of Jeuno.
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#35 Jul 02 2013 at 11:55 AM Rating: Good
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FFXI had a lot of zones that at least for me went unexplored due to the death penalty. Most zones that I wasn't totally over level for were basically zone in to see the theme of the zone, then run in the safest route possible to your destination or where your party is camping. I always wondered what was in the corner of certain zones, but never went to see because quite frankly, I couldn't. At least not solo.

I think that contributed to the feeling that FFXI was vast. Cause there was so much unexplored land, it felt like there is always more to discover. In FFXIV, the real fun in discovering new places, like most modern MMO's is going to be in dungeons I think. I know I am excited to see the Crystal Tower and Bahamut's Lair. I want to see what Cutter's Cry and Dzemael Darkhold look like now. Those are the corner of map areas to me that you wouldn't dare go solo in FFXI.
#36 Jul 02 2013 at 4:24 PM Rating: Excellent
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Louiscool wrote:
With the addition of /yell, take from FFXI and other games, I'm hoping no 1 city becomes "the hub" in which all players must gather, though it always happens.

As far as "small" runs from Grid to Uldah... Limsa is very far away. 55K far away, as that's how much they wanted for that boat ride...


I have a feeling Ul'dah will still be the hub. Considering it costs about the same to teleport from there to limsa or gridania. It costs much more to travel to limsa from gridania or vice versa. Not to mention that since they decided to keep market wards separate for each city one will inevitably end up as the go-to city for trade. Ul'dah kind of fits that anyway, being a giant metropolis built on trade. I suppose it makes sense from a lore standpoint.


I'm with you though, I wish there wasn't a hub city.. at least not until an expansion or something. I don't think one of the starting cities should be favored as much.

Edited, Jul 2nd 2013 6:25pm by DamienSScott
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#37 Jul 02 2013 at 4:42 PM Rating: Excellent
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DamienSScott wrote:
Not to mention that since they decided to keep market wards separate for each city one will inevitably end up as the go-to city for trade.
Edited, Jul 2nd 2013 6:25pm by DamienSScott

I think they're linked, not separate.
#38 Jul 02 2013 at 4:59 PM Rating: Good
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Arjuncorpse wrote:
FFXI had a lot of zones that at least for me went unexplored due to the death penalty. Most zones that I wasn't totally over level for were basically zone in to see the theme of the zone, then run in the safest route possible to your destination or where your party is camping. I always wondered what was in the corner of certain zones, but never went to see because quite frankly, I couldn't. At least not solo.

I think that contributed to the feeling that FFXI was vast. Cause there was so much unexplored land, it felt like there is always more to discover. In FFXIV, the real fun in discovering new places, like most modern MMO's is going to be in dungeons I think. I know I am excited to see the Crystal Tower and Bahamut's Lair. I want to see what Cutter's Cry and Dzemael Darkhold look like now. Those are the corner of map areas to me that you wouldn't dare go solo in FFXI.



I would personally like to see them move away from making all instanced raiding in dungeons...

Imagine if we could do raids into explored forest areas, where the accompanied raid could be something similar to the maze type area of the Yuhtunga Jungle. I think there is too much beauty in the game to continually raid into deep, dark, dungeon type areas. If you recall, the Yuhtunga Jungle was an area very similar to a dungeon in that it wasn't widely open and required you to move in certain directions (as Yoshi seems to prefer for raiding content.) This accomplishes both the goal of a structured raid setting, while giving us some serious variety in raid content.

This theory could be applied to any number of geographical settings... we could explore mountain areas through snow filled crevices, dessert ruins, even underwater ruins built by past civilizations etc etc...

What do you guys think?
#39 Jul 02 2013 at 7:27 PM Rating: Default
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As long as XIV doesn't require us to buy/quest/etc zone maps like XI did(when I last played anyways, no clue if you still do), I don't care how big the world is as I'm not a major explorer.
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#40Killua125, Posted: Jul 02 2013 at 7:47 PM, Rating: Sub-Default, (Expand Post) Eorzea is the first MMORPG world that got smaller instead of bigger from updates...
#41 Jul 03 2013 at 6:21 AM Rating: Decent
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It does kind of feel small and I think that's maybe a function of the zone lines but... the alternative is the 1.0 world which was largeish, but boring. I'll take well thought out smaller zones that offer interesting sites over endless bland landscapes anyday.
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#42 Jul 03 2013 at 6:26 AM Rating: Decent
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Killua125 wrote:
Eorzea is the first MMORPG world that got smaller instead of bigger from updates...


What are you even talking about Killua.. you know what.. never mind.
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#43 Jul 03 2013 at 5:18 PM Rating: Good
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ClydesShadow wrote:
Arjuncorpse wrote:
FFXI had a lot of zones that at least for me went unexplored due to the death penalty. Most zones that I wasn't totally over level for were basically zone in to see the theme of the zone, then run in the safest route possible to your destination or where your party is camping. I always wondered what was in the corner of certain zones, but never went to see because quite frankly, I couldn't. At least not solo.

I think that contributed to the feeling that FFXI was vast. Cause there was so much unexplored land, it felt like there is always more to discover. In FFXIV, the real fun in discovering new places, like most modern MMO's is going to be in dungeons I think. I know I am excited to see the Crystal Tower and Bahamut's Lair. I want to see what Cutter's Cry and Dzemael Darkhold look like now. Those are the corner of map areas to me that you wouldn't dare go solo in FFXI.



I would personally like to see them move away from making all instanced raiding in dungeons...

Imagine if we could do raids into explored forest areas, where the accompanied raid could be something similar to the maze type area of the Yuhtunga Jungle. I think there is too much beauty in the game to continually raid into deep, dark, dungeon type areas. If you recall, the Yuhtunga Jungle was an area very similar to a dungeon in that it wasn't widely open and required you to move in certain directions (as Yoshi seems to prefer for raiding content.) This accomplishes both the goal of a structured raid setting, while giving us some serious variety in raid content.

This theory could be applied to any number of geographical settings... we could explore mountain areas through snow filled crevices, dessert ruins, even underwater ruins built by past civilizations etc etc...

What do you guys think?


That sounds good, but I am not a fan of open world "dungeons" cause then it become a battle of trying to claim spawns before another group and such. And instances do not need to all be deep and dark dungeons. Nothing is stopping them from having an instanced dungeon be a field or forest and such. I wish they would create some like that cause I agree that going into dark dungeons all the time gets old too.
#44 Jul 03 2013 at 5:30 PM Rating: Decent
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Something I don't like that makes the world feel smaller is how they've handled airship and ferry travel.

Sure in XI it was a pain missing a ship and having to wait for the next one and then the travel time... but that wait gave a sense of realism to the world. You were in a world that had it's own schedules and moving from one place to another felt substantive rather than just being instantly plopped from one place to another with a quick cut scene.
#45 Jul 03 2013 at 6:31 PM Rating: Good
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PlanckZero wrote:
Something I don't like that makes the world feel smaller is how they've handled airship and ferry travel.

Sure in XI it was a pain missing a ship and having to wait for the next one and then the travel time... but that wait gave a sense of realism to the world. You were in a world that had it's own schedules and moving from one place to another felt substantive rather than just being instantly plopped from one place to another with a quick cut scene.



Something my LS on FFXI was talking about regarding the airships is it seems a bit silly to have them instantly teleport you now, since you'll have the option to warp their directly for a little bit of gil instead of anima. So by that logic, you'd think SE would offer you the choice of slower travel for less gil (airships on...oh, say a 2.5 min 1 way trip, so not that long of downtime) versus the ability to teleport directly to the city for slightly more gil. I think it would add a nice touch of realism and really expand the feel of the world instead of vanishing and reappearing everywhere.
#46 Jul 03 2013 at 6:40 PM Rating: Excellent
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copperguy wrote:
PlanckZero wrote:
Something I don't like that makes the world feel smaller is how they've handled airship and ferry travel.

Sure in XI it was a pain missing a ship and having to wait for the next one and then the travel time... but that wait gave a sense of realism to the world. You were in a world that had it's own schedules and moving from one place to another felt substantive rather than just being instantly plopped from one place to another with a quick cut scene.



Something my LS on FFXI was talking about regarding the airships is it seems a bit silly to have them instantly teleport you now, since you'll have the option to warp their directly for a little bit of gil instead of anima. So by that logic, you'd think SE would offer you the choice of slower travel for less gil (airships on...oh, say a 2.5 min 1 way trip, so not that long of downtime) versus the ability to teleport directly to the city for slightly more gil. I think it would add a nice touch of realism and really expand the feel of the world instead of vanishing and reappearing everywhere.


It's already slower travel. I could teleport from the Culinarian's Guild to Gridania with a few interface clicks, or I could run to the airship, zone to the dock, port to Gridania, zone to the Adventurer's guild, and go from there.
#47 Jul 03 2013 at 7:04 PM Rating: Decent
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As others have said, once the game is released, I am sure the number of zones will change significantly. I kind of believe the small world effect is partly to teleport cost, as I mention here
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#48 Jul 03 2013 at 8:26 PM Rating: Decent
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I do love running and exploring. in XI I did quite a bit of that especially after I got my chocobo. Unfortunately as with a lot of people as they get older, responsibilities eat away at my available play time. I'll still run around and explore and die a lot doing it, but its nice to have the option to get to the action fast when I want to party up with some friends for an hour.
#49 Jul 03 2013 at 9:20 PM Rating: Good
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Ulman wrote:
I do love running and exploring. in XI I did quite a bit of that especially after I got my chocobo. Unfortunately as with a lot of people as they get older, responsibilities eat away at my available play time. I'll still run around and explore and die a lot doing it, but its nice to have the option to get to the action fast when I want to party up with some friends for an hour.


I have a son that is turning 1 year old on the ninth, so I understand about real life responsibilities. I love to see the scenery, but when my son is feeling mischievous, I can take the choco-taxi! I love it haha
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#50 Jul 04 2013 at 10:30 AM Rating: Good
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copperguy wrote:
PlanckZero wrote:
Something I don't like that makes the world feel smaller is how they've handled airship and ferry travel.

Sure in XI it was a pain missing a ship and having to wait for the next one and then the travel time... but that wait gave a sense of realism to the world. You were in a world that had it's own schedules and moving from one place to another felt substantive rather than just being instantly plopped from one place to another with a quick cut scene.



Something my LS on FFXI was talking about regarding the airships is it seems a bit silly to have them instantly teleport you now, since you'll have the option to warp their directly for a little bit of gil instead of anima. So by that logic, you'd think SE would offer you the choice of slower travel for less gil (airships on...oh, say a 2.5 min 1 way trip, so not that long of downtime) versus the ability to teleport directly to the city for slightly more gil. I think it would add a nice touch of realism and really expand the feel of the world instead of vanishing and reappearing everywhere.


Not only the Airship but the boat trips as well. I remember during my first week of FFXI, I met this taru and we went by "foot" at lv 10 from Sandy to Windurst trough Selbina. It really felt like making a long journey. Somehow you could feel the world was alive (and the pirate attack was something unexpected for us, which defenetly let you feel the dangers involved in travelling).
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#51 Jul 05 2013 at 9:27 AM Rating: Excellent
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I was thinking that the difference between airships and teleporting is that to teleport you have to have been there already.

For airships, you can earn your airship pass and then hop aboard to go to previously undiscovered locations.

While this may not be to significant with the reduced distances between cities, it may be more significant as additional zones are added. Having started in Gridania, I expect that I will be taking the airship to see LL for the first time, rather than making the trip by foot.

Anyone that has ridden the airship, is it just a CS now? No standing on the deck watching the world go by?

Personally, I was hoping to stand on the airship deck during travel to get a bird's eye view of Eorzea, and then have an option to skip the remainder of the ride if I wanted to. Plus, I was hoping the deck of the airship would be a potential battleground.

Airships are cool. I hope they don't make them insignificant.
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