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I hope there will be world bossesFollow

#77 Jul 30 2013 at 11:55 AM Rating: Default
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Wint wrote:
DuoMaxwellxx wrote:
it should be like FFXI wa sin which you had to walk to just about everywhere at least once after that you UNLOCKED teh ability to fast travel (i.e finding the teleport crystals, unlocking the MAWs, outpost supply delivery for warps etc etc Id be completely fine with that


Perhaps I'm misunderstanding but XIV is like that already. You can't be teleported by someone else to a place you haven't been yet. I think even most dungeons require you at least talk to the NPC outside before you can enter/warp to it.



what about levelquests? when 1.0 cam eout i was under the impression that you walk up to a crystal in town and itl automatically telepotrs you to every levequest which tajkes places in areas that can be accessed by foot/chocobo (so theyre not in instanced areas)?
#78 Jul 30 2013 at 12:10 PM Rating: Excellent
No they don't work like that at all Smiley: confused
#79 Jul 30 2013 at 12:14 PM Rating: Good
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DuoMaxwellxx wrote:
Wint wrote:
DuoMaxwellxx wrote:
it should be like FFXI wa sin which you had to walk to just about everywhere at least once after that you UNLOCKED teh ability to fast travel (i.e finding the teleport crystals, unlocking the MAWs, outpost supply delivery for warps etc etc Id be completely fine with that


Perhaps I'm misunderstanding but XIV is like that already. You can't be teleported by someone else to a place you haven't been yet. I think even most dungeons require you at least talk to the NPC outside before you can enter/warp to it.


what about levelquests? when 1.0 cam eout i was under the impression that you walk up to a crystal in town and itl automatically telepotrs you to every levequest which tajkes places in areas that can be accessed by foot/chocobo (so theyre not in instanced areas)?


Not to sound rude, but I really haven't got a clue what you are talking about. You were never automatically tele'd anywhere from what I remember in 1.0. You could spend anima to tele there once you had unlocked them, but it wasn't ever free. Now, if you unlock a crystal, you can tele there to do levequests at that camp for gil. Again, you still have to unlock the crystal, and also be a high enough level to do the levequests at that camp.
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#80 Jul 30 2013 at 12:18 PM Rating: Good
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In 1.0, you had to have attuned yourself to each Aetheryte Crystal and Shard before you could teleport there. However, you could be teleported to the crystals by someone in your party even if you didn't have the attunement. I think they have changed that for ARR right?

Speaking of fast travel in Oblivion and Skyrim, its funny that people complain about it. I just started playing Morrowind again and the reason I am not playing more is the lack of fast travel. I'm desperately trying to find up to date mods that allow fast travel. Having to run back routes I have already run multiple times isn't immersive. its a gigantic pain in the ***.
#81 Jul 30 2013 at 12:24 PM Rating: Excellent
Arjuncorpse wrote:
In 1.0, you had to have attuned yourself to each Aetheryte Crystal and Shard before you could teleport there. However, you could be teleported to the crystals by someone in your party even if you didn't have the attunement. I think they have changed that for ARR right?

Speaking of fast travel in Oblivion and Skyrim, its funny that people complain about it. I just started playing Morrowind again and the reason I am not playing more is the lack of fast travel. I'm desperately trying to find up to date mods that allow fast travel. Having to run back routes I have already run multiple times isn't immersive. its a gigantic pain in the ***.


Yes.

I'm still not sure why he's thinking Levequests teleported you to where to start them. You have to run to where they start, albeit not a great distance from the Levemete.
#82 Jul 30 2013 at 2:34 PM Rating: Good
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Wint wrote:
Arjuncorpse wrote:
In 1.0, you had to have attuned yourself to each Aetheryte Crystal and Shard before you could teleport there. However, you could be teleported to the crystals by someone in your party even if you didn't have the attunement. I think they have changed that for ARR right?

Speaking of fast travel in Oblivion and Skyrim, its funny that people complain about it. I just started playing Morrowind again and the reason I am not playing more is the lack of fast travel. I'm desperately trying to find up to date mods that allow fast travel. Having to run back routes I have already run multiple times isn't immersive. its a gigantic pain in the ***.


Yes.

I'm still not sure why he's thinking Levequests teleported you to where to start them. You have to run to where they start, albeit not a great distance from the Levemete.


Maybe he is confused because it teleports you to the levemate after the quest is finished. (By choice)
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#83 Jul 30 2013 at 2:35 PM Rating: Decent
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BartelX wrote:
DuoMaxwellxx wrote:
Wint wrote:
DuoMaxwellxx wrote:
it should be like FFXI wa sin which you had to walk to just about everywhere at least once after that you UNLOCKED teh ability to fast travel (i.e finding the teleport crystals, unlocking the MAWs, outpost supply delivery for warps etc etc Id be completely fine with that


Perhaps I'm misunderstanding but XIV is like that already. You can't be teleported by someone else to a place you haven't been yet. I think even most dungeons require you at least talk to the NPC outside before you can enter/warp to it.


what about levelquests? when 1.0 cam eout i was under the impression that you walk up to a crystal in town and itl automatically telepotrs you to every levequest which tajkes places in areas that can be accessed by foot/chocobo (so theyre not in instanced areas)?


Not to sound rude, but I really haven't got a clue what you are talking about. You were never automatically tele'd anywhere from what I remember in 1.0. You could spend anima to tele there once you had unlocked them, but it wasn't ever free. Now, if you unlock a crystal, you can tele there to do levequests at that camp for gil. Again, you still have to unlock the crystal, and also be a high enough level to do the levequests at that camp.

This is how I view travel. First to a couple of times traveling to a particular region in world is magnificent. Having to travel that same road 10,20,30, or 50 times starts to wear me out. Sure you can make each trip a bit different with detours or small talk. Sometimes I take in the wonders and sometimes I wish the trip was over now. It's called options.
#84 Jul 30 2013 at 2:47 PM Rating: Decent
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Hairspray wrote:
I spent years in an HNMLS on Asura server for FFXI... and we camped all HNM's every day. I can't get all of that wasted time back now, and I absolutely refuse to do that ever again.

The only reason I was able to do it was I was attending college at the time, and I would be studying while I had the game up and running and our LS was HNM camping. I could hear any <call>s that went out and would respond immediately if we had claimed the NM.

But I'm not an irresponsible student any more... you can have any HNM's if FFXIV decides to put them into this game too... I won't try to take them from you.


You spent years in an HNMLS in XI letting other people do the work while you studied for college. You say it was wasted time, but that sounds pretty productive to me.

Anywho, there's several ways they can implement world boss content that will allow people to participate. It's just a matter of doing it properly. WoW handles world bosses pretty well so even if they just straight jacked the same implementation, it would work quite well.
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#85 Aug 01 2013 at 1:10 PM Rating: Good
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Stilivan wrote:
ClydesShadow wrote:
sandpark wrote:

D, There are reasons to explore maps already. Aetherytes, dungeons, new zones, cities, fates,etc. The world itself should provide incentive to explore and if it doesn't SE needs to add vista achievements, quests, or redesign the landscape so it does. Why should the cost of fast travel be expensive? The option exist to go the long way if you wish. And if you don't wish too, well that just sucks. I'd like to travel the world more often than I do. But the cost of travel in terms of time is too great. One to five times flying somewhere is ok, but if I travel there constantly, yeah it wears you down.

I offered a solution with a monster hunter alternative. It provides an avenue for players who want this content while not funneling the players who don't care for notorious monster type systems. The only con would be that you want to tackle this on let's say dragoon.
This type of system I put forward let's you get what you want and Rinsui gets what he wants.


Those reasons listed for map exploring are almost exclusively one time occurrences. After you've visited a dungeon or aetheryte a single time, there is never a reason to return. I never said the cost of travel should be high, I merely mentioned that currently the time expense outweighs the monetary expense. That's the reason we're having this conversation in the first place... People were saying they don't want world bosses because of the time cost (and some others because "it just isn't fair" excuse me while I get my violin to play these people a sad, sad song.)

Nonetheless, I will always advocate more content over less content. Beyond the fact that some people are diametrically opposed to it, I don't see how it decreases the experience of the game...

One last point, with the new "everyone can join the action" battle system... If these rare spawns did occur, if they were made strong enough, it is likely numerous people would be able to join the action and share in the loot.


Skyrim and Oblivion had these issues as well... that Fast Travelling was just TOO easy.

Do you know what their response was? Don't use it if you don't want to. It's completely by CHOICE.

Therefore, for the people who prefer to teleport and such, let them use it, for the people who wish to walk, go for it.

Though I do agree the game should definitely have more content and, while I'm not used to the World Boss concept, I'm definitely for it. As long as it remains optional, it shouldn't hinder anyone's experience.



Stillivan, I certainly don't wish for the elimination of quick travel, it is most certainly a great thing..... What I did say was, let's think of ways to make it so that there is some actual incentive to travel by foot, beyond "ohhh look at the pretty polygons." Meaning, at current I have essentially two option:

A. Quick travel for a small gil fee
B. Walk by foot or chocobo, for what in terms of gil that could be made doing something else, is a considerable time fee (albeit the zones are still fairly quickly traversed.)

Therefore, if i am to choose option B., there needs to be some other incentive provided to the player being the pretty polygons. My world boss idea was just that, an idea. I'm sure there are numerous other ways they could increase the incentive for the player to choose option B. Nonetheless, these ideas in no way hamper the player's ability to choose option A.

As to the world bosses, as Bartel suggested, with some careful planning they could certainly make them pop in the right places while still eliminating the camping effect.

sandpark wrote:
This is how I view travel. First to a couple of times traveling to a particular region in world is magnificent. Having to travel that same road 10,20,30, or 50 times starts to wear me out. Sure you can make each trip a bit different with detours or small talk. Sometimes I take in the wonders and sometimes I wish the trip was over now. It's called options.


This is truly puzzling me. No one and I mean no one is suggesting the elimination of quick travel. We are only offering up ideas to promote traveling by other means.

Edited, Aug 1st 2013 3:10pm by ClydesShadow

Edited, Aug 1st 2013 3:13pm by ClydesShadow
#86 Aug 01 2013 at 1:29 PM Rating: Decent
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There really isn't a viable way to promote traveling by foot/chocobo if there is the option to teleport. It takes more time. People don't want to waste time. The reward for taking the time to travel by foot is that you know your way around the world. Eorzea doesn't turn into a series of teleport points. "Camp Ala Mhigo? Yeah, I have that teleport crystal. No idea how I got there..."
#87 Aug 01 2013 at 1:31 PM Rating: Decent
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1,208 posts
Atkascha wrote:
There really isn't a viable way to promote traveling by foot/chocobo if there is the option to teleport. It takes more time. People don't want to waste time. The reward for taking the time to travel by foot is that you know your way around the world. Eorzea doesn't turn into a series of teleport points. "Camp Ala Mhigo? Yeah, I have that teleport crystal. No idea how I got there..."


That makes sense... I mean, if I wanted to send you a message I would type up an email, not send a snail mail. Times change, and technology makes life easier and better.
#88 Aug 01 2013 at 2:03 PM Rating: Good
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153 posts
Atkascha wrote:
There really isn't a viable way to promote traveling by foot/chocobo if there is the option to teleport. It takes more time. People don't want to waste time. The reward for taking the time to travel by foot is that you know your way around the world. Eorzea doesn't turn into a series of teleport points. "Camp Ala Mhigo? Yeah, I have that teleport crystal. No idea how I got there..."



... This looks like quite the uphill battle. I don't mean to be rude, but the method of achieving any desired behavior is incentive, cost/reward. If you provide incentive to walk, some people will do it... others won't.

It seems that people are highly advocating less content which is baffling my mind. I would bet a million bucks that if some content that the same people are advocating against were in the game, they would be ardent supporters of that very same content.

People just snap to simplified retort any time CONSTRUCTIVE critique is presented.

If you can't understand how creating incentive can drive behavior (and still be fun) then that's fine... but don't sit here and say something as ridiculous as "there isn't a viable way to promote traveling by foot/choco." Just because you can't think of any ways it can be done, doesn't mean it can't.

Edited, Aug 1st 2013 4:05pm by ClydesShadow
#89REDACTED, Posted: Aug 01 2013 at 2:07 PM, Rating: Sub-Default, (Expand Post) Im not saying go for less content, just not content that only 1% of the gamer base can do or have the time to. NM's were just waste of time sinks. Sure camp a spot for 36 hours with 30 other competitors for a 2% chance of a drop. That is not fun, that is not content for everyone to be able to do. If you want to make fates that have NM's sure, as long as they spawn regularly often (say once an hour)
#90 Aug 01 2013 at 2:17 PM Rating: Excellent
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Notorious monsters dont just have to be super tough end game only type monsters, i would love to see NMs kinda at all levels, my idea would be like say your farming antalops for the horns, after killing a bunch a NM antalop spawns, just make him different color, a funny name and a different TP attack, for his drop have him drop like 2-3 HQ horns. NMs in my idea would just drop more HQ materials. All in all i just really hope they add some type of NMs.
#91 Aug 01 2013 at 2:24 PM Rating: Good
18 posts
IMFW wrote:
my idea would be like say your farming antalops for the horns, after killing a bunch a NM antalop spawns, just make him different color, a funny name and a different TP attack


Oh my god that would be great. I hated NM/HNM camping in 11. This way would atleast make you earn the chance to fight NM if and however much you wanted to. I could see a negative of this though, if you were just grinding on a certain monster and then BAM the NM spawned and slaughtered you while you were a low level.
#92 Aug 01 2013 at 10:47 PM Rating: Good
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153 posts
IMFW wrote:
Notorious monsters dont just have to be super tough end game only type monsters, i would love to see NMs kinda at all levels, my idea would be like say your farming antalops for the horns, after killing a bunch a NM antalop spawns, just make him different color, a funny name and a different TP attack, for his drop have him drop like 2-3 HQ horns. NMs in my idea would just drop more HQ materials. All in all i just really hope they add some type of NMs.


That's exactly how I feel about the subject IM.
#93 Aug 01 2013 at 11:09 PM Rating: Good
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153 posts
Ehllfire wrote:
Im not saying go for less content, just not content that only 1% of the gamer base can do or have the time to. NM's were just waste of time sinks. Sure camp a spot for 36 hours with 30 other competitors for a 2% chance of a drop. That is not fun, that is not content for everyone to be able to do. If you want to make fates that have NM's sure, as long as they spawn regularly often (say once an hour)


Seriously, what the hell is going on? Are you thick or are you just not reading what is being said? Are people just seeing the word NM and not reading anything else?

#94 Aug 01 2013 at 11:17 PM Rating: Excellent
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68 posts
IMFW wrote:
Notorious monsters dont just have to be super tough end game only type monsters, i would love to see NMs kinda at all levels, my idea would be like say your farming antalops for the horns, after killing a bunch a NM antalop spawns, just make him different color, a funny name and a different TP attack, for his drop have him drop like 2-3 HQ horns. NMs in my idea would just drop more HQ materials. All in all i just really hope they add some type of NMs.


I really like that idea. The drops aren't so glorious that it would cause heavy camping, but you could still turn a decent coin I imagine.

I think this is a good middle ground.
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