Wisdom of Nym: The Ways for Final Fantasy IV to use old limits

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    Final Fantasy has certain zones, yes. It doesn’t matter by itself but is this a problem. There are loads of people to explore, and the game generally does a really good job of bringing quests to a variety of zones even though the MSQ has passed away in those areas. It’s pretty good. But well that goes just fine but it has a bit of a problem with the spacing of levels. Many people are not hanging around in Yanxia in regulars once they have the MSQ, and the zones feel so disorganized right now. Play Final Fantasy XIV.

    Is that something untamed? Yes. There is always a realisation of MMOs that as the world population goes to the point of reaching the level cap, and since FFXIV is very active, it’s not a crucial problem for players to do so. However, it is an issue that can be addressed by the game in general. I wanted to bring down a few ideas that would allow the existing zones to be a bit more populated if players change their direction to finish their MSQ.

    Old zones and tribal quests.

    I’ve mentioned that I feel like a lot of the Loporrits and the reasons why it’s the reason of it, but I think that somehow impedes the addition of new tribal quests. I do not think in fact we need new tribes, so we could get into tribal quests. We have a Lupin in Othard, we have the Gigas in Mor Dhona, we have the Qiqirn, Mamool Ja There are many options to choose from all over the world, and the fact we don’t have any quest for some of them is a bit weird.

    There is lot of precedent in the game, especially in original zones, where regions can be viewed differently. Yes, in many cases it would probably require a little more exploration for people, so that they could have new spaces for exploration and quest. But it’s something that is already happening for tribal quests, and there’s an abundance of places that, in the game, just miss any important details.

    Tribal quests give a great way to recruit players with whom alt jobs are also used as well as players who are at the level cap, but want to explore their new content and stories. There are other potential for even high-level players to stop and engage with older FATEs, tense content at lower levels and making them feel reasonable and rewarding. But for as long as we looked for the FATE in the world, we only used to see FATEs.

    Better FATE rewards vary from one’s to one’s.

    The gemstone rewards introduced in Shadowbringers was a good effort to keep them doing this content even after leveling was done. I think they completely worked, but you can tell reasons. There is no doubt that the gemstones are good in terms of what they are good and the rewards offered, but rewards like these are often too expensive in price, the perks of that reputation don’t cost anybody much to pay with those who can have just grind content for 16 hours while what makes you a human feel can be a good thing.

    Both of these things are perfect. Even though your excessive reward is something everyone will want (which isn’t the case), many people will not get the peace in a moment if half an hour’s play gets them closer to the reward. That’s boring, and it’s not fun. Even if they’re afraid to do T-shirts, then the old areas become abandoned.

    Like the game, one can’t wait for the different rewards without success at all. Experience rewards become a slug on after any feat, it feels so expensive as you have to get the same amount of reward that you want, and then the only difference is that the two wins are a real winner. I’m not in love with the other side. But honestly, I think some work needs to be done to make FATEs feel enjoyable for people who are over-leveled and want to be involved, even in older areas.

    Now, as I mentioned previously, tribal quests in older zones would encourage people to those in less advanced zones. It’s only one component. But it’s one other option that can help people get pushed into more places, and then a way that can help people get more large. And it’s with stealing an old idea.

    Eureka/Bozja, but not in new zones.

    I talked about how Eureka and Bozja are remarkable experiences, but eventually they’re in some significant problems along the way. That is why that zones have to develop an entirely new structure for players. With new content, new enemies, and a whole new life – all in all, it needs a new structure of play, mostly based on farming FATEs in the new zone, for the new arbitrary leveling system that won’t most often feel very impactful.

    However, we already have zone where we could use alternate levels, and a reason to grow FATEs without worrying about levels zones that actually don’t require whole bespoke levels just to explain why were here, as there exists already an influx of zones, with some reason players might be called back to sort things out.

    We need to talk, and perhaps some new regions will be found. But these systems don’t need to be built into the structure of the zone or offer completely new zones simply for these purposes. There would be some work to make, say, Sea of Clouds work as a single zone, the same as the new zone for ground leveling in the MSQ and post-MSQ content zone. It’s cheated, yes! But it can be done, and frankly, I believe in that teams capable of doing that.

    Now, there’s a huge amount of opportunity and motivations for higher-level players to help lower-leveled players already, and this is not like the huge number of ways in which players already can team up is somehow grotesquely lacking. But I think it is worth considering the way that these different parts of the game are emptier than they need to be. As soon as I move forward into the 10-year anniversary of the relaunch, these are questions that I can answer, to answer and to consider.

    Next week, we’ll see the smallest of our patch notes to know before the patch, so this is normal for me. I mean what else would that be?

    The Nymian civilization has a wealth of knowledge and learning, but it has all over been lost by the inhabitants of Eorzea. Eliot Lefebvre isn’t able to study the synthesis of the final fantasy XIV in the Wisdom of Nym each week, but instead of reading a pen to reveal and exchange.

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