This is why I use mounts, get in, kill the thing I need, get out - also be 10 levels above the enemy if possible.
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This is why I use mounts, get in, kill the thing I need, get out - also be 10 levels above the enemy if possible.
Could be interesting if leash range was related to monster type and enmity gathered (thoughts can be applied outside of Eureka content as well). Walk by a goblin, goblin tosses bomb and immediately gives up. Fight goblin for a while, goblin chases you for a while. Fight tonberry for a while, then you try to run- tonberry casts sprint and stabs you. Tiger runs faster (like FFXI), and will chase you down for a general leash range that is nearly independent of any enmity gathered. Skeletons have smaller aggro radius but if you're weakened it increases to above average. Ghosts at night will blink and do aoe attacks more often.
So most brushes would have monsters give up fairly quickly, with some fun exceptions. Monsters you've riled up however would be far more into chasing you, which makes sense and kind of gives it a fun story. Especially when you imagine the system working together- you make a dragon mad and get it to half health, start running because it's too hard, dragon starts trying to divebomb you and do trails of fire (unique chase AI), you are running wildly while dodging fireball aoes, you brush against a few monsters which aggro slightly but don't ruin the whole experience (scare you but not turn into a whole new train), you see some trappers who will net you if you aggro them and have sprint on so you avoid that section, dragon gives up.. You survive. Good story, but not really a 'mean' story. A 'mean' story could also be good but I think not as great choice given the climate type of this game (generally casual friendly), so like in a mean story everything is chasing you until you literally load another map like in FFXI lol (also the story where you are for more likely to die and 'waste' time having to dodge everything and turn a short run into a marathon).
No, there are people complains about entire FF14 world space is not as dangerous as FF11 where mob do aggro and kill you.
Those played FF11 should still remember that sneak oil is a must when you travel in FF11 world space
Just search history of this forum
It's not about making it easier. Just less frustrating. The long leash distance does not make mozja enemies difficult or dangerous. Just frustrating. They're still trivial outdoor mobs in the way of the content people are trying to do. If they were actually dangerous, like say the sleeping dragons in Eureka, that'd be one thing. But they aren't, with the exception of the 'rare mob' guys you see now and then. They just waste time.
As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).
The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.
A lot would need to change to make this more engaging in FFXIV. For starters, slowing mounts so that you can't easily outrun everything. Also making enemies a lot more deadly so that random mobs are actually a threat 1 on 1. Having mobs chase you all over the zone on its own wouldn't bring back that same feeling. And would just open up the door to potential griefers kiting mobs around that people need for quests etc.