there was some old area's where we fear to go there and be challenge who enter them, nowadays its easy for us to run everywhere without any problems.
http://s7.postimg.org/74a7jw73v/FFXIV_1351841454a.jpg
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there was some old area's where we fear to go there and be challenge who enter them, nowadays its easy for us to run everywhere without any problems.
http://s7.postimg.org/74a7jw73v/FFXIV_1351841454a.jpg
"Dangerous" doesn't appear to sell well in this game - hence no open world pvp zones, or really dangerous PvE zones. No one wants to see there cute character actually suffer any harm, so they make everything nice and safe for everyone.
+1 I was actually talking about this yesterday. I really like that some zones have monsters that can actually hurt you in XI (Hello Sneak and Invis!?) and 1.0. Unfortunately I came to pretty much the same conclusion as Denarius... Open world monsters that can actually kill you would probably annoy some people and nearly every modern MMO has done away with stuff like that.
Actually, it would annoy everyone except the few people wanting dangerous zones.. And I'm saying that as a person who doesn't mind dangerous zones at all..
One of the best zones in an MMO is, in my opinion, still Kithicor Forest in Everquest. During daytime it was all friendly and low level, but during night time you'd better get out fast, because all the high level, and very deadly undead started showing up.
+1 from me as well. 1.0 somehow has certain unique charm that I'm still longing for. The thrill traversing dangerous zones are one of them.
I'm a 'semi-casual' player and I'm amazed that there are no areas that are too dangerous to solo in. Obviously those areas shouldn't be integral to the main story, but they should exist for group play. As it is, there is pretty much no reason for anyone to group outside of dungeons, save for hunts and some FATES. There should be large-scale group-based levequests, and have some of them be in these difficult zones. Have other sidequests in there that need groups in order to do.
Even as a 'semi-casual' player, I'm perfectly ok with this stuff. I want to be scared of areas on the map.
Run all maps with your naked level 1 character and then report here how many of them had let you pass unharmed :D
It is obvious there is no open world danger, when you are geared to kill the most dangerous evil of all the game.
The lack of Stealth in this game is the number one thing preventing the devs from introducing genuinely dangerous overworld zones. (And by "genuinely dangerous", I mean the monsters have a high probability of killing before you can escape them.) Using Stealth to creep past genuinely dangerous monsters to reach an objective can be thrilling. Having to reach an objective without any way to survive the journey without others to help you - that can be a pain.
Even if you have a friendly, helpful Free Company, all of them have things to do and so you feel guilty about wasting their time. And if you don't have a friendly, helpful Free Company - well, good luck. Hopefully Party Finder will favor you...
I'm not saying that I wouldn't appreciate a bit more danger in the overworld - but right now the infrastructure doesn't support it. If no other changes were made except making a zone impossible to traverse without help, it would add a lot more frustration than it would fun.
Can be fixed using potions and giving a job the ability to invis players. I would like to see the more complex aggro system from XI and 1.0 come back... not just aggro by sight, but also sound, smell, etc. From what I heard, it is in the game but other than a few mobs, most are aggro by sight or truesight.
FFXIV game rhythm is fast paced, rush, trying not to grind (and that's why gear grind feels so heavy in comparison)
stealth to reach some place feels more slow, FFXI had a great stealth and dangerous world and every time yu reached somewhere (AF quest, story quest) felt great, but thats cuz the game rhythm was slower, getting more slow progress elements did not stand as a bore if all the game is like that
Is like comparing a Metal Gear kind of game vs a God of war, different pace.
And yet they somehow had places in almost any zone, in 1.0, that you would have to be careful traversing by yourself even if you were max leveled and geared.
Honestly, lets face it, in ARR you don't solo "the most dangerous evil of all the game" you do that in a party/alliance. It would not be too difficult of a stretch to think there are enemies out in the world you cannot defeat without the help of a couple others. Right now you can almost just auto-attack anything to death while going for a cup of coffee IRL.
In 1.0 there was a mid range story quest that involved traveling to a heavily guarded area in old Mor Dhona. A lot of it was thin paths littered with various Ahriman, most of which could kill me in 2 or 3 hits. I had 2 options, I could find a party to help me through the shorter, path through the shroud, or I could take it solo and manage my way around the demons. I chose to go solo as there was no one available in my linkshell at the time. In order to avoid gear damage, I stripped down to small clothes and carefully snuck around the enemies line of sight. Sometimes I had to wait a few minutes for the perfect opportunity, sometimes I had to risk coming up extremely close to an enemy hoping I wouldn't catch their agro.
The whole thing took me about 45 minutes, and it was one of the most satisfying experiences I've had in this game to date.
See, that would be a very simple and fun endgame idea to bring people back into the open world. Make certain areas of the Black Shroud start teeming with level 60+ monsters at nighttime and then make a treasure coffer with rare loot spawn somewhere. Make rare elite spawns that drop ultra rare crafting mats wander during certain times of the day.
Do something...just make me thirst for adventure again.
+1 to danger zones
Just curious as to what would be the significance.. So they are too powerful for one person, they could be like a lv 50 dungeon boss were you need 4 people at least.. But then what? There would have to be some reason to venture there, just like now there is no reason to travel to the sylphlands or sapsa spawning grounds outside of completing some objective.
There are certainly opportunities for reason, next level of zodiac quest, new dungeon/coil area, additional ranks of the GC hunt log, or side quests in general I suppose (I don't find side quests particularly exciting, personally)
first, let's hope the expansion has some. it's really sad that there's nothing like this.
if they existed, here are some things i would do with them.
put Unspoiled Nodes there for Gatherers with unique fish/items.
put Unhidden Map locations only in there.
put S Rank spawn conditions inside them.
put unique FATE spawn NPCs inside them.
put NPCs there that sell unique items (minions, furniture mats, seeds, etc).
Magic Pot for the Wind-Up Sun, put one of those guys in there.
give people reasons to use the Party Finder or group up with their FC in the open world.
We have, but A and S rank Monster die way too fast, it does not become dangerous at all :rolleyes:
I miss 1.xx days and i mean the early stages where the "path" was not save because of roaming NMs
They tryed that in 1.xx with Zombies at night, but somehow they forgotten about Day/Night shift in 2.xx even so in 1.xx Zombies were not as dangerous as it sounds like...
Would be a good idea to implement.
The thing with Kithicor Forest in EQ, was that it didn't contain anything special, there was no loot to get there, or at least, nothing really worth getting. But you HAD to go through Kithicor to get to certain other zones. Of course, most people travelled by day, but since a day/night cycle lasted quite a while, there were times when you entered just before it turned night, and rather than wait for the next day, you'd take a gamble and hope you'd make it through alive.
+1 It would be nice to have some zones where your chocobo refuses to go and you have to go in on foot with a party in order to progress through the area. It would bring FC/LS members together ^^
I still consider that area near Ul'dah back in 1.xx with those high level drakes to be the most dangerous area. It was close to a city and I found myself accidentally traveling through there to get to Ul'dah...back when I was too low on anima to teleport. I think they were level 80-90.
Even then you could be strapped with the most technology advanced weapon that can blow up the planet in a second flat and it means nothing if someone decides to shoot you in the face, meaning there's still more dangerous things out there. The world doesn't stop being dangerous just because you're max level, like all good RPGs.
I think the instanced dungeons were supposed to replace dangerous zones but that's not working out too well.
I like being able to safely travel anywhere.
In 1.0, actually travelling and getting all of the Aetheryte spots was a challenge. Completing it was aggravating at times because of the things that could one shot you, but patience led eventually to that sweet sense of accomplishment of finally getting them all. My girlfriend managed to get all of them as a level 37 CUL, and she was proud of it.
Being able to safely travel anywhere means the world itself is mostly pointless. It's all one big pretty sideshow that we get to stare at as the "real game" shuffles us forward. One big themepark with no actual accomplishment anymore. The sightseeing log is an attempt at making us travel, and it's another instance of almost-backpedalling that you see a lot of. Yoshi feeds us what is basically the same content that we had in 1.0, but in an altered form. In 1.0 you travelled the world and saw some absolutely amazing places, and there was a sense of achievement because of how dangerous the travel was. In 2.0 we're told to travel to places, only the world isn't actually dangerous at all anymore, so there are other locks on the system, like having to /lookout when the weather and time are just right.
I don't know about you, but the former is by far more fun. If nothing else, the former led to far better stories that could be shared with friends.
While I never got the chance to see something like that, FFXI being my first MMO, it sounds pretty awesome (only thing close would be the Valkrum Dunes Bogy's or Qufim Island Skeleton's lol ah memories). My only worry is our day/night system is kinda fast compared to some other games and it would be like a sprinting race... "aaaaaaaaand....... GO!" mass rush to other side then never touched again if they place an aetheryte there; another system that is nice but still irks me coming from XI. Yeah I know "you can skip the teleport yourself" but its not the same when your the only one doing it.
I would much rather have some danger zones like this thread describes, than the annoying zones we have now. By this, I mean zones where you know the enemies won't do much damage to you, yet they still heavy you as you're trying to make your way through them.
Just make sure there's nothing rare in the dangerous zones. This way causals will be less likely to whine about it. Maybe. Probably...not. Either way I've always been into this idea. Maybe they could add entirely new maps filled with dangerous mobs. Their backstory could be that they got abandoned(clearly because of being overran by powerful and dangerous mobs) and now the GCs are moving back in with the help of our heroes, trying to clear out the areas to repopulate them...or something.
Yeah, I remember how "awesome" dangerous zones were in FFXI, and how they were pretty much avoided and empty.
You guys keep saying that they're awesome, but in reality I just see people remarking how they're annoying to go through in the actual game. Nothing beats going to camp and seeing people moan and groan when someone in the group catches agro. They're just a hindrance to exploration.
"Dangerous" areas should be kept to instanced dungeons.
I'd like to see untammed outland zones with mobs the same difficulty as coil trash and bring back conquest from XI with GC controlled aetherytes.
They could also add rare node spawns near agro mobs/bosses so you need to bring a party to defend the gatherers. Maybe when they start to gather it attacts waves of enemies.
These posers kill me with this crazy talk. Having played XI, I can honestly say I DON'T miss places like Castle Zvahl [S] where no one could move 5 steps without something attacking them regardless of stealth abilities. Those true-sight mechanics can stay away from this game.
Ocarina of Time comes to mind. "It's not safe to go out at night". Also, mobs appearing at night... FFXI is first thing I think of cause of Valkrum. Staying to the sides and dodging Wights and Bogys.
While reading over the thread and hearing people talk about the "outlands" idea.... Conquest popped in my head. Another reason to give an incentive to be there. Was fun trying to beat other nations (San D'oria FTW).
Er, that would be very fitting due to story and the timeline of where your talking about in XI lol.... That would be like expecting to walk into the empire's main HQ in XIV and expecting a warm welcome. I will agree XI over did it in some areas, but overall the game itself was like that and to be expected, and places like Zvahl would be no exception lol.
Yeah but its still a far cry for an example. I can walk into those places and gather half the enemies inside there and stand a very good chance at living, you can't do that with places like Zvahl (s). Least when the cap was still 75, didn't check it out when it became 99, but then again everything changed at that point.