Results 1 to 10 of 40

Dev. Posts

Hybrid View

  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    I think it could be taken a step further to reduce camping itself.

    Any time you start killing a particular amount of mobs, "elite"-esque mobs start spawning that are the same level but are much tougher. As you kill more, they become stronger and turn into "hero" and eventually "legendary" mobs (and thus spawning what we know as NMs).
    (0)

  2. #2
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Dragon View Post
    I think it could be taken a step further to reduce camping itself.

    Any time you start killing a particular amount of mobs, "elite"-esque mobs start spawning that are the same level but are much tougher. As you kill more, they become stronger and turn into "hero" and eventually "legendary" mobs (and thus spawning what we know as NMs).
    Wouldn't work, what you're talking about is "place holder" and it's again, been done, redone, ad inf.

    All people would do is have a reset clock for or against spawning of special mobs. The taking away of camps, in hindsight simply changed the name to "runs". We do runs now instead of camps. Same exact thing only with more narrow definitions.

    We have already invented the idea of IT++ where you have same mob of differing levels. And the first thing people did was to use it in the least common denominators thus completely neutralizing it. That's basically the result of any of these implementations. An annoyance that need to be "neutralized".

    It's a voice of experience in the kind "been there done that". It's something developers have kept playing with but considering the development effort involved, and how many times the results end up being crappy...pointless investment in hindsight.

    Parallel to the "soul staring" problem we had in the past for FF14. Someone had the great idea and ended up with a total annoyance which didn't matter in the end. Thus we killed it.
    (0)
    Last edited by kukurumei; 05-24-2011 at 02:36 PM.

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    Quote Originally Posted by kukurumei View Post
    Wouldn't work, what you're talking about is "place holder" and it's again, been done, redone, ad inf.

    All people would do is have a reset clock for or against spawning of special mobs. The taking away of camps, in hindsight simply changed the name to "runs". We do runs now instead of camps. Same exact thing only with more narrow definitions.

    We have already invented the idea of IT++ where you have same mob of differing levels. And the first thing people did was to use it in the least common denominators thus completely neutralizing it. That's basically the result of any of these implementations. An annoyance that need to be "neutralized".

    It's a voice of experience in the kind "been there done that". It's something developers have kept playing with but considering the development effort involved, and how many times the results end up being crappy...pointless investment in hindsight.

    Parallel to the "soul staring" problem we had in the past for FF14. Someone had the great idea and ended up with a total annoyance which didn't matter in the end. Thus we killed it.
    And you're also against open-world NMs, aren't you?

    Yes I know it's been done before, I played XI for the past seven years; where it happened, it was good in XI, and it'll be just fine here. (They wouldn't even have to drop anything beyond their 'normal droplist' either if you're so afraid of not being able to get a piece of gear; they'd just offer more experience points, and perhaps points of some kind.)
    (0)

  4. #4
    Player

    Join Date
    Mar 2011
    Posts
    4
    Fallout 3 did random encounters, be it quests, or stumbling upon npcs, or hostile and friendly npcs fighting. I'm up for whatever makes Eorzea feel more alive.
    (1)

  5. #5
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by TehMi1kman View Post
    Fallout 3 did random encounters, be it quests, or stumbling upon npcs, or hostile and friendly npcs fighting. I'm up for whatever makes Eorzea feel more alive.
    Do you feel that those random encounters in Fallout could be adapted to work in the FF14 universe?
    (0)

Tags for this Thread