Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast
Results 51 to 60 of 64
  1. #51
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    I'm thinking this problem comes down to 2 major reasons:

    - Mobs are a lot lower lvl than the average player running around them. It'd be better like you say OP if some zones had mobs that would require a party to take down, and did pose a threat.

    - Mobs will disengage from you if you aggro them but stray too far from their spawn. I'm not entirely sure why they implemented this feature? Possibly to stop a troll from grabbing the entire zone's mobs and hiding them somewhere? Not sure how to deal that feature actually.
    (0)

  2. #52
    Player
    MogBeatr's Avatar
    Join Date
    Apr 2014
    Posts
    27
    Character
    Calvin Knutbruiser
    World
    Cerberus
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by NovaUltimatum View Post
    I'm thinking this problem comes down to 2 major reasons:

    - Mobs will disengage from you if you aggro them but stray too far from their spawn. I'm not entirely sure why they implemented this feature? Possibly to stop a troll from grabbing the entire zone's mobs and hiding them somewhere? Not sure how to deal that feature actually.
    Players would lure mobs to other players in order to grief them in other MMOs. AS far as hiding mobs that is easy to fix. If the mob takes no damage after a certain time it will de-spawn.
    (0)
    Last edited by MogBeatr; 06-13-2014 at 11:53 PM. Reason: spelling

  3. #53
    Player
    Crevox's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Crevox Shadeseer
    World
    Hyperion
    Main Class
    Arcanist Lv 70
    You know, this all happened in 1.0, and people complained about getting owned by high level mobs.
    (0)

  4. #54
    Player
    MogBeatr's Avatar
    Join Date
    Apr 2014
    Posts
    27
    Character
    Calvin Knutbruiser
    World
    Cerberus
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Crevox View Post
    You know, this all happened in 1.0, and people complained about getting owned by high level mobs.
    I agree. Only adding more aggressive, dangerous mobs just makes it a pain to travel through areas.
    (0)

  5. #55
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    Quote Originally Posted by MogBeatr View Post
    Players would lure mobs to other players in order to grief them in other MMOs. AS far as hiding mobs that is easy to fix. If the mob takes no damage after a certain time it will de-spawn.
    So MPK was done by moving a mob outside of it's spawn area then dying/teleporting away (losing aggro) letting that mob aggro to the MPK target. So all you need to do is disable to aggro feature until it returns to it's spawn area.

    So only initial aggro pullers suffer the consequences!
    (0)

  6. #56
    Player
    cappy's Avatar
    Join Date
    Aug 2013
    Posts
    17
    Character
    Cinna Mint
    World
    Gilgamesh
    Main Class
    Archer Lv 50
    Nothing around the world is particularly frightening.

    +1 for elements of danger.
    (0)

  7. #57
    Player
    StrumerJohn's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    16
    Character
    Liten Bjorn
    World
    Mateus
    Main Class
    White Mage Lv 80
    Bump. Please make this game a little harder in the open world.... As a mage I shouldn't be able to run around with aggro in high level zones only being hit 83....
    (0)

  8. #58
    Player
    Malamasala's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Lalah Elakha
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    Isn't this most easily solved by adding "Dangerous adventure leves"?

    People who don't care can play as usual. People who want an adventure can pop a host of enemies that will near one-shot them on their trip between two locations.

    I'm sure there could be a reward on top of it as well. Like gil, titles or venture coins.
    (0)

  9. #59
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by MogBeatr View Post
    I think it will be difficult to bring back that sense of adventure because of how the genre has evolved. Death has no serious repercussions nowadays. A player doesnt have to worry about ever losing his gear. No need to get back to your corpse before it de-spawns or before someone else grabs it.

    In some past MMOs there were places you did not go alone. Not because of mobs but because of other players. There was safety in numbers and it made those games more social. I'd like to see more of that type stuff but I think the majority would find it too stressful.

    This isn't the case. Personally I've never played a game where you lose your gear upon death (was this an XI feature or something?), and they've still had some awesome exploration. Even in the dreaded WoW exploration was great. Lots of variety, fully open world, enemies you could actually get useful loot from by killing, random high level rare-spawn monsters in areas called Elites I think where you had to be a bit higher level, or with 2 people to take down, but they dropped something good.
    (0)

  10. #60
    Player Virgil's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Virgil Cesius
    World
    Ultros
    Main Class
    Marauder Lv 51
    Sense of adventure? Dohohohohoho! Ahahahahaha!

    There isn't any.
    (2)

Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast