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  1. #61
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    I think there is a big difference between "let's design lucrative, dangerous areas into low level zones and have dangerous but avoidable roaming threats" and "let's have a buncha deadly level 40 monsters with aggro on the way to some poor level 10 chump's next story quest."

    Xenoblade Chronicles is a good example of this. The game is basically built like a single-player MMO in zone structure, has a basically linear zone level curve, but each zone past the tutorial has all kinds of things like side-caves full of level 99 monsters and goodies, giant roaming high level enemies you can avoid, neutral mobs who are way stronger than you, etc, etc. Some of them might be "Big mom" monsters chain aggroed to nearby low level monsters.

    These types of enemies and areas aren't pointless challenge - they add variety and flavor to zones that would be otherwise be disposable stepping stones that you need to be X levels tall to enter.

    ARR would benefit greatly from zone design that incorporates this - and honestly, it already tries to be there. Unfortunately, all those level 45+ side caves full of beastmen and imperials tend to be both pointless to enter and overwhelmingly trivial for any level 50 player.
    (3)
    Last edited by Krr; 08-29-2014 at 06:05 AM.
    video games are bad

  2. #62
    Quote Originally Posted by Yamimarik View Post
    Well see the problem is, you're banking that everyone (not just some) think exactly like you and will want to go there over and over for something. Gatherer's already can get by strong enemies by stealth, NIN will be introducing some type of stealth as well, see people will always find a way around this, and find the easiest route possible to get this done, or not visit it at all but once to either finish something up there or just to check it out. I'm not saying everyone would go this way, but some if not most will.
    i'm lazy i wouldn't even go there all the time. but if something like Peacock Ore can only be obtained by an NPC inside one of these areas, people who want to make some gil can go there buy it and sell it on the Market Board at a mark-up to save us lazy people the time.

    if the nodes spawn in a narrow area/room with mobs you can't stealth and still gather.

    if you get a treasure map that spawns in there will you really not go in? especially if there's a minion that can only be found in that chest?

    well the less people that go the more gil you can sell it for. supply and demand, nothing wrong with that.

    if an S Rank window is open and you have to go in to spawn it, you think there isn't someone on the server that will make the trip?

    Quote Originally Posted by Yamimarik View Post
    Like I said I'm not against it, but gating content behind hard enemies/areas for the sake of having hard enemies/areas really isn't the best development plan most likely, though I could be wrong. Just a thought.
    the main reason i want it is for the lore and feel of the world, why does anyone fear the Garleans and Beastmen if they are all pushovers, i can ride my bird straight through their strongest areas by myself and not die.

    i want to see an Ixal Castle that can kill random adventurers if they venture in alone.
    (0)

  3. #63
    Player
    ValVae's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    80
    Character
    Khal Amari
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I'd rather have dangerous areas to traverse than have to deal with the 'Heavy' debuff EVER AGAIN
    (4)

  4. #64
    Player
    Yamimarik's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,580
    Character
    Marik Destiel
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by SendohJin View Post
    i'm lazy i wouldn't even go there all the time. but if something like Peacock Ore can only be obtained by an NPC inside one of these areas, people who want to make some gil can go there buy it and sell it on the Market Board at a mark-up to save us lazy people the time.

    if the nodes spawn in a narrow area/room with mobs you can't stealth and still gather.

    if you get a treasure map that spawns in there will you really not go in? especially if there's a minion that can only be found in that chest?

    well the less people that go the more gil you can sell it for. supply and demand, nothing wrong with that.

    if an S Rank window is open and you have to go in to spawn it, you think there isn't someone on the server that will make the trip?



    the main reason i want it is for the lore and feel of the world, why does anyone fear the Garleans and Beastmen if they are all pushovers, i can ride my bird straight through their strongest areas by myself and not die.

    i want to see an Ixal Castle that can kill random adventurers if they venture in alone.
    As far as gatherer's not being able to stealth, most will not go there then. Gatherer's jump on those classes to do 1 thing, and that is gather specific items they want/need. If they are constantly forced to either A.)Avoid enemies with the risk of dying even when stealth, or B.)Forced to keep swapping between DoW/M back and forth they'll just simply not bother, plus it would be wrong to gate content for gatherers they can hardly gain access too, all for the sake of lore/having hard enemies/areas.

    If they can tie in a reason as to way an area is so hard into the lore, I welcome that, I'm very much a lore buff myself, and it's the main reason I even play FFXIV:ARR is for the wonderful storyline we have thus far. I just still think (again solely my opinion, that I know of) gating content behind hard enemies/areas for the sake of it, won't be worth the developers time who got stuck with doing that in the long run, as opposed to them making meaningful content everyone can enjoy and have access to at least.

    Again my opinion, and I gladly accept and see your outlook on the situation as well.
    (2)

    Signature by: Miste

  5. #65
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Kind of like the Beastmen strongholds from 1.x - If you strolled into em casually and no one was leveling, you will die. No ifs ands or butts unless you can magically make it to the tether point where there will be plenty more hungry beastmen and animals waiting to eat you.

    You also had the ability to claim items from overworld treasure chests inside them. Compared to ARR, you can casually stroll into the beastmen lairs and wonder why they even exist. I get it that dalamud is no longer a threat but uh.. you would think some section the beast tribe call home that you just invaded would be...a bit more dangerous. It's almost like running outside of the main cities with reskinned marmots.
    (2)

  6. #66
    Player
    SevenHeavens's Avatar
    Join Date
    Nov 2012
    Location
    LL
    Posts
    181
    Character
    Sevenna Sigil
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    remember the forest you had to cross in 1.0 to fight the moogles?

    that forest was scary
    (3)

  7. #67
    Quote Originally Posted by Yamimarik View Post
    As far as gatherer's not being able to stealth, most will not go there then.
    nothing wrong with that though, just makes more money for the people who will. if the only way to get something like Thavnairian Onion Seeds is in there, someone will go.

    Quote Originally Posted by Yamimarik View Post
    Gatherer's jump on those classes to do 1 thing, and that is gather specific items they want/need. If they are constantly forced to either A.)Avoid enemies with the risk of dying even when stealth, or B.)Forced to keep swapping between DoW/M back and forth they'll just simply not bother, plus it would be wrong to gate content for gatherers they can hardly gain access too, all for the sake of lore/having hard enemies/areas.
    the thing is (B) doesn't even work. you can't kill it by yourself. you have to go with a party and you can make one with Party Finder or you can get your FC to go. if someone has a Rank 10 Chocobo they want to level up, they will want to go.

    making people traverse the zone together is part of the content. why would this be considered gating content but a dungeon like Hullbreaker isn't?
    (1)

  8. #68
    Player
    SevValen's Avatar
    Join Date
    Aug 2014
    Posts
    140
    Character
    Sev Valen
    World
    Brynhildr
    Main Class
    Lancer Lv 50
    Seen this topic come up 9,786 times , that is over 9000 times
    (0)

  9. #69
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,481
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by SevenHeavens View Post
    remember the forest you had to cross in 1.0 to fight the moogles?

    that forest was scary
    Oh geeze, I remember that. Can't believe I forgot that.

    But after people learned the "trick" to get around those one-shotting treants; it became more annoying than scary. I will admit there was an interesting gimmick having to fight the "NMs" there whilst not getting killed by the treant conga line.
    (0)

  10. #70
    Player
    Huntington's Avatar
    Join Date
    Feb 2014
    Posts
    532
    Character
    Dante Huntington
    World
    Shiva
    Main Class
    Marauder Lv 70
    A lot of people don't like how a lot of people equate XI to XIV and it's understandable when they're completely different by this point in time, but XIV is a successor to it in a way. It's SE's attempt at a next generation MMO updated to newer standards, with some things taken from XI to remind us of it and to hopefully emulate it's better traits properly.


    The issue most people are forgetting is that I myself in my personal thoughts, still find XI a magical and more...illustrious place to explore. The world, even though it has been added to and updated countless times, still has more majesty and danger to it than XIV ever did for me. My first moment of being actually scared of something in XIV? Me seeing an Adamantoise outside the gates of Ul'Dah, just because I knew how dangerous they were in XI. After that, the only things that I didn't want to fight out of fear or hesitation were the EX Primals. No other monsters or creatures made me want to reluctantly try and avoid them, I gladly aggroed things just for the opportunity of slaughtering it and laughing at how it thought it could take me in a fight, because nothing feels dangerous.

    XIV lacks this, and it's because of the more heavy user-base of more Casul players. The louder minority is not always the more correct group as they say, they're just more vocal. I wish XIV had more danger and excitement to it in that form. Because yes, I remember the times when I was trying to go through Valkurm Dunes or something else, and an undead at night caught me and rampaged me. Pissed me off, but it taught me to have a more cautious and safe approach to how I explore, and with no mounts besides the incredibly hard to acquire Chocobo, walking on foot was basically all you had most of the time. And this made the game feel larger and more interactive because Travel wasn't easy. When Home Point teleporting became available, it instantly felt more like XIV, and I'd almost bet that they made that happen simply so people from XIV would try and go play XI for awhile and make them more money.

    All in all, this game is fun to play sometimes, but it in the end makes me want to play XI again, because I've played both a lot for awhile now, and XI still feels unique and special, whereas I just get on to do daily stuff, and weekly things in XIV, then wonder what I can do for the rest of my time there.
    (0)
    Quote Originally Posted by Megido View Post
    haha, this guy

    There are weird people, noobs, and then there are weird noobs. Huntington you are the super rare one-person-a-forum weird noob, made HQ by using low grade materials.

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