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  1. #91
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Tupsi View Post
    I must have imagined all the fun people were having when we got to Sky and seen the interesting turn of events where you were pretty much not allowed to use magic in most of the zone as you're in arcane heaven, or Al'taieu after beating Tenzen and seen all the new and (at the time) interesting ways monsters aggroed you and reacted to you. Or In ToAU areas where monsters aggroed the mere fact you weaponskilled near them or used a job ability. So you can't really blame me if the people you were around didn't enjoy the creativity that went into the monsters of the game, especially early on in x expansion's life span.

    Also it was your choice to use the word "majority" because most people I know complained about still aggroing "low level monsters" once the cap was raised you know, the rest of the post you ignored, but that would have killed your personal attack.
    I'm sorry if you find me calling you out on your lies personal attacks, but I'm tired of seeing you repeatedly using misinformation and misdirection to argue bringing back the bad stuff that was in FFXI.

    Woohoo, new agro mechanics in new zones. That was "great" the first time we went through the zone, then it was just a chore. And that's the big problem with you guys wanting these areas full of mobs that can easily kill you, the "fun" you experience the first times through ends very fast and all that is left is an area that is a pain to go through.

    Quote Originally Posted by SendohJin View Post
    everybody i know who plays FFXI has some recollection of their trek to Jeuno for the Chocobo license. nobody likes the constant run to Dragon's Aery.

    we're not asking for the Third Coil entrance to be put in one of these places as an inconvenience to get to other content.
    Then what exactly are you asking for? Because the only way such areas wouldn't be an inconvenience to get to other content is if there's no reason to go to them in the first place.
    (5)
    Last edited by Gilthas; 08-29-2014 at 07:41 AM.

  2. #92
    Quote Originally Posted by Gilthas View Post
    And that's the big problem with you guys wanting these areas full of mobs that can easily kill you, the "fun" you experience the first times through ends very fast and all that is left is an area that is a pain to go through.
    that's also why i personally never said these should be transit zones, they should be endpoints like Natalan and Zahar'ak. people only go there when they want to for a purpose, just like people only end up in Lost City for roulette or an Animus Book.
    (2)

  3. #93
    Player
    Nova_Rox's Avatar
    Join Date
    Aug 2014
    Posts
    303
    Character
    Eternal Arcadia
    World
    Faerie
    Main Class
    Warrior Lv 80
    I generally find XIV to be too easy. I came in from FFXI so I'm used to harder content, dangerous over worlds and having to build bonds with fellow adventurers to overcome obstacles.

    None of that is really presnt here :/

    Maybe harder content is on the way...but the rest? I can't see it happening.
    (2)

  4. #94
    Player
    subteraneanbird's Avatar
    Join Date
    Mar 2014
    Posts
    362
    Character
    Kurara Mamegano
    World
    Malboro
    Main Class
    Samurai Lv 90
    Here's a big reason I'm against overworld monsters that can splatter you: Death should be able to teach you something. In low levels you learned pretty quickly what level mobs you could hit and survive, even if they were above you. In dungeons you tend to learn how to play as a group, work on mechanics, aggro, etc etc. What do you learn as a level 50 getting squashed by other level 50 mobs that exist in the overworld solely to murder you? Beyond "Welp, can't ever walk into that area". Because that is a lesson we learned at level 1. I don't think it needs repeating.
    (5)

  5. #95
    Player WeiShan's Avatar
    Join Date
    Apr 2014
    Posts
    54
    Character
    Wei Shan
    World
    Aegis
    Main Class
    Gladiator Lv 25
    Tanaka never asked players to teach him how to make fun content,and XI was so memorable & eye-opening.
    same as the UO/EQ devs, these MMOs are art.

    ARR is hopeless. because Yoshi & the devs they do not have a clear idea about MMO design
    (7)
    Last edited by WeiShan; 08-29-2014 at 08:34 AM.

  6. #96
    Player
    Naberrie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    841
    Character
    Inari Silverfox
    World
    Zalera
    Main Class
    Machinist Lv 80
    I would like there to be some danger zones. Right now everything feels too safe. I even walked from Ul'dah to Gridania at level 1 and never once got hit. Was easy. Too easy. The monsters are not exactly monstrous. You hear the aggro sound, hit Sprint and you're fine.
    (1)

  7. #97
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Personally I would adore nothing more then a little challenge brought to the over world. A happy medium balanced between 1.0 and ARR. With 1.0's over world a little too excessive in places with level 90 monsters and one shot kills. while we were tiny level 50's. Versus ARR's system of just, yeah charging through monsters like running through a field of dandilions. My two gil is I would love having monsters brought up more so I will be challenged, I will have to actively dodge and play my class, I will have to be careful. Unlike now where I can stand perfectly still, mashing one attack and not bothering to dodge attacks because I know they can't kill me and always I win the fight.
    (2)
    Last edited by Aylis; 08-29-2014 at 09:30 AM.

  8. #98
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nova_Rox View Post
    I generally find XIV to be too easy. I came in from FFXI so I'm used to harder content, dangerous over worlds and having to build bonds with fellow adventurers to overcome obstacles.

    None of that is really presnt here :/

    Maybe harder content is on the way...but the rest? I can't see it happening.
    Amen. I came from WoW when it was still in its infancy. Back then we built bonds with others when we were faced with dungeons because you just couldn't do them without knowing people. Over time, we made so many friends that we were able to do forty-man raids like Molten Core. We didn't even care that we wiped or if someone went to eat dinner. It was enough that we were there for one another when we needed it. Syrcus Tower may be stimulating in its appearance and music, but there is no joy in playing with strangers you'll never meet again.

    An example of something they could do to get people to group up and know one another would be...
    For relic grind: Make the grind so that people gain double credit on everything for working in teams. Maybe if you do a dungeon for a book with other people on the relic quest, the kill counts against the dungeons the other three people have to do. The same might apply to fates, thus letting four group members keep an eye out on different zones to expediate the process.
    (0)
    Last edited by Fendred; 08-29-2014 at 12:07 PM.

  9. #99
    Player
    Zephyranthes's Avatar
    Join Date
    Dec 2013
    Posts
    301
    Character
    Hilde Everglade
    World
    Tonberry
    Main Class
    Marauder Lv 60
    I'd agree. The only danger in open world right now is when you accidentally bump solo with a Rank A or Rank S hunt mark.
    (1)

  10. #100
    Player
    Volcano's Avatar
    Join Date
    Sep 2013
    Posts
    386
    Character
    Infernia Heart
    World
    Famfrit
    Main Class
    Conjurer Lv 87
    Quote Originally Posted by WeiShan View Post
    Tanaka never asked players to teach him how to make fun content,and XI was so memorable & eye-opening.
    same as the UO/EQ devs, these MMOs are art.

    ARR is hopeless. because Yoshi & the devs they do not have a clear idea about MMO design
    Being hopeless to you is fine, so long as you remember that just because the game is not caterd to your specific needs and wants does not mean devs do not know how to design an MMO< regardless if you realize it or not but the game is doing quite well. so obviously a lot more people don't think the same way. a few people whining "it's not what i want!" is not even going to put a dent in what the game is.


    And don't know if you remember (or know at all actually) is that tanaka was quite hated for what he turned FFXI into. i personally did not care as i was already winding out of the game. but most of the feedback for him was not positive.
    (4)

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