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  1. #121
    Player
    Rak_Boy's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    279
    Character
    Kuro Otaku
    World
    Ragnarok
    Main Class
    Arcanist Lv 60
    I dont want all of the area to be dangerous... at least some spots where something mysterious pop in there with keyitem.. its no fun to autorun through all mobs in this game without fearing death.
    (0)



    Real Life > FFXIV

  2. #122
    Player
    Yamimarik's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,580
    Character
    Marik Destiel
    World
    Hyperion
    Main Class
    Summoner Lv 100
    I'd like to go on the record and say I'm not against more dangerous areas for us to trek through (especially if it's lore oriented yay!). I've just been concerned from a development/usage standpoint on the whole matter. If they did implement areas with more risk than reward, or just pure risk for the sake of risk period, I'm just not sure how that would go over with the entire FFXIV:ARR community, not just us few who want to see it implemented. And if these areas would ever get used except once for map achievements, quests, etc.

    So I'm all for areas like I used to have to go through in XI(nv was a 1.0 player) even if it is just for nostalgia, though one of my favorite zones, especially pre99 cap, was Arrapago Reef. The atmosphere, the sense of danger around every turn, the Lamia and NMs, the trek to get to the staging point, and the MUSIC! ZOMG <3 I spent many hours/days in there learning blue magic.
    (2)

    Signature by: Miste

  3. #123
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Rak_Boy View Post
    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.


    The picture was an event (Atomos event, the end is near), not a regular part of this place

    All what ARR need are some aggro level 30 standing around in level 5 areas and aggro level 70 standing around in lv45+ areas. With ranged attacks.

    (5)
    Last edited by Felis; 09-11-2014 at 06:09 PM.

  4. #124
    Player
    Rennah's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    170
    Character
    J'rhal Tia
    World
    Balmung
    Main Class
    Bard Lv 80
    Ahhhh, I miss the dangerous world too - though from XI, since I didn't get to play 1.0. Others have mentioned the Bogies in XI that would come out at night, and I remember that so well! Running from place to place and hoping like crazy that you didn't run into an undead - or if you did, that could run fast enough. Dying and dying against one I needed to kill on my 30 RDM, bringing a friend out to help only to die some more, then the feeling of accomplishment when we finally brought it down...stuff like that's just fun, to feel satisfied because you've made it through somewhere, or managed to bring a certain monster down.

    On that note, I also really, REALLY miss the slow boat rides. Why can't we have them as alternative options? Instant airships and ferries for the impatient, with long-route options on set timers for those who want that. Maybe with exclusive fish, to entice people to ride? There's no reason we can't have things for the gamer who likes to step back and enjoy the world -and- the current method for those who want to rush it.
    (5)

  5. #125
    Player
    Millerna's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    632
    Character
    Millerna Astor
    World
    Phoenix
    Main Class
    White Mage Lv 100
    Quote Originally Posted by BobbinT View Post
    Now that current ARR has WHM unable to AOE regen anymore, tweaks were made. Now the poison fumes completely gone, in a way though. Fumes still exist, but as part of 1st & last boss attack which will later on force players to eat fruit to nullify that bad status.
    Ever heard of Medica2?

    Tweaks were made to make it less annoying for healers, not because of 'no more AoE regen'
    (0)

  6. #126
    Player
    Rak_Boy's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    279
    Character
    Kuro Otaku
    World
    Ragnarok
    Main Class
    Arcanist Lv 60
    For ppl who says they dont need harder zones; then we dont need agro mobs .. as we can go through all of them without a problem.


    I'm asking for more challenging area's where fun can lie while adventuring
    (3)



    Real Life > FFXIV

  7. #127
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    This game could definitely benefit from open-world dungeon and "Valley of Death" zones to provide group content and challenging solo content outside of duties.

    Of course, since the reward system is almost entirely about completing instanced content, they'd have to give new monsters attractive loot tables and/or kill quests to make people want to use the open-world content.
    (1)

  8. #128
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    The "theme park" analogy is a nice idea. But FFXIV is more than a theme park, it's also virtual world. When I think of a true theme park MMORPG, I think Destiny nailed it. There's no true open world in Destiny, you select what you wanna do and you're whisked off to do it. In FFXIV, the theme park stuff was fully contained in the duty finder until recently. Look how much attention (positive or negative) the few open world activities that were added have gotten.

    That's a place where Yoshi could stand to update his design philosophy. If the open world is nothing more than a conduit between different attractions in your theme park, then there's no reason for it to exist beyond cosmetics. It might as well just be a map screen with a menu overlay. But I would much rather have an open world that makes me have to pay attention to where I'm going and what's around me rather than simply charging through everything with complete abandon on my chocobo and getting through with nary a scratch.

    And if I wanna avoid that kinda stuff, that's why we have Aetherytes.
    (6)
    Last edited by Eekiki; 09-24-2014 at 03:46 AM.

  9. #129
    Player
    DakkonBriefs's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    51
    Character
    Dakkon Briefs
    World
    Excalibur
    Main Class
    Lancer Lv 70
    +Dangerous Night time (poltergeist, wight, bogy, and skeletons etc)
    +Dangerous zones (lvl 70-99+lvl monsters, like in 1.0-1.23)
    +Dangerous Beastmen Strongholds (like in 1.0-1.23, or even more challenging)

    making night and day have a different feel than just lighting would add some flavor to the game

    or another kind of dangerous zone .....(pvp enabled)^_^ it would be nice to get at least 1 zone with it

    --
    on a side note~

    Also, Yoshi has mentioned a few times that they plan on having Roaming primals at some point but hasn't figured out how it will work into the story yet.

    If they did something like making the beastmen strongholds larger/more challenging. Then have the primals spawn from the crystals in each beastmen stronghold and let them roam. I could see this making these areas very good endgame farming areas.

    It will be interesting to see what they end up doing.

    I love getting lost while adventuring and getting in and out of tough areas, but there are none to be found in the current open world. I do think this will change in the expansion, now that the base game is set up, larger and better zones are just on the horizon.
    (3)

    Dakkon - Shiva - FFXI
    Dakkon Briefs - Excalibur - FFXIV
    HoCD - Vindicated - Chocobo Knights

  10. #130
    Player
    Kimikryo's Avatar
    Join Date
    Oct 2013
    Posts
    512
    Character
    Kimikryo Torahige
    World
    Balmung
    Main Class
    Samurai Lv 74
    What I REALLY dont understand

    At the end of 1.xx all of us Warriors of Light were banished to come back once we are needed again (ARR)

    During that time, Eorzea was in shambles. Beastmen took places that were inhabited by Eorzeans. Dragons became a more prominent problem. And ALOT of unruly things that would make EVERY OTHER PLACE more dangerous than before, not a petting zoo.

    Good examples. With Cataclysm in WoW, something similar happened. Areas that were easy traverseable as low level now were dangerous, some even the most dangerous areas of the game. Anyone knowing the game will know how the Barrens, changed. And here the heros of the realm were not gone for 5 years, it happened "over night".

    You might say, that they planned it to be more casual. But hey even in Solo FFs certain areas, that were before teeming with low level critters, suddenly became dangerous even for good equipped parties, and they were must traverse areas for the story.

    Yes, I want Zones to have more danger to them. A friend of mine made it without death from a starting city to mor dhona. As level 5.

    With the add on latest, please give eorzea, its bite back.
    (4)

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