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  1. #101
    Player
    Spawnie's Avatar
    Join Date
    Aug 2013
    Location
    queensland
    Posts
    2,207
    Character
    Spawnie Lionheart
    World
    Odin
    Main Class
    Bard Lv 80
    yesh they should make maps difficult but they also shouldnt focus the whole game purely on group content, ive played games where u needed atleast 2 more people on starting map just to clear quests n kept that way through the whole game lol personally sometimes i like to do my own thing in games n not have to rely on others for everything
    (1)

  2. #102
    Player
    Asierid's Avatar
    Join Date
    Sep 2013
    Posts
    359
    Character
    Saerin Zei
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Dunno what all the complaining is about. It will be like it is now:

    We hit max level.

    Outgear all the content.

    "Group open world" stuff becomes solo due to the gear levels.

    Enjoy. It won't be challenging at the end anyway.
    (2)

  3. #103
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Spy View Post
    Personally I'm SUPER HAPPY that they're finally bringing actual DANGER to the world. I'm a lover of exploration, and yet, with no threat of anything, it's almost as if they may as well not put monsters there at all...Sneaking around dangerous enemies, hell even dying to some, led to some super fun times with my friends and I XD

    Here's an example of what it was like in Mor Dhona back in 1.0
    I also remember the servers in 1.0 also being pretty empty...

    So... what you're saying is you want empty servers that appeal only to your sense of danger, ok.

    Quote Originally Posted by Asierid View Post
    Dunno what all the complaining is about. It will be like it is now:

    We hit max level.

    Outgear all the content.

    "Group open world" stuff becomes solo due to the gear levels.

    Enjoy. It won't be challenging at the end anyway.

    They didn't need to make monsters 'more difficult'.

    Even in 1.0 most the monsters could be leashed if you ran far enough. Monsters that were 'dangerous' were so ridiculously over your level they could kill you in one shot at max level. So that sort of argument is pointless.

    At Level Monsters should function like FFXI's mobs - Decent challenge. Meaning depending on your class and build, you could take them in chains, but too many could kill you quickly.

    The biggest problem with ARR's mobs is their horrendously short leash and agro range. That's what I want to see fixed. Not make it impossible or highly improbable to solo in the open world.
    (1)
    Last edited by Hyrist; 05-22-2015 at 09:41 PM.

  4. #104
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    When it comes to this change, I'll say what I said in a previous post:

    "I love that they made the monsters in areas harder. When monsters on a map aren't a threat, they become an annoyance; and I don't like being annoyed when I play... I like being challenged!"
    (16)

  5. #105
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Coltvoyance View Post
    When it comes to this change, I'll say what I said in a previous post:

    "I love that they made the monsters in areas harder. When monsters on a map aren't a threat, they become an annoyance; and I don't like being annoyed when I play... I like being challenged!"
    If they become an undesired obstruction to the goal, no matter what 'challenge' they are, they're going to be annoying.

    If they become such an obstruction that your average player cannot cross it alone, then you've destroyed your game. Early 2000's MMO policies are not intelligent policy in 2015. Hopefully it's just slightly tuned in specific areas. Otherwise, we will lose a chunk of people over this, when we're already going to suffer retention issues due to gating.
    (5)

  6. #106
    Player
    Asierid's Avatar
    Join Date
    Sep 2013
    Posts
    359
    Character
    Saerin Zei
    World
    Gilgamesh
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Hyrist View Post

    Even in 1.0

    At Level Monsters should function like FFXI's mobs
    Good thing this is neither of those games. We can stop trying to use what older games did as a crutch to an argument now, there is a reason nothing is done that way anymore, and XIV is not going in that direction.

    You missed the point where this is what the game has done every single time a new piece of content was added, the same thing will continue to happen because "it makes money". Opinions on 13 year old/dead games don't make money (Specially since 1.0 failed completely and almost made SE go bankrupt since it was SO GOOD apparently).

    So. It will continue to be this way. You will outgear it at max level, the content will become irrelevent pretty damn quickly, and you will like it because $$$.

    Please look forward to it.
    (4)
    Last edited by Asierid; 05-22-2015 at 09:58 PM.

  7. #107
    Player
    Cirgellon's Avatar
    Join Date
    Mar 2015
    Posts
    185
    Character
    Cirgellon Dailemont
    World
    Behemoth
    Main Class
    Archer Lv 70
    You name MMOs where you claim it didn't work but these type of group areas were great in other mmos, like LoTRO before it went completely solo play. These type of complaints ruined that game and now it'so easy that no one likes it.
    (2)
    Last edited by Cirgellon; 05-22-2015 at 10:38 PM.

  8. #108
    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 Reinha View Post
    Dangerous open world is going to very fun to explore ...unless you are someone who is trying it months after it was relevant and everyone is too busy with endgame to come help you get to your objective in the middle of an enemy camp. I just hope it's not required to progress the story >_<
    Months away better equip is out with higher ilevel. If you mean lower than lv 60 then there is still the possibility to get some more levels to make it easier.
    Or just don't pull more than 1-2 enemies. Or ask your Chocobo for help. Also start to learn how sight aggro and sound aggro work.

    Quote Originally Posted by Asierid View Post
    Dunno what all the complaining is about. It will be like it is now:

    We hit max level.

    Outgear all the content.

    "Group open world" stuff becomes solo due to the gear levels.

    Enjoy. It won't be challenging at the end anyway.
    the difference is that it will not be ilevel outgeared the moment it go live (at least for the lv60 areas), but 3-6 months later.

    Quote Originally Posted by Asierid View Post
    ou missed the point where this is what the game has done every single time a new piece of content was added, the same thing will continue to happen because "it makes money". Opinions on 13 year old/dead games don't make money (Specially since 1.0 failed completely and almost made SE go bankrupt since it was SO GOOD apparently).
    Having level 45 enemies as strong as a lv 45 player and not as a lv 40 player was not the reason 1.0 failed.
    (3)
    Last edited by Felis; 05-22-2015 at 11:09 PM.

  9. #109
    Player
    Raist's Avatar
    Join Date
    Aug 2013
    Posts
    2,457
    Character
    Raist Soulforge
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Asierid View Post
    Good thing this is neither of those games. We can stop trying to use what older games did as a crutch to an argument now, there is a reason nothing is done that way anymore, and XIV is not going in that direction.

    You missed the point where this is what the game has done every single time a new piece of content was added, the same thing will continue to happen because "it makes money". Opinions on 13 year old/dead games don't make money (Specially since 1.0 failed completely and almost made SE go bankrupt since it was SO GOOD apparently).

    So. It will continue to be this way. You will outgear it at max level, the content will become irrelevent pretty damn quickly, and you will like it because $$$.

    Please look forward to it.
    1.0 had more/worse problems then level 75 Widowmakers in Mor Dhona or other mobs like them. There were lots of reasons people left the game then, don't even try to pin it's failings on open world aggro.
    (3)

  10. #110
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Making monsters where you can 10-20 at once without risk of death was always bad design in my opinion. The world requires danger to it, has been one of the biggest issues since 2.0 launched, all the mobs just rolled over and let you kill them if you were appropriate level. Honestly you should not be a walking god in a mmo, there should be things in the open world that if you are not careful can kill you even 1 on 1. It is what adds danger to the world.

    I always thought it was a joke that me alone could easily kill 10-15 of the Empires fighters at once in Castrum in Mhordona and this is back in the Darklite days of 2.0. I feel the 1.0 mobs were proportional strength. Not the Lvl 70+ stuff obviously but the lvl 50ish mobs in the bstmen strongholds. You could kill them 1 on 1 ok. But if you linked or agroed 3-4 you were more then likely dead unless you got lucky.
    (5)

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