I'm confused. They said you'll only be able to take on 1 mob at once, skilled players will be able to take on more than 1 at once. Why is this bad? Also, did people forget about the Chocobo companion? You're never actually alone.

I'm confused. They said you'll only be able to take on 1 mob at once, skilled players will be able to take on more than 1 at once. Why is this bad? Also, did people forget about the Chocobo companion? You're never actually alone.


I wrote this in another thread, but some people are reading this as a a return to mandatory grouping in the outer world in high density mob locations (beastman tribes). The people that don't support that are getting their anger out now and eventually, when 3.0 launches and the mobs are not as difficult and open world parties are not as necessary, the people that support grouping will be getting their anger out then. It's a never ending cycle.
Edit: Not to mention the few that see it as a glimmer of hope for open world exp mob grinding, they may be the most pissed.
Last edited by Omegakiyohime; 05-24-2015 at 01:55 AM.

I really do feel like this will be the case, as sad as it is. But its some sort of difficulty being introduced. Now I understand this is by no means mandatory grouping it should encourage grouping if you want to fight large groups of enemies I forsee. Though only time will tell what will happen and lets just hope that the rage isn't going to be overwhelming. Though I doubt that entirely will be the case.I wrote this in another thread, but people are reading this as a a return to mandatory grouping in the outer world. The people that don't support that are getting their anger out now and eventually, when 3.0 launches and the mobs are not as difficult and open world parties are not as necessary, the people that support grouping will be getting their anger out then. It's a never ending cycle.


Yeah, I'm a bit skeptical as to how "hard" the overall difficulty will be and more importantly, how "hard" the areas will stay. We'll see soon, I guess.I really do feel like this will be the case, as sad as it is. But its some sort of difficulty being introduced. Now I understand this is by no means mandatory grouping it should encourage grouping if you want to fight large groups of enemies I forsee. Though only time will tell what will happen and lets just hope that the rage isn't going to be overwhelming. Though I doubt that entirely will be the case.
Last edited by Omegakiyohime; 05-24-2015 at 02:06 AM.


It's kind of funny that people often complain about just the *idea* that ffxiv could get a bit harder.
Games like Dark Souls, for instance, are quite popular. This game is as far from Dark Souls as a game like Hello kitty online. It's never going to be really hard at all.
Everyone can relax. Yoshi-P should put the words: "Don't Panic!" in big friendly letters on the expansion's box cover, just so we know everything will be fine.
Well... this game exp isnt based on a mindless grind of the same mob camping out at a small zone of a big map.
So making each individual mob competent might be fun.
I remember waltzing through East Shroud's Sylphlands as a lvl 40 some job for the Hunting Log, had to be on my toes and taking on more than 1 was out of the question.
The problem is that everyone has misunderstood what Yoshi was saying.
No-where did he say that we would be forced to group up to kill things. Only that doing so would make it easier/safer, kind of like ... Right now?
Currently, an overworld mob of like level to the player has around 20% of the players power, If that.
Overworld mobs are literally non fatal. Except if you're afk, and then only because you get hit with the red markers.
What Yoshi is proposing is that mobs will have 75% of the players power.
Remember when he said that one mob on its own will be fine, but if you pull two at once, you better bring your A game?
Thats all he means. That individual mobs will be closer to a players power than they are currently.
One mob? Easy.
Two mobs? Hope you're good at your Job.
Three mobs? Probably better off running. Could use some big cooldowns to survive though ...
Four mobs? You're gonna wanna run.
That is healthy for the game, believe it or not.
It instills a sense of danger in your surroundings, forcing players to develop awareness or get pounded into the mud by wandering patrols.
Having strong mobs allows them to create zones within the field that encourage grouping while at the same allowing solo players to challenge it too.
Imagine for a moment coming across a fortified Beastman camp. Patrols everywhere, linked packs but also some safe corners.
Careful pulling and positioning will let a savvy solo player clear the zone, or you can shout out and see if anyone wants to join in.
Place rare/boss mobs with interesting drops and skill sets (Even if those skills are just renamed player skills) that are challenging (using the FATE/Hunt scaling) for anyone who manages to reach it.
Have said mobs on a totally random spawn timer and can spawn anywhere within the camps.
Open world dungeons technically, Now that i think about it, lol.
Side note: Wildstar failed due to its complete lack of working endgame on release. Not to mention numerous bugs in all levels of play and unbalanced/broken classes.



Sadly the real issue seems to be people only want a challenge when they are able to carried through it. All the renown, glamour armor, bragging rights bought and achieved with the path of least resistance. Why else do we have threads about Ninja's crying over positionals? Just look at the MB's and the materia sell/buy rate, can anyone one really believe all those coming back to the game they quit were able to suddenly afford all the infusions needed for an all in one shot Relic? What of the shouts in Mor Dhona, PF request with "T whatever clear, must know fight, have two zetas, ILVL 130," If you need the clear you obviously don't know the fight and want to be carried through... you, just, admitted, this...
"I don't have time and must speed run through content to complain about how bored I am!" We are playing a Massively Multiplayer Online Role Playing Game... i'ts not supposed to end for a damn good long time. We treat each other horribly to justify our superiority, but the moment we are called to prove our amazing epicness in both skill and knowledge of the game? We cower, complain, rant, and rave. " No fair, not cool, my awesomeness is in jeopardy!" "How dare the programmers make me group for content in a fantasy game to advance through the open world!"
The theme of FFXI was bonds, take a moment before disregarding this statement to understand what that means. The pedigree of the franchise is built around such lofty ideals, these ideals translate to other aspects of this series. Those ideals are what salvaged this game from 1.0, the very same ones that are carrying this game into 3.0. Why would we want to argue a possible change that could introduce some way to create those same bonds with in our servers, with in our communities?
We at least deserve the chance to see if could be successful, should it not work they'll simply readjust the monsters in the appropriate areas, they'll simply change a configuration, hobble, blind, maim and cripple all those scary things that we wont face alone, and we'll have our safe passage back. No fear of what may be around the next corner, no chance prove to our boast of being skilled at our chosen main jobs, and most importantly those that use bot programs wont have a fear they wont reach their quotas.
Last edited by Alacran; 05-24-2015 at 02:30 AM.
Well, the reason I believe the monsters in the ARR zones are as weak as they are is because ARR was meant to save the game from breaking down, or not? I mean, they were focused more on easing up the lvling of the player and had so little things they could really work too much indepth that even the maps in ARR ended up the size they ended up with :/
Now that the game has reached this much successfulness they are working up on rising the difficulty up a notch.
We can look at the 3 cities and their areas in ARR as the "safe training grounds" of some sorts, and now look at the Ishgard lands as the "entrance to wild dangerous zones". This same happens in many MMO.


I think this is a great assessment. Think about it people. A black mage will be able to kill one mob right? On their own? Why can't they take on 4? Sleep the other three, nuke them down one by one. Oh wait they do that now do they not? So I don't think it will be much harder than it is now. Furthermore what gear level do you think they will require in Heavensward? At 50, a fresh 50 has ilvl 50,55,60 gear on. So do we know for a fact we'll need 100+ in the first areas of HW? Stuff that is hard for a ilvl55 is a breeze for someone in 100.
Players like a challenge, they just don't know it. That's the real point. They'll adapt like I said. They don't want someone like me teasing them after I got through. They might complain on the forums, but let it fall on deaf ears. Or just silence them with a moderation.
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