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  1. #11
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by kyuven View Post
    Then you can't HAVE open world raids without them being zergs, because the moment you limit how many people can engage the mob, it ceases to be an open world raid. It becomes the same as an instanced raid, just without the actual instance.
    and seriously, zerging WAS the tactic used for most open world fights in old games. They all just had something to deal with zerg tactics (AOE damage, AOE status effects, adds, etc.)
    Unless you use the leve system, at which point you may as well just use the instance system since you'll run into the additional problem of 8 different raid groups in the same small area fighting huge mobs, or waiting in line to fight huge mobs and lagging each other out.
    Actually believe it or not the S rank bosses DO have tactics to them along with abilities that make them pretty interesting fights...it's just players CAN take the Zapp Brannigan approach so they WILL take the Zapp Brannigan approach.
    And again this always happened in old EQ1 raids. I remember a Grummus raid where there were over 100 people being thrown at it to kill it. In fact most of those fights were no different than slightly scaled up versions of our S ranks, just usually with a lot more HP and/or attack power.
    Unless you just want the competition added, which is precisely the reason instanced raids were created in the first place.
    Not really.

    A raid would just be a really powerful guy that wanders a tough zone. Which up to 2-4 groups of players can fight at once. Other players are locked out until they are defeated or the boss is defeated, usually the players are defeated. I don't consider fights that you can bring 100-1000 players fun, nore challenging. Your just beating at a giant dudes hp until it reaches 0 and swarming it.

    Like Avatars in Everquest 2.
    http://eq2.wikia.com/wiki/Category:Avatar

    I know you dislike competition, but please actually try and "read" what i'm saying.


    Before they implemented locking encounters stuff like that could be crazy, and locked encounters make said encounters 100x more rewarding.

    Here is what you seem to want.
    https://www.youtube.com/watch?v=qY2gy6crSLU

    It doesn't have to all be that hard either, there can be zone bosses that are as hard as ones in World of Darkness, that wander around and can be challenged. Except they can be far more challenging when they are fought in the open world where you can get adds.

    If you don't level lock encounters, and more then 4 groups of players challenge a boss, NOBODY SHOULD GET LOOT. You honestly don't deserve it, you zerged it so much you destroyed whatever value that creature had to it.



    Fates in this game are absolutely boring, and static. I wish they would scrap them and change them to be more like RIFTs in RIFT where if you don't deal with them they can take over cities and shut down teleporting and lock down quest areas. People are SO afraid of dynamic content or having to actually.. *GASP* Talk to other players!



    Yes, as the person below me said. To get to said hard bosses you would also have to fight your way through a hard place to even have a chance to engage them. If you fail, sorry. You have to go through that place again.


    Locking Encounters means a chest will pop and actual GOOD loot will be in it! =D
    (3)
    Last edited by Nektulos-Tuor; 05-24-2015 at 04:11 AM.

  2. #12
    Player
    Wobi's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    621
    Character
    Aria Erabith
    World
    Malboro
    Main Class
    Miner Lv 100
    Raid would entail entering a place and fighting your way to a boss. I'm all for open world content but I hope they learn from the example of FFXI and implement some sort of anti-botting tactics. Anything worthwhile will have stiff competition and in order to keep the value higher the respawn time or respawn conditions will need to be longer. They did this is a bit in 1.0, the respawn rate was fairly quick but on the flipside the drop rate was low.

    Many of those NM's are now fate bosses.
    (2)
    Just your friendly neighborhood elezen

  3. #13
    Player
    Sakuraluna's Avatar
    Join Date
    May 2014
    Posts
    1,771
    Character
    Malfoy Fleurentine
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    It would be nice to have a BCNM-type system, and/or a system similar to sky or sea, but a lot of the open world content in XI most probably wouldn't fit well in XIV. Two very different games, two very different game designs.
    (0)

  4. #14
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    I think Force Pop NM aka Fraction Leves returning would be a good way to do it. For those who didn't play 1.0...fraction leves were special NM leves that spawned difficult NM for your PT to fight. It could only be targeted and fought by your party (like treasure maps) so I think that would work quite nicely in FFXIV. The rewards they dropped were very good too! Not just glamour stuff or points to buy glamour things >.>;
    (0)

  5. #15
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
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    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Iromi View Post
    I think Force Pop NM aka Fraction Leves returning would be a good way to do it. For those who didn't play 1.0...fraction leves were special NM leves that spawned difficult NM for your PT to fight. It could only be targeted and fought by your party (like treasure maps) so I think that would work quite nicely in FFXIV. The rewards they dropped were very good too! Not just glamour stuff or points to buy glamour things >.>;
    But then it doesn't really run any risk, and is easily bot-able. It also has no competition, so the rewards will be less-so then fighting for it.

    It sounds good on paper, but it makes the world seem fake and boring and simply not dangerous.

    I for one, never really did leves because they were not fun to me. However a "lockout system" like the Leves have would be great for the first group that pulls said mobs so nobody else can interfere with the fight. However they should be able to watch.


    Due to daily limit, I will respond here...


    Quote Originally Posted by kyuven View Post
    Then why not instance it, and let everyone take their chances?
    This is the mentality XIV's developers take.
    What *I* want is limited overworld raid encounters that drop currency. kinda like what already exists. Use the leve and FATE systems for overworld, use instances for large encounters

    "Entering a tough zone"
    We do that. In instances. Every coil except 5, 9, 12, and 13 have had tough mobs you have to go through to get to the boss. The three towers are the same way. Hell dungeons are the same way.

    What i'm getting to is this: You're suggesting a whole new system to replace or supplement something that's already doing that job better. You're actively suggesting something that created so much drama in other games, that when newer games were released, they specifically advertised that they wouldn't be using that system.
    In fact everything you've described describes instanced raiding to a T, with the only difference being "happens in the open world." Why create more problems such as lag issues and severe, justified, complaints. There are already complaints over S and A ranks and those reward participation, I don't think you can fathom the complaints that would arise when a mob can actually be stolen.
    It's funny you bring up those avatars. See, EQ2 took a different tack than its predecessors. They had instanced non-instanced dungeons and raids, and sometimes they were the same mob. The non-instanced version was FAR harder, to the point only the best of the best that had already killed the instanced version could kill it. The Avatars were like this.
    Nowadays? The instanced dungeons take vast precedence over the non-instanced ones. Just because other games have it doesn't mean it was a good idea.

    And you talk about level locking. That's the FATE system. It already exists.
    What I'm gathering you want is something like Angra Mainyu spawning as a FATE boss in Northern Thanalan. Well, they kinda tried that. His name is Gorgimera. How often does he get killed?
    SE has shown they're VEHEMENTLY against having "valuable" loot drops off open world mobs. Even the stuff from leves is worse than what you can get from dungeons. Ever think this was an intentional design choice?
    I am sure you like that boring content, where mobs are ready in a safe zone for your little guilds and groups to do. I am sure you like static content you just need to study a massive test for. There is already plenty of content for you! However, I am different. I like competition, I like my heart racing, I like not always getting what I want and I like fighting things in different places.

    I like high risk, high reward content. I don't like going into little safe instances where the boss is ready for me to kill it. That content bores the frik out of me.

    https://www.youtube.com/watch?v=VaDvVgrMmcs
    https://www.youtube.com/watch?v=UQPuwtT8Ypo

    This is the content I like to do, especially in dangerous dungeons (shared) deep within them! Yes they wiped! Its a very hard encounter.

    I don't care what they are against, honestly they have changed a lot of how they used to be. They are finally opening up to Open World.

    This games open world, is a TOTAL joke.

    These days, its all about handing everyone a gold metal. I hate that.

    The non-instanced Avatars also dropped loot the instanced ones did not, the loot is the difference between ilevel 80 gear and ilevel130 gear in power.


    Quote Originally Posted by kyuven View Post
    Did you ever actually play the games you're linking to? Cuz I did. Many times over the years. You know they moved AWAY from the model of open world raiding?
    In fact most games do. Why? For the reasons I stated.
    This isn't those games. This is FFXIV. Difficult content is going to be instanced so as to not impede in any way the progression of other players. Can you imagine if every static on your server went for the same mob? Look at all the complaining that happens when people miss a hunt. Now amplify that.
    It is not worth it to SE to develop something that is going to generate that level of animosity when instanced raiding works just fine. Hell even WoW doesn't do it, and their development team for vanilla was actually AIDED by old EQ1 raiders. Even the people DOING the old content hated the way it was handled.
    Maybe this game isn't for you if you like the cutthroat attitude of other games.

    And you do know 99/100 raids in those games had "safe spots" where people pulled them? Hell the videos you linked were fought in safe areas. Even if the area to fight wasn't safe, people would camp out in safe spots until they were ready. In what way is that different from sitting in a bosses' room buffing up before engaging? It fundamentally isn't.
    My character is almost 9 years old with 1.5 years of "TIME PLAYED", so I suppose I did play "a little bit" miss.

    Now, those games because they got away from what they were, going to what modern games call "fun" they are DEAD. The game is a total ghost town now because nothing is as fun, competitive and cool as it used to be. Nobody stands out anymore, nobody achieves anything because everyone can achieve everything.

    Why do you think emulators and progression servers are so popular? EQ1's recent progression server has more people playing it right now then other game's servers. People "MISS" that kind of partying and encounters because it is what made people seem special, people are not special anymore.

    For "The Hero of Light" you sure feel like a number instead of a hero.

    People complain, about EVERYTHING.

    FFXIV's Instanced Combat is the best in the industry right now. However, it has the worst open world content I have ever seen in an MMO besides ESO, which has no real open world. Now that the games I played are moving towards instanced content and other games do it better those games are now DEAD.
    (2)
    Last edited by Nektulos-Tuor; 05-24-2015 at 04:57 AM.

  6. #16
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    an open world raiding content could work like the one FATE in South Shroud with the bandit camp. It have to be just bigger.

    Quote Originally Posted by Nektulos-Tuor View Post
    But then it doesn't really run any risk, and is easily bot-able. It also has no competition, so the rewards will be less-so then fighting for it.

    It sounds good on paper, but it makes the world seem fake and boring and simply not dangerous.

    I for one, never really did leves because they were not fun to me. However a "lockout system" like the Leves have would be great for the first group that pulls said mobs so nobody else can interfere with the fight. However they should be able to watch.
    Your competition can be the timer

    https://www.youtube.com/watch?v=QLB1F6gIIHk

    Also faction leve cost faction point that you get from farming many normal battle leves
    (1)
    Last edited by Felis; 05-24-2015 at 04:45 AM.

  7. #17
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    snip
    Then why not instance it, and let everyone take their chances?
    This is the mentality XIV's developers take.
    What *I* want is limited overworld raid encounters that drop currency. kinda like what already exists. Use the leve and FATE systems for overworld, use instances for large encounters

    "Entering a tough zone"
    We do that. In instances. Every coil except 5, 9, 12, and 13 have had tough mobs you have to go through to get to the boss. The three towers are the same way. Hell dungeons are the same way.

    What i'm getting to is this: You're suggesting a whole new system to replace or supplement something that's already doing that job better. You're actively suggesting something that created so much drama in other games, that when newer games were released, they specifically advertised that they wouldn't be using that system.
    In fact everything you've described describes instanced raiding to a T, with the only difference being "happens in the open world." Why create more problems such as lag issues and severe, justified, complaints. There are already complaints over S and A ranks and those reward participation, I don't think you can fathom the complaints that would arise when a mob can actually be stolen.
    It's funny you bring up those avatars. See, EQ2 took a different tack than its predecessors. They had instanced non-instanced dungeons and raids, and sometimes they were the same mob. The non-instanced version was FAR harder, to the point only the best of the best that had already killed the instanced version could kill it. The Avatars were like this.
    Nowadays? The instanced dungeons take vast precedence over the non-instanced ones. Just because other games have it doesn't mean it was a good idea.

    And you talk about level locking. That's the FATE system. It already exists.
    What I'm gathering you want is something like Angra Mainyu spawning as a FATE boss in Northern Thanalan. Well, they kinda tried that. His name is Gorgimera. How often does he get killed?
    SE has shown they're VEHEMENTLY against having "valuable" loot drops off open world mobs. Even the stuff from leves is worse than what you can get from dungeons. Ever think this was an intentional design choice?

    Quote Originally Posted by Nektulos-Tuor View Post
    I am sure you like that boring content, where mobs are ready in a safe zone for your little guilds and groups to do. I am sure you like static content you just need to study a massive test for. There is already plenty of content for you! However, I am different. I like competition, I like my heart racing, I like not always getting what I want and I like fighting things in different places.

    I like high risk, high reward content. I don't like going into little safe instances where the boss is ready for me to kill it. That content bores the frik out of me.

    https://www.youtube.com/watch?v=VaDvVgrMmcs
    https://www.youtube.com/watch?v=UQPuwtT8Ypo

    This is the content I like to do, especially in dangerous dungeons (shared) deep within them! Yes they wiped! Its a very hard encounter.

    I don't care what they are against, honestly they have changed a lot of how they used to be. They are finally opening up to Open World.

    This games open world, is a TOTAL joke.

    These days, its all about handing everyone a gold metal. I hate that.
    Did you ever actually play the games you're linking to? Cuz I did. Many times over the years. You know they moved AWAY from the model of open world raiding?
    In fact most games do. Why? For the reasons I stated.
    This isn't those games. This is FFXIV. Difficult content is going to be instanced so as to not impede in any way the progression of other players. Can you imagine if every static on your server went for the same mob? Look at all the complaining that happens when people miss a hunt. Now amplify that.
    It is not worth it to SE to develop something that is going to generate that level of animosity when instanced raiding works just fine. Hell even WoW doesn't do it, and their development team for vanilla was actually AIDED by old EQ1 raiders. Even the people DOING the old content hated the way it was handled.
    Maybe this game isn't for you if you like the cutthroat attitude of other games.

    And you do know 99/100 raids in those games had "safe spots" where people pulled them? Hell the videos you linked were fought in safe areas. Even if the area to fight wasn't safe, people would camp out in safe spots until they were ready. In what way is that different from sitting in a bosses' room buffing up before engaging? It fundamentally isn't.
    (5)
    Last edited by kyuven; 05-24-2015 at 04:48 AM.

  8. #18
    Player
    Cakekizy's Avatar
    Join Date
    May 2015
    Posts
    366
    Character
    Cakeny Soulreaver
    World
    Ultros
    Main Class
    Paladin Lv 55
    Raids in EQ were open world and non-instanced. 100+ people would zerg Naggy and only one group in there would get any xp or reward from fight, no thanks to that again.
    (2)

  9. #19
    Player
    Firesped's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Celeste Firesped
    World
    Balmung
    Main Class
    Archer Lv 80
    Just to point out, I am not talking about the HNM system that isn't even in FFXI in the form it was. I am talking about zones like Tu'lia(sky), Lumoria(sea/moon?),Abyssia(alternate reality), Escha(emptyness), where players go into a free roam zone and fight content to better their characters.

    I'd like to see entire zones of end game monsters that the players form into group to challenge. It would be free roam as well so the players can decide what they want to fight, not the themepark tour guided raids we have now.

    SE is already working on putting in an HNM equivalent monster hunt system for free companies to compete with, the primal hunt system that was promised.
    (2)
    Last edited by Firesped; 05-24-2015 at 10:21 AM.
    Nocturne of the Gods

    Ĉio komencis kun ŝtono, aŭ tiel la legendo diras.
    En aĝoj pasinta, sentipova juvelo, grandega kaj bela, elpelita la mallumon.
    Estas bunta lumo plenigita la mondon kun la vivo kaj maskigi potencajn diojn.
    Banata de kiu lumo, la mondo eniris aĝo de feliĉego ĝis, post tempo, la dioj trafis en ..n dorm.
    Kiu mondo estis nomita Vana'diel. Nia mondo, Vana'diel.

  10. #20
    Player
    DukeBurden's Avatar
    Join Date
    Aug 2013
    Posts
    298
    Character
    Duke Burden
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    I think the next expansion (after Heavensward) should be us going back in time or to another dimension (Vanadiel) and doing Sky/Sea from there! Force pop NMs and HNMs are fine. It's the free roaming ones that become a problem.
    (0)

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