Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 72
  1. #11
    Player
    Malzian's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,223
    Character
    Kylrin Arresard
    World
    Behemoth
    Main Class
    Bard Lv 90
    The world really needed to have the maps expanded on a bit more in the crawl through the content updates. A raise in iLvl should have been accompanied by zones (they could be small things within the zones we already have) with an appropriate difficulty level for that gear and specific rewards based on that difficulty be it special crafting materials and the like or little vanity items. Nothing that would specifically be game-breaking, but something to make that iLvl 130 character not feel like the only challenge they ever have in the game is in a dungeon or a raid. While I am all for raiding and difficult group content, I also thoroughly enjoy difficult solo content because it gives me the opportunity for a challenge while at the same time not having to worry if someone I'm grouped with is going to screw it all up.
    (1)
    The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE

  2. #12
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    First of all, they haven't said anything about xp rewards being scaled with difficulty. I wouldn't be surprised if the mobs were just as insignificant in terms of rewards, yet take longer to fight.

    And I'm going to be honest finally, because I don't think I know many people who read forums in-game. I hope this doesn't come back to bite me. The fact is, I know a lot of players who are just plain terrible at this game, yet they are awesome people and they enjoy playing immensely. An easy main scenario, and an open world that doesn't destroy them at every turn, provides them with plenty of content to satisfy them. If I want a bit more challenge, I've got a half dozen game modes to choose from. I don't play the harder stuff with those friends, because it usually just ends up with constant wipes due to no situational awareness. Those players don't mind, because the open world stuff is there to satisfy them. A harder open world takes that away.

    Lots of people say, "screw the casuals" and "let's make this entire game a challenge". But who do you think is spending stupid amounts of money on your marketboard sales? Who do you think makes up a large chunk of the fate and hunt parties you need to progress? I like the casuals, even if I can handle harder content myself. Without them, it would be a game full of pros and epeen, and I'm tired of that in games.

    Quote Originally Posted by Malzian View Post
    snip
    That's a perfect point. Most of the argument for a harder open world is coming from people that are 50 item levels or more above the content they are upset with. The beast tribes were in 2.0, and are scaled to be suitable for ilevel 45-50 players. Those zones didn't start receiving content until 2.1, when players were already at ilevel 90, and the last quest added in 2.35 involved us squashing mobs with ilevel 110 gear.

    I read that the devs intentionally left open space in the world in 3.0, that will be filled in 3.x patches with new content, so this time they will probably add enemies that are more appropriate for the character power we gain over time. Maybe that will satisfy the itch people seem to have.
    (6)
    Last edited by Gunspec; 05-26-2015 at 09:22 AM.

  3. #13
    Player
    AdamuKun322's Avatar
    Join Date
    Aug 2013
    Posts
    684
    Character
    Sinon Everglade
    World
    Ultros
    Main Class
    Gladiator Lv 80
    The new beasties on the map will be hard the first few weeks, but once people get new gear and learn their jobs again, it'll be easy.
    (1)

  4. #14
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    I just hope it's implemented in a way that makes sense. For instance, areas where you have to kill mobs (or sneak) to make your way through because of caves or some other structure that won't just let you fly past them. There'd also need to be something worth reaching past the mobs. Currently there's very little of that in the overworld areas in ARR, at least after you've finished the MSQ from 2.0

    More than the mobs being harder, I wonder how they'll entice people to bother with them in the first place.
    (0)

  5. #15
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by MilesSaintboroguh View Post
    Don't count on any challenge if you're already ilvl120 or higher until later in the game. Even then, we'll get powerful gear down the road anyway and once again wondered why the trash mobs are weak.
    Not necessarily.
    The way i understood it was that (example) if mobs are currently about 20% of the power of a player, then Heavensward will boost that to around 75%.
    One mob at a time is not so much different from now, except they'll be slightly more challenging.
    But when you add in a second one, things start getting hairy.

    Sure, at launch 2 mobs will be tough but doable, by the time of the second round of patch content, 2 mobs might simply be doable.
    Then again, Yoshi mentioned that there were going to be things like wandering patrols. So even if you have the best gear possible, You may still get overwhelmed if you aren't paying attention.

    And thats a damn fine thing to happen.

    Quote Originally Posted by Gunspec View Post
    First of all, they haven't said anything about xp rewards being scaled with difficulty. I wouldn't be surprised if the mobs were just as insignificant in terms of rewards, yet take longer to fight.

    And I'm going to be honest finally, because I don't think I know many people who read forums in-game. I hope this doesn't come back to bite me. The fact is, I know a lot of players who are just plain terrible at this game, yet they are awesome people and they enjoy playing immensely. An easy main scenario, and an open world that doesn't destroy them at every turn, provides them with plenty of content to satisfy them. If I want a bit more challenge, I've got a half dozen game modes to choose from. I don't play the harder stuff with those friends, because it usually just ends up with constant wipes due to no situational awareness. Those players don't mind, because the open world stuff is there to satisfy them. A harder open world takes that away.

    Lots of people say, "screw the casuals" and "let's make this entire game a challenge". But who do you think is spending stupid amounts of money on your marketboard sales? Who do you think makes up a large chunk of the fate and hunt parties you need to progress? I like the casuals, even if I can handle harder content myself. Without them, it would be a game full of pros and epeen, and I'm tired of that in games.


    That's a perfect point. Most of the argument for a harder open world is coming from people that are 50 item levels or more above the content they are upset with. The beast tribes were in 2.0, and are scaled to be suitable for ilevel 45-50 players. Those zones didn't start receiving content until 2.1, when players were already at ilevel 90, and the last quest added in 2.35 involved us squashing mobs with ilevel 110 gear.

    I read that the devs intentionally left open space in the world in 3.0, that will be filled in 3.x patches with new content, so this time they will probably add enemies that are more appropriate for the character power we gain over time. Maybe that will satisfy the itch people seem to have.
    "They're bad at the game so we should never do anything that might cause them to improve"

    Thats not really fair. If done right, by making it CLEAR why they can't/struggle to progress (in the case of your example, killing overworld mobs) you steer them towards self improvement. Which is better for the game as a whole.

    If we lose subs because some people are so bad they cannot kill overworld mobs ... Then i honestly do not know what to say.
    (2)
    Last edited by Sylve; 05-26-2015 at 09:47 AM.

  6. #16
    Player
    zandervont's Avatar
    Join Date
    May 2013
    Posts
    283
    Character
    Sephaistos Eum
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    Im curious on their note on "2 mobs and you better run".
    Would we be overpowering the earlier mobs at lv51 + ilv 130 as its supposed to be around ilv 90-100 at lv 50-51
    (0)

  7. #17
    Player
    Yuri_Hyuga's Avatar
    Join Date
    May 2015
    Posts
    123
    Character
    Yuri Hyuga
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gunspec View Post
    ...Most of the argument for a harder open world is coming from people that are 50 item levels or more above the content they are upset with...
    Unfounded blanket statement if I ever heard one.

    No, I and many others included disliked the lack of mob difficulty from the beginning due to never going beyond "dodge the one cone."

    Even in i90, you can mount through Zaha'rak unscathed (albeit, annoyed by Heavy status spam).

    The itch is for some sort of legitimate threat, not something we can just mount through virtually unharmed with no mechanics to sweat.
    (4)

  8. #18
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Overworld mobs being dangerous is going to be really exciting!

    Imagine all the epic battles we'll have with these monsters in the 1% of the time we don't manage to MGS around them! I mean, I spend most of my time afk in Jeuno waiting for events, but knowing that all those hard monsters that I have zero interest in fighting are out there is great!

    Too much people with rose-tinted glasses in here. The only thing this is going to accomplish is making the overworld far more annoying for the people that actually do stuff in the overworld. Hopefully they don't up the difficulty as much as all the Jeuno afkers in here want them to.
    (4)
    Last edited by Gilthas; 05-26-2015 at 09:54 AM.

  9. #19
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by zandervont View Post
    Im curious on their note on "2 mobs and you better run".
    Would we be overpowering the earlier mobs at lv51 + ilv 130 as its supposed to be around ilv 90-100 at lv 50-51
    That's the vague million dollar question. Yoshi is bragging that you can't take on multiple trash mobs alone, but he never really said if it was for a fresh ilvl90 player or someone who is geared at 130. I expect the former because Steps of Faith is the last major content one has to do before Heavensward and the minimum ilvl is 90. Ergo, I do not expect anyone who is far beyond ilvl 90 to have too much trouble.
    (0)

  10. #20
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Sylve View Post
    "They're bad at the game so we should never do anything that might cause them to improve"
    No, what I'm saying is, if a video game has an "easy" difficulty, don't delete that difficulty option mid-game. If we say that open world and main scenario are easy, dungeons are medium, and raid is hard difficulty, there are players who are comfortable spending hundreds of hours on the easy difficulty. Sure, players can improve, and they have content they can already try to do just that. But if open world becomes comparable to the medium difficulty stuff (not that I'm saying it will be) you're going to lose a lot of those players.

    It's ok to have some people in the game that like easy difficulty. Taking away their easy content is the same as nerfing the hard content. You are taking AWAY someone's previously included preferred difficulty level.

    As to why there aren't more players here saying "leave my easy stuff alone"... Many of them don't know about the forums, they don't follow news on the game, and are constantly surprised and overwhelmed by the game around them. Taking what has always been the easiest content and RAMPING it up on them isn't going to help the game win a lot of new players. Whatever you think about them, those people are the lifeblood of the game's economy, both gil and real life subscription.
    (5)
    Last edited by Gunspec; 05-26-2015 at 10:04 AM.

Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast