Usually it's not even that, just run away 5 feet and they stop chasing you lol. I guess the monsters' effort vs reward scale is just as low as most of the players' on here. Monster be like "Not worth the effort bruh!"
Last edited by Whocareswhatmynameis; 04-28-2016 at 12:14 AM.
The last time there was any sense of "fear" in this game was back before HW during the height of hunts.
the -fear- of Melt being called out at the very end of Sylphlands, miles into the depths past the mobs with their paralyze and heavy
Kessler Larael / Alesana Gardeneau / Sierra Alpha / Moko Tarou
[Coeurl Army]
Raeleighn Corinthian / Riley Renault
[Balmung Hobos]
6 characters, 1 massive idiot
Haha yeah, that's true. I just want something in the game that's dangerous and fun, and obviously optional so people can't complain. Some kind of wilderness or dangerous area.
This game is designed on a completely different premise than XI, so it makes sense that it's vastly different even in terms of just how the world feels on a basic level. The key concept to FFXIV is accessibility. They want this to be the kind of game that a casual player can pick up and tinker with every so often and still have fun with it. Deleveling and long treks through dangerous areas just don't fit into that concept. You want dangerous, go try gathering in the Diadem without a bodyguard. Stealth doesn't work, the mobs aggro just by getting close to them, and everything will almost certainly one-shot you. xD
As I said, it's not really dangerous though, is it? All that happens is you have to fly back to your node and spend 2 or 3k on repairing your gear. There is nothing in the game that gives the excitement of gambling something to earn a greater reward, because all you lose is time and a very small amount of gil.
I'm sure people will make fun of this example but does anyone remember old school Runescape?
If you entered the wilderness and someone or something killed you, you pretty much lost everything, and other players could pick up what you lost. It was a PvP area but completely optional. People also used to go there to kill mobs because their loot was worth crazy money.
I'm not saying implement exactly this, it would be impossible, but something along these lines is really exciting. An optional area that's actually risky and gives decent enough rewards that people are willing to take the risk.
Again, make it optional. Then everyone is happy.
I find dying while gathering in there annoying as hell because my GP resets to zero and I lose time waiting for it.As I said, it's not really dangerous though, is it? All that happens is you have to fly back to your node and spend 2 or 3k on repairing your gear. There is nothing in the game that gives the excitement of gambling something to earn a greater reward, because all you lose is time and a very small amount of gil.
Since you have a limited amount of time in there, it's actually kinda pertinent. But yeah, really all you lose is time.
I get a sense of Fear when i'm trying to pass through areas with mobs that are close to my level. Because they might Aggro on me and inflict me with heavy. The fear is all too real.
"Sorry guys, going to have to start raid late tonight. I was doing the Odin Fate and I need an hour to get back to level 60. Anyone want to run leveling roulette with me? Also, I don't have a spare set of level 59 gear because of limited inventory space, so you'll need to carry me nekkid"
Any exp loss in this game would require a huge overhaul of multiple other systems, which our poor hardware probably couldn't support anyways.
Not gonna happen, you might enjoy losing exp when you die but not everyone else will, and exp loss is moot at level cap.
Also whenever someone starts these threads you only see people agreeing, but no one actually suggests anything.
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