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  1. #1
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    It's just for new areas, leave the old areas be.

    Came up with the idea from the survival gear when it hit me that this game doesn't really have much emphasis on survival. These occurrences would only happen during severe weather which can be rare or uncommon. There isn't much sense of adventure right now, instances and raids get predictable. This would add an element for unpredictability. Would make gathering a little interesting, though I would wager those more no-nonsense type of players would hate it if a bad windstorm happened right during the window of a rare mining node.

    Perhaps I just like just a little more chaos during fates and hunts.
    (0)

  2. #2
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,466
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Quote Originally Posted by Tracewood View Post
    It's just for new areas, leave the old areas be.
    That all sounds more tedious than dangerous or interesting though. Being screwed over by a sudden, random weather effect would easily rustle a lot of jimmies. A less intrusive alternative would be from FFXI's book, where weather (and day, though we don't have elemental days in XIV) could strengthen or weaken mobs in the area based on their elemental affinity, meaning you had to be wary about when you tackled tougher opponents. You could take it a step further in XIV by giving (or locking the use of) certain abilities that mobs could use based on their powered up weather status. You still have to be more mindful of the zone around you without arbitrarily being screwed over by something out of left field.
    (2)
    With this character's death, the thread of prophecy remains intact.