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  1. #41
    Player
    kazaran's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    635
    Character
    Elrond Peredhel
    World
    Seraph
    Main Class
    Gladiator Lv 50
    Some people don't like challenge.

    THe Ai now and the way they give up so easy makes it like medicre Ai on games liek wow. attack, run attack run.

    Now certain mobs that chase you based on scent, sight, ect... was fun. Not all mob does it, so will loose you faster. Yet it gave challanege that seperated XI from other mediocre games so it needs to return.

    To a point it is coming back, so toughen yourself up a bit. Even tho being on a leve will affect it somewhat.
    (2)

  2. #42
    Quote Originally Posted by Duelle View Post
    You gave up on MMOs when they stopped copying EQ's model and followed trends every other genre of gaming followed.
    I didn't give up on MMOs, I gave up on expecting something done with any care, world design in new MMOs is just beyond bland and generic now because the only thing they're focused on is giving people instanced content.

    What some want instead is the stupid mob trains to the zone line, which aren't fun and are beyond asinine in terms of intervening with the gameplay of other people.
    I'm sorry but saying danger shouldn't come from aggressive mobs and only when fighting them is basically saying you want to be able to freely do what you want without any consequence, which is everything wrong with new MMORPGs and the developers who bend to the will of said people. It creates boring MMOs, this is why people are always looking for the next best thing, a boring world with boring atmosphere will drive any gamer to another game.

    PS: If you want to sense danger, go mountain climbing. Could take a safari to Africa and be in the wilderness, where the lions will do more than just stare at you through the window of your jeep. Even better, go play an FPS in multiplayer mode, or maybe fire up the old SNES and play some Shadowrun. Plenty of "danger" there.
    MMOs aren't for you, or you're pretty much admitting you've never played MMOs before they started going the route of "Go to lobby, go to dungeon" as their form of gameplay.

    PPS: There's also Skyrim if you like random encounters.
    Good for Skyrim.

    PPPS: Botter's Aery is not what we would call "taking a wrong turn", by the way.
    P.S: learn what an aery is, or if you want to be politically correct, Aerie. It's called a Nest, so stumbling into a Dragon's NEST should have non-stop danger for the adventure, but given how you hate a challenge in an MMORPG, you'd probably expect them to cuddle up to you and serve you breakfast in bed.
    (0)

  3. #43
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    need to bring back original launch mob AI its was nice, mobs get curious and follow you without aggro, mobs that do aggo gave a warning to move before attacking. but the cry babys whined and we lost it.

    the just need to give them a chase bar where if you run away long enough they get tired and stop chaseing you but need a good distance. or they can really get crazy and let mobs chase you forever across zones like everquest 1 lol.

    I just wish mobs weren't in nice neat little segregated groups<,< riding through the region looks sooooooooooo fake I mean....not every damn mob time should be a herding mob>< reminds me of abbysea........... And the long areas of no mobs except the random marmot also bug me to hell..
    people like that and cry about everything looking the same and is lifeless.

    What some want instead is the stupid mob trains to the zone line, which aren't fun and are beyond asinine in terms of intervening with the gameplay of other people.
    I'm sorry but saying danger shouldn't come from aggressive mobs and only when fighting them is basically saying you want to be able to freely do what you want without any consequence, which is everything wrong with new MMORPGs and the developers who bend to the will of said people. It creates boring MMOs, this is why people are always looking for the next best thing, a boring world with boring atmosphere will drive any gamer to another game.
    reason so many MMO's are flopping following the noob mode model and going F2P or getting the plug pulled.
    (2)
    Last edited by indira; 05-14-2012 at 02:18 PM.

  4. #44
    Player
    Jokerz's Avatar
    Join Date
    Apr 2012
    Posts
    272
    Character
    Axel Smith
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Duelle View Post
    You gave up on MMOs when they stopped copying EQ's model and followed trends every other genre of gaming followed.

    I'm fine with there being aggro mobs...provided there's options to handling such a situation outside of guaranteed death. If I'm killing wolves and I aggro an extra wolf, I should have something in my array of abilities to either extend my ability to survive to win, give me a chance fo run away or buy me enough time to kill my target and then run. By the same token, if I pull half an instance's worth of mobs, I should die faster than a hero can get blown up by 40 Hellions.

    What some want instead is the stupid mob trains to the zone line, which aren't fun and are beyond asinine in terms of intervening with the gameplay of other people.

    PS: If you want to sense danger, go mountain climbing. Could take a safari to Africa and be in the wilderness, where the lions will do more than just stare at you through the window of your jeep. Even better, go play an FPS in multiplayer mode, or maybe fire up the old SNES and play some Shadowrun. Plenty of "danger" there.
    PPS: There's also Skyrim if you like random encounters.
    PPPS: Botter's Aery is not what we would call "taking a wrong turn", by the way.
    Iirc SE had fixed MPK'ing so mob trains rarely harmed you.

    I wasn't too much of a fan of mobs chasing you throughout the zone either but I'm not so much of a fan of the leashing method. I kinda want a happy medium where some monsters will loose interest in you(say a mob defending territory or young) while some will track you(more then likely more intelligent monsters like beastmen and maybe some stronger mobs)

    I do miss spells like invisible, sneak and deodorize, and would jump for joy if we could use them again. Was always fun exploring a zone with mobs being extremely stronger then you, and your literally tip-toeing around watching your step and praying sneak or invis didn't wear...was pretty exciting lol...
    (0)

  5. #45
    Player
    Achtzen's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    84
    Character
    Acid Jazz
    World
    Omega
    Main Class
    Red Mage Lv 70
    I liked how local fauna used to take interest in players as they came by. they wouldn't necessarily have to follow you around the entire zone as they can lose interest and continue on in their little area or run away if startled.

    i think certain groups/families of fauna should travel in groups and possibly can increase the amount of map they can travel on vice being restricted to a specific area.

    beast-men type monsters should travel in groups within their respective strongholds and possibly not be bound by a specific area. still have a tiered levels as you get deeper but maybe have a higher level group with maybe 2-3 stronger mobs in an assigned area just patrolling to keep players on their toes for a potential threat.

    Monsters that are naturally aggressive i feel should pursue a player outside their assigned area until they either lose direct line of sight of the player or maybe a player moves outside the monster's extended assigned patrol/roaming area.
    (1)
    Last edited by Achtzen; 05-14-2012 at 03:04 PM. Reason: section on herding and beast-kin

  6. #46
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    I'm confused as to what everyone means by 'zones'?

    Is 2.0 making 'zones' similar to Guild Wars, where you zone out of town and it's just you? Or is it more like World of Warcraft type zones?

    I remember reading this but I don't remember how much detail it went into explaining it.
    (0)

  7. #47
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    190
    I actually like the leashing. The only problem i have with it is the range at which mobs return to territory, it feels a little small and it makes it really rather difficult to MPK the RMT XD
    (0)


  8. #48
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by kazaran View Post
    Some people don't like challenge.
    The word "challenge" is meaningless without context.

    Challenging encounters I like. Things that require timing and knowing the dance (the Safety Dance, too). The sort of thing that is reflective on knowing when to move, what to use, how to prioritize abilities and so on. That stuff is actually fun. DPS checks are pretty much where I draw the line; was never a fun of encounters like that.

    Now mind you, I'm not exactly short on situational awareness (in fact, if rotating the camera with the mouse was easier, I would do it as much as I used to in FFXI and WoW). But I do think of people like my buddy and his wife, both of whom paid money for TAU and swore to never return to it after one too many encounters with the field mobs in those zones. Keep the challenges where they are actually needed, really.
    MMOs aren't for you, or you're pretty much admitting you've never played MMOs before they started going the route of "Go to lobby, go to dungeon" as their form of gameplay.
    This got a good chuckle out of me, as I've been around the MMO block more times than I can count. Not everyone who has played since the days of Everquest looks at the genre the same way. Nice try, though.
    Iirc SE had fixed MPK'ing so mob trains rarely harmed you.
    Indeed. Afterwards I saw the Beastmasters starting to complain about how their solo camps were made a lot more difficult to work with (though to me it was more a flag to show that maybe SE should get started on fixing BST instead of leaving it to its fate like they had up until then), and the expected crying of the "b-but challenge/danger/risk! T_T" crowd.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #49
    Player
    Majidah's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,889
    Character
    Majidah Sihaam
    World
    Balmung
    Main Class
    Archer Lv 50
    Quote Originally Posted by Yellow View Post
    I'm confused as to what everyone means by 'zones'?

    Is 2.0 making 'zones' similar to Guild Wars, where you zone out of town and it's just you? Or is it more like World of Warcraft type zones?

    I remember reading this but I don't remember how much detail it went into explaining it.
    It will be like FFXI. All separate areas.

    You go out of town -> "loading..." -> you enter the outside area.
    (0)

  10. #50
    Quote Originally Posted by Yellow View Post
    I'm confused as to what everyone means by 'zones'?

    Is 2.0 making 'zones' similar to Guild Wars, where you zone out of town and it's just you? Or is it more like World of Warcraft type zones?

    I remember reading this but I don't remember how much detail it went into explaining it.
    Zones, like Final Fantasy XI.
    (0)

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