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  1. #51
    Player
    Lamhirh's Avatar
    Join Date
    Mar 2011
    Posts
    181
    Character
    Lamhirh Nruri
    World
    Ragnarok
    Main Class
    Archer Lv 41
    ideal solution would be if shops had opening hours, and like before thwem and after they went to inn an eat something, than went home. THis is another thing XIV is lkacking in XI there were homes for normal people in towns... limsa seesm to be made of shops, market wards, huge inn, harbor and jail. Well maybe becouse everyone in limsa is a pirate they just rent jaill cells for sleepig? and than they can feel at home when they are locked by Cudas?
    (1)

  2. #52
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    Quote Originally Posted by Shiyo View Post
    I want them to bring back undead durning nighttime, elementals durning weather changes, and shops closing/opening durning different times in the day. These things made you feel like you were in a real world, and even had to pay attention to the time, weather, etc.
    we can do better than that.
    (5)

  3. #53
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Lamhirh View Post
    ideal solution would be if shops had opening hours, and like before thwem and after they went to inn an eat something, than went home. THis is another thing XIV is lkacking in XI there were homes for normal people in towns... limsa seesm to be made of shops, market wards, huge inn, harbor and jail. Well maybe becouse everyone in limsa is a pirate they just rent jaill cells for sleepig? and than they can feel at home when they are locked by Cudas?
    Maybe they live in the northern part of Limsa Lominsa, in the northern islands? Also, there seems to be enough rooms above or below certain shops to have homes carved in there.
    Maybe if the shops close it may bother some persons, why not a change in staff at the minimum? haha.

    Back on the main topic, making Eorzea 'alive', a breathing world. The upcoming threat on Eorzea will, hopefully, bring new elements that will make the world more dynamic, random elements to surprise the player: both by threatening the player or changes in the scenery from time to time. That way, no matter how many times you walk in the same area, there would a chance of a change.

    These temporary areas changes could range from something small (a Garlean scout trying to spy near or inside town or a camp -- free kill for anyone, like an NM without being a NM), a broken cart/vehicle with crates resulting from the last behest or during a leve (instead of only seeing the crates, add the broken vehicle too), to something much bigger like full scale attacks from intelligent enemies (beast tribes, bandits, Garlean empire, etc) that leave some scars/debris/broken things on the terrain for some time (This could be a result of behest too, I have difficulty to understand how in behest we kill animals while the behest-NPC's talk suggest something more dangerous than regular animals).
    A dynamic, ever changing, world.
    (4)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  4. #54
    Player
    Tonka's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    163
    Character
    Tonka Tuff
    World
    Sargatanas
    Main Class
    Red Mage Lv 80
    It would be great if some aggressive mobs had two aggro ranges. One being where you get a warning, like the mob crouches down or growls or draws their weapon or simply turns their head or what have you. The second being, obviously, they attack you when you get even closer.
    (6)

    Sig by Rylock

  5. #55
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    I think they need to add more mob 'packs' as well, roaming wolves, rats hanging about together outside burrows, nanny goats being surrounded by billys etc etc. You get attacked by some wolves in the first gridania cut scene, then theyre just a few random spawns in a couple of areas of the zone..

    Would certainly make the game feel a bit more aggressive. Also, yes to campaign style invasions.
    (6)

  6. #56
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Tonka View Post
    It would be great if some aggressive mobs had two aggro ranges. One being where you get a warning, like the mob crouches down or growls or draws their weapon or simply turns their head or what have you. The second being, obviously, they attack you when you get even closer.
    That is an excellent idea!!! Seriously, that would simple to implement, yet super awesome!!!!
    (7)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  7. #57
    Player
    Len's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    626
    Character
    Len Orlan
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Tonka View Post
    It would be great if some aggressive mobs had two aggro ranges. One being where you get a warning, like the mob crouches down or growls or draws their weapon or simply turns their head or what have you. The second being, obviously, they attack you when you get even closer.
    Personally, I'd love to see something like this done more in XIV.

    I know that the Billygoat (non-aggressive mob) does this occasionally, but not to the detail that you specify.
    (6)

  8. #58
    Quote Originally Posted by Tonka View Post
    It would be great if some aggressive mobs had two aggro ranges. One being where you get a warning, like the mob crouches down or growls or draws their weapon or simply turns their head or what have you. The second being, obviously, they attack you when you get even closer.
    I love this idea. I know Drakes give you a warning hiss when you get too close the first time. The second time they just kill you. Unless SE changed that. I hope not!!
    (5)

  9. #59
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Zahak View Post
    I love this idea. I know Drakes give you a warning hiss when you get too close the first time. The second time they just kill you. Unless SE changed that. I hope not!!
    Really?
    I thought they hiss then kill you automatically?
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  10. #60
    Player
    Join Date
    Mar 2011
    Posts
    1,387
    I'm pretty sure the noises mobs make when you walk past are not warning signals, they are merely notifications that you have attracted aggro.
    (0)

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