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  1. #11
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Wanted to add to the Aether / Anima lore. First question to the lore buffs what is Anima.. exactly? All I know is its in your character and replenishes itself. Sounds like "self" aether.

    The Aetherytes are made from crystallized aetheric mist (http://www.eorzeapedia.com/wiki/Category:Aetheryte), so apparently there is already mist in the game and I didn't pay attention lol. And the work by turning your body into a stream of aether guided by your spirit.

    So.. lets have more mist, more plot around what it is and how to use it and to let the recent events aether mist become visible (pyreflies/soul death stuff). Mist in FF9 was exciting, even more so once learning the darker secrets it holds..

    So really spirit death effect fits in lore wise - already -.

    Also there is Miasma in Mor Dhona :P


    http://finalfantasy.wikia.com/wiki/Mist_(Term)
    http://finalfantasy.wikia.com/wiki/Miasma_(Term)

    Edit:... double post -_- sorry...
    (0)
    Last edited by Shougun; 01-28-2013 at 05:27 PM.

  2. #12
    Player
    Celia's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    72
    Character
    Celia Coifiere
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    I got to thinking... when Puddings/Flans/Sludges die they have an animation where they sort of melt, why not make it so players get a movement speed debuff when they stand in the puddle of what was formerly a Flan.

    It's simple, and if you made it so in a boss waves of Flans spawn players would have to better crowd control them so that the entire party isn't running at like 75% of natural move speed - which would make the boss more difficult to dodge if they have some serious AoE attacks. Would be pretty good to add a bit of difficulty to a low/mid level dungeon.

    Also I think that Voidsent should all have some sort of special death effect/animation; Bombs explode, Flans melt, Plasmoids and Wisps spark, Fire Elementals turn to ash, Water Elementals turn into water vapor,etc.
    (2)
    Last edited by Celia; 01-28-2013 at 10:03 PM. Reason: Voidsent Idea.

  3. #13
    Player
    Akujin's Avatar
    Join Date
    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    I think they should work on tying things in like the way monsters are slain and how it affects your character/the environment more, rather than just an exp loss thing.

    For instance, if the creatures are composed of the same aether as everything else, you kill an X amount of them (not necassarily one type, just x amount of normal grade creatures) after say, 50 kills, your personal anima gets an restorative click as the anima released from them is breathed back into the world and as you're a part of the world's aether chain, into you as well.

    HNMs and Raid level bosses releasing more anima than normal mob counterparts, restoring a bigger chunk of anima this way. Need some anima, tapped out, dont want to sit idle or run all over the place? Great. Help out some players to run a dungeon a few times to get your pool back up so you can go back on your way, get some loot while you're at it!

    Or, and this is one that I've actually wanted to see for awhile, an Overkill type of effect. Only triggered within a party situation, but if you and your party happen to kill a monster in an extreme way, I mean just totally obliterate a poor funguar with more damage than it possibly needs to die. Immediatly in its place a similiar type of creature, with much more hp and stats spawns in its place seeking your throats.

    The last idea that I have, though I dont see it really working in XIV, whereas it could possibly work in a Guildeve method is environmental population control. Say for instance you and your party kill too many squirrels, suddenely their population dwindles to the point of near non existance, in their place, dogs and such start to spawn. A stronger type of monster, not granting more exp than the squirrels themselves, but a challange still (to eliminate the possiblity of the chain just continuing endlessly in a single space). And after awhile, if the mutts are killed off, the squirrels start to repopulate the area as their numbers are able to raise again.

    Of course, in certain areas, such as lvl50+ places where experience progression is currently halted, the idea of monster types gradually being depleted and replaced by a stronger more fierce creature in its place would likely work better, making the game challanging based on performance. After awhile of being idle it gradually resets itself automatically, bringing the monster level back to whatever the base type is for that area.
    (2)

  4. #14
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Pretty much all FF's have some form of "disappearing" effect, even in the early days.

    FF6 boss shake/shatter - http://www.youtube.com/watch?v=GG5ELlPZFGI#t=22m11s
    FF7 mobs turn transparent red - bosses shake/turn red - http://www.youtube.com/watch?v=cCBpr2utiPY#t=1m40s
    etcetc

    It's a pretty common signature for them to disolve into nothing. I am all for this, as long as it doesn't help push the release date back :P
    (1)

  5. #15
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Rau View Post
    I feel like this should be reserved onry for bosses.
    It doesn't have to be reserved for only bosses. Amount of aether release would naturally depend on the strength of the monster that gets defeated. Similar to defeating enemies in Ninja Gaeden, cept you dont collect the orbs.

    To add to this, players should have it for their deaths too, except the aether should hover over the body and not disapear. It would make it easier to identify a random dead player in the field too.
    (1)
    Last edited by Reika; 01-29-2013 at 12:39 AM.

  6. #16
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Reika View Post
    It doesn't have to be reserved for only bosses. Amount of aether release would naturally depend on the strength of the monster that gets defeated. Similar to defeating enemies in Ninja Gaeden, cept you dont collect the orbs.

    To add to this, players should have it for their deaths too, except the aether should hover over the body and not disapear. It would make it easier to identify a random dead player in the field too.

    i think it just would be annoying if this would be for regular monsters... seriously.

    and i think the death animations that of Ifrit etc. are way enough of animation.


    The mog king also has a nice death animation (dont know if you noticed that)...
    i think its nice that every boss has its own death animation instead of a common death animation.

    Moogle King Death Animation


    what i think what is missing is a victory animation of all group members in the end of an instance or boss fight ^^ that'd be aussum

    Victory Animation (maybe not as long as this)
    (1)
    Last edited by Tonkra; 01-29-2013 at 01:04 AM.

  7. #17
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Reika View Post
    It doesn't have to be reserved for only bosses. Amount of aether release would naturally depend on the strength of the monster that gets defeated. Similar to defeating enemies in Ninja Gaeden, cept you dont collect the orbs.

    To add to this, players should have it for their deaths too, except the aether should hover over the body and not disapear. It would make it easier to identify a random dead player in the field too.
    That is an awesome idea! Could see a dead player far away as his essence is being held by his spirit. If you choose to warp home your essence is guided by your spirit through the aether streams and the aetheryte reconstructs your essence.

    It is all very fitting. Also I agree to the amount of aether depending on strength of the monster - just like in FFX, and a lot of other FF having varying dispersions as others have pointed out.

    Quote Originally Posted by Tonkra View Post
    i think it just would be annoying if this would be for regular monsters... seriously.

    and i think the death animations that of Ifrit etc. are way enough of animation.


    The mog king also has a nice death animation (dont know if you noticed that)...
    i think its nice that every boss has its own death animation instead of a common death animation.

    Moogle King Death Animation


    what i think what is missing is a victory animation of all group members in the end of an instance or boss fight ^^ that'd be aussum

    Victory Animation (maybe not as long as this)
    I didnt say bosses dont have a death animation I just said that you can include this aether death animation to bosses. I also think Ifrit's death animation is pretty -meh-. Moogle king's is a bit cooler though I'll be honest and say I dont remember ever seeing it lol

    Seriously, disagree it would be annoying on smaller monsters. I dont remember anyone complaining in FFX that monsters died into a few pyreflies.

    I agree that victory animations would be cool :P - victory music and battle pose ~!
    +1 for victory pose, but not to aether death being excluded to monsters.. :P lol

    ---

    Was thinking in Miasma weather zones like Mor Dhona (the evil mist / aetherish stuff) that when monsters die their aether effect is changed so their aether is trying to haunt you, and at a point will reform.. (or slowly burden your character with a stacking aether curse) could be cool when a whole zone has a Misama storm and then you have to be careful killing too many monsters as they wont disperse back into the aether. Can also make a boss mechanic where you want to be careful what you kill as it burdens your spirit with extra, corrupted aether.

    ---

    @Akujin:

    There is no anima in 2.0.


    However you could I guess show the monsters aether being collected into the player instead of dispersing. Though that will make players look kind of like monsters (eating the essence of monsters for power.. lol)

    Could connect it to materia crafting, collecting monster aether from certain types, levels, and such. Would mean you can build materia faster from stronger monsters, though maybe the type options would be different.

    But yeah, anima points are gone in 2.0, still you could do something with the aether death in terms of gameplay (besides lore and plot points).. Just have to becareful how evil we look lol

    - SPOILER FF9 -

    In 9 there was mist which was used as a power source, you find out that mist is from peoples souls unable to return to the planet because of the Lifa tree. So basically everyones engines are powered on their friends and families, their enemies and monsters being formed from this mist... Pretty dark, pretty awesome lol
    (0)
    Last edited by Shougun; 01-29-2013 at 04:14 AM.

  8. #18
    Player
    Yrusama's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    1,235
    Character
    Y'ruh Tia
    World
    Sargatanas
    Main Class
    Botanist Lv 99
    Monsters dissipating into Aether? I suppose it's up to the lore people, but I like this idea. It's a very beautiful effect in FFX.
    (1)
    Quote Originally Posted by Rukkirii View Post
    I'll save you Yoshida!

    /casts Raise

  9. #19
    Player
    Kirei's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    68
    Character
    Lychee Latte
    World
    Hyperion
    Main Class
    Red Mage Lv 80
    I agree, I loved the Pyreflies in X
    (1)

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