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  1. #11
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Slight tangent: I miss blood aggro from undead.

    [Anyone with critically low HP would attract undead from a mile away, like a magnet]

    Aaand back to the discussion, lol.

    Its another layer of danger to consider. The difference between excellent and terrible places to grind, depending on the party's preparedness.
    (2)
    Last edited by Duuude007; 01-30-2013 at 07:58 PM.

  2. #12
    Player
    Mamba's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    414
    Character
    Lily Spider
    World
    Odin
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by KiriA500 View Post
    I hope those items/spells stay out of the game. I prefer the method we had of avoiding aggro in 1.0, walking past sound and behind sight.
    I liked the sneak and invis. spells/medicine in FFXI.
    U know in FFXI you could also avoid sight aggro monsters by going behind them, still invisible was great when u just wanted to run through a zone (just to find out that one of them was infact a sound aggro one or a true sight... lol).
    I don't think one way of going around mobs should rule another out.
    (1)
    There is a little Monkey in all of us....

  3. #13
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Duuude007 View Post
    Does this mean there will once again be potions and spells that grant invisibility or anti-sound buffs to evade aggro?
    No, that means "welcome to the world of private jokes from FFXI".

    Quote Originally Posted by Duuude007 View Post
    I'm... guessing you never tried to reach every Aetherial node in 1.0? Sight aggro and sound/true sound indeed exist. Ignoring how certain things aggro could render some of these nodes near impossible to reach.
    You're missing the point. TRUE sight/sound means that mobs can detect you even with invisibility or sneak. Since these effect don't exist in the game, TRUE aggro doesn't exists too.
    (1)

  4. #14
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Reynhart View Post
    You're missing the point. TRUE sight/sound means that mobs can detect you even with invisibility or sneak. Since these effect don't exist in the game, TRUE aggro doesn't exists too.
    We shall see. I merely brought it up because Fernhawles did.
    (0)

  5. #15
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Some mobs in v1.0 can only detect by sound, so you can walk right in front of them and they wont aggro you, but if you run then they'll aggro. Some have very narrow eye sight which means they can only see directly of what is in front of them.

    Use Stealth ability. problem solved

    Also, one reason why some locations was nearly impossible to reach in v1.0 is because of monster level difference.
    (3)

  6. #16
    Player
    rina_inverse's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    1,300
    Character
    Rina Inverse
    World
    Masamune
    Main Class
    Carpenter Lv 51
    meh, real men dont wear potions

  7. #17
    Player
    KiraHime's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    91
    Character
    Kira Hime
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Reynhart View Post
    TRUE sight/sound means that mobs can detect you even with invisibility or sneak. Since these effect don't exist in the game, TRUE aggro doesn't exists too.
    They actually did have at least true sound mobs, true sight is kinda hard to test for obvious reasons
    http://xivpads.com/?-Guides&Wanderer...etherial_Gates has a pretty comprehensive list of true sound mobs. A lot of these were in narrow paths in the Black Shroud for 1.0 which made a lot of peoples lives miserable at times.
    (0)

  8. #18
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Mamba View Post
    I liked the sneak and invis. spells/medicine in FFXI.
    U know in FFXI you could also avoid sight aggro monsters by going behind them, still invisible was great when u just wanted to run through a zone (just to find out that one of them was infact a sound aggro one or a true sight... lol).
    I don't think one way of going around mobs should rule another out.
    I agree they were nice to have in XI. I do, however, feel that players became too reliant on them. You HAD to have them to get to certain areas, and unless you were a mage, you had to buy/craft the items, which was costly.

    Speaking as a player who never had a decent amount of gil, Silent Oil/Prism Powder were a huge pain for me. To make matters worse, when I would actually have some...there would be times when the effect would immediately begin to wear off right after using it. That mechanic can go straight to hell.
    (5)

  9. #19
    Player
    vax's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    506
    Character
    Vax Redrick
    World
    Mateus
    Main Class
    Conjurer Lv 50
    I hope they add it, will be a nice add for those alchemist too.
    (2)

  10. #20
    Player
    KiraHime's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    91
    Character
    Kira Hime
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by vax View Post
    I hope they add it, will be a nice add for those alchemist too.
    They need to first overhaul the entire universal cooldown system on potions for ALC to stand any chance with potions. As 1.0 cooldowns made them unfeasible to count on for anything approaching regular use

    Quote Originally Posted by KiriA500 View Post
    I agree they were nice to have in XI. I do, however, feel that players became too reliant on them. You HAD to have them to get to certain areas, and unless you were a mage, you had to buy/craft the items, which was costly.
    Aye Sky was a nightmare for this even as a RDM i always had to have at least a stack of both on me.
    (0)

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