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  1. #1
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50

    Immersive and deep, or archaic and annoying?

    I've personally come to find the world of Eorzea very sterile and honestly kind of dull. Don't get me wrong, the world design is absolutely stunning, but at the same time it feels about as shallow as damp grass.

    However, a lot of the features I enjoy seem to come across completely different to other people. There's nothing wrong with that of course, everyone has preferences, but I thought it would be interesting to see not only where you stand, but why you feel the way you do about certain things.

    Things like:

    Numerous, unique aggro mechanics (Sight, sound, smell, blood, magic sensitive etc)
    Timed travel (physical airship and boat rides)
    Mob characteristics (In 1.0 certain mobs had unique features; Aldgoats were curious and would follow behind you, crabs would raise their claws and warn you off before aggroing, Does would flee if you drew your weapons, slugs would use their AoE if you stepped on them etc)
    Rare mobs with unique spawn conditions (Moon phases, lotto spawns, pop items, weather based etc)
    Elemental and damage type weaknesses and strengths (Puddings being all but immune to blunt damage, elementals absorbing their matching elements etc)
    Weather types effecting combat (Thunder damage is increased during rain etc)

    I know those features can cause certain inconveniences and play a part in class design, but it just feels, personally, that ARR is so sterile and standardized to make class balancing and progression as simplistic and bare bones as possible. Just results in there being nothing to really sink your teeth into. To me, being immersed and appreciative of the game's world is far more important than grinding AK run to get another tier of gear with minor stat upgrades
    (85)
    Last edited by Jocko; 10-11-2013 at 03:44 PM.

  2. #2
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    This, a thousand times.
    (11)

  3. #3
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Klefth View Post
    This, a thousand times.
    This, +1.

    As a BLM in this game, I feel that they can rename my spells to generic magik attack.
    (14)

  4. #4
    Player
    Shadowblind's Avatar
    Join Date
    Aug 2013
    Posts
    120
    Character
    Icono Clast
    World
    Coeurl
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Klefth View Post
    This, a thousand times.
    Seconded. All those ideas sound so awesome, ESPECIALLY the elemental weaknesses. That's practically standard for JRPGs.
    (2)

  5. #5
    Player
    Conradus's Avatar
    Join Date
    Dec 2011
    Location
    Ul'dah
    Posts
    1,013
    Character
    Conradus Leviathan
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Shadowblind View Post
    Seconded. All those ideas sound so awesome, ESPECIALLY the elemental weaknesses. That's practically standard for JRPGs.
    Unfortunately, we're unlikely to get it. They'd have to completely rebuild the magic system (again!) to introduce elemental weaknesses, because the way it designed now, you can't choose which element to use. THM/BLM? Your main attack spell is Fire, and you'll need to rotate to Blizzard to replenish your MPs. CNJ/WHM? Your main attack spell is Stone II. SMN? I'll admit I don't know enough about the Egis, but you appear to need to select from them based on non-elemental factors and in any case, you only get three of the elements. ACN/SCH? You don't even get elemental spells, so you're not part of the discussion. You can't choose another element because there's no adequate replacement.
    (0)

  6. #6
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Conradus View Post
    Unfortunately, we're unlikely to get it. They'd have to completely rebuild the magic system (again!) to introduce elemental weaknesses, because the way it designed now, you can't choose which element to use.
    Um, actually they do have elemental weaknesses in the combat engine, you can see your own elemental resistances on the character page, and specific items/armor can increase resistance to particular elements as can materia, so the capability is already there. There is no problem with casters only having 3 of the elements each, as long as enemies are neutral to one of their three elements, they will still be doing their base damage as normal, if elemental weaknesses were tweaked into effect, then using fire on Ifrit would produce poorer damage than using ice on him. It all depends on the elemental resistance that each mod is configured with. I see no reason why this could not be patched in with minimal effort (mostly the change of monster stats).

    I also think that you can see elemental weaknesses in game, though their effect is minimal right now. I could be wrong in that but my sense is that THM has a much easier time with some enemies than others, and that suggests elemental weakness to their main attacks on some enemies, but not others.
    (0)

  7. #7
    Player
    Animation's Avatar
    Join Date
    Sep 2013
    Posts
    243
    Character
    White Mage
    World
    Phoenix
    Main Class
    Conjurer Lv 50
    Everything you listed should already be in this game, hopefully it'll make it in Final Fantasy: A Realm Remade. 3.0.
    (13)

  8. #8
    Player
    Scribe's Avatar
    Join Date
    Aug 2013
    Posts
    57
    Character
    Scribe Vii
    World
    Faerie
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Animation View Post
    Everything you listed should already be in this game, hopefully it'll make it in Final Fantasy: A Realm Remade. 3.0.
    hahaha, i loved this post!!! ^^

    I totally agree with this thread, some mobs are exciting and have cool mechanics, but the majority are just boring and stand around all day waiting for someone to kill them.
    (0)
    Don't give up.

  9. #9
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Hundreds of people agree with you, check my previous threads in 1.0 about bringing those things back and adding lore and depth like the camp system.

    It was quickly met with resistance from some people as "Archaic" but many others apreciate the depth that is brought from such things. People complained about "Curious" AI and somehow Square Enix decided that EVERYTHING needed to go with one fell swoop with no explination other than the developers promising us they had something in store for us along the lines of making monsters unique again.

    ...that never happened.

    Rep Response from the AI thread.
    Originally Posted by Bayohne
    Discussed this with monster wrangler Matsui. Firstly, as I'm sure you're all aware, the reason that aldgoats and other monsters stopped coming closer was due to the fact that they would be tagged by player AoEs (and all the frustration that brought with it); we don't have plans to bring that aspect back. However, we would like to add more liveliness to monsters as you have been suggesting.
    (6)

  10. #10
    Player
    Moontide's Avatar
    Join Date
    Sep 2013
    Posts
    146
    Character
    Liliha Liha
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    I very much agree. Weather effects were the first thing I noticed missing, but there could be so much more. I have no idea why they were removed if they were already there in the first place. Doesn't seem like any of the suggestions there would be a make-or-break annoyance to anyone (well, maybe aside timed travel because people are so impatient. That could be fixed with rebalanced teleport/ship fees and some gameplay content during the travels though).

    tl:dr, why can't I even heal skeletons anymore?
    (4)

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