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  1. #1
    Player
    Shozokui's Avatar
    Join Date
    May 2011
    Posts
    18
    Character
    Rai Ito
    World
    Hyperion
    Main Class
    Lancer Lv 50

    Various Suggestions

    I know I'm not the only one thinking it here, but what the heck is with the random high level aggressive mobs in low level areas? I mean, I'm killing a marmot and then all of a sudden a fish spawns and eats my face? What is that? It's not an NM, just a random 40+ mob in a level 10 area.

    Soap box complete, now to the suggestion.

    Orient the mobs better!

    For instance, you're in The Black Shroud heading towards Coerthas, the mobs jump from level 10 - 14 marmots to level 25 - ?? mobs soon as you hit Coerthas. How does that make sense? I'm suggesting a smoother gradient feel to mob spawn levels.

    This doesn't mean just a visible wall of level change. Keep the idea of ideal leveling camps, but place the camps right. When you get right down to it, after level 10 grinding starts to suck purely because there's obnoxiously high level mobs taking the place of what could be good grinding mobs. So you're farming ~6 mobs at a camp while ~3 - 5 just sit there begging you to use an AoE or directional multi-hit ability to aggro them. This goes both ways for higher and lower level mobs. Why are there level 1 mobs in high level camps? If you really take a step back and look at it over all, there really isn't much sense in the matter at all. "Hang on, a monkey just kicked my butt, I think I need to engage this level 1 marmot to cool down." lol

    Also, would we die if we had some variety of mobs? Speaking in terms of the MMO this is supposed to be, there's very very few different styles of mobs in comparison to even it's predecessor, FFXI.

    I hate to make a comparison of any sort because in my opinion Final Fantasy has always been a niche MMO that most people don't care for if just starting or coming from another MMO without previous Final Fantasy experience, but the level of workmanship in the game right now is roughly equivalent to an expansion, not a full game, in terms of other MMOs. In all honesty, I would compare this game to Wings of the Goddess. All the overly complex/neat sub systems in the world won't keep a player playing when all there is to do is level and do 16 quests every 36 hours.


    - Notorious Monsters -
    Like much of the other content in the game, this was ripped off straight from XI. Everything about it was, at least at this time.

    NM Levels:
    The problem is, NMs are cool, yay, you need a duo of rank 40+ characters to get an optimal rank 20 item. That seems a little "off" considering what drops from them.

    NM Drops:
    As previously stated, duo of rank 40+ for an optimal rank 20 item... Given the lackluster selection of armor in-game right now, let's get some cool stuff dropping for our hard work of camping the NM.


    - Overall -
    Myself, and my linkshell mates, and just about anyone I've talked to feels that you're trying to cram too much crap into like 2 zones per city. Too much "crap" too few zones.

    While the zones are huge, you don't "feel" like you've really accomplished anything when you run to another city. I honestly think the hard change of scenery is necessary to get the feel of the game right. Right now it just feels like you're running through the forest for 45 minutes to get to Ul'dah lol. Or running through the desert for 45 minutes to wait for the 30 minute ferry wait/ride to get to Limsa Lominsa. You get the picture, travel times are obnoxious! You ripped the ferry straight from XI, why not choco renting, or airships? We don't need a whole Choco system to have a quest to get a choco renter's license(Maybe killing the choco eater).

    You don't feel like it's a world at all, that's the point I'm trying to get across.

    The priority of things is a little skewed per the dev list released. Travel should be pretty much number 1. One of the things that I literally despise about the game is spending so much time traveling. You can easily use up all your anima just porting around for crafting and gathering.
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  2. #2
    Player
    VydarrTyr's Avatar
    Join Date
    Mar 2011
    Posts
    612
    Character
    Vydarr Tyr
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Shozokui View Post
    I know I'm not the only one thinking it here, but what the heck is with the random high level aggressive mobs in low level areas?
    This is the Catch 22 for SE. Believe it or not, there are posts here in the forums suggesting that there should be more high level mobs in lower level areas. Some people want clearly defined zones with mobs of a certain level, and some want more random, high level mobs that increase the danger. There was even a post suggesting random, high level mobs that roam all over the place. SE apparently has to walk a tightrope between these two competing groups of players, and try to please both.
    For instance, you're in The Black Shroud heading towards Coerthas, the mobs jump from level 10 - 14 marmots to level 25 - ?? mobs soon as you hit Coerthas. How does that make sense? I'm suggesting a smoother gradient feel to mob spawn levels.
    I'm not sure what the issue is here. A jump from 15 to 25 is a smooth transition. Camps increase in increments of 10 levels. Coerthas is a higher level area, so it's supposed to have higher level mobs. You can't get much smoother than increasing the mobs by only 10 levels.
    Why are there level 1 mobs in high level camps? If you really take a step back and look at it over all, there really isn't much sense in the matter at all. "Hang on, a monkey just kicked my butt, I think I need to engage this level 1 marmot to cool down." lol
    There are level 1 mobs all through Eorzea along the roads. I imagine they're on the roads because the devs want lower level players to be able to travel throughout Eorzea as much as possible, and if there weren't any mobs on the roads, people would complain because the roads were boring and/or lifeless.
    Also, would we die if we had some variety of mobs? Speaking in terms of the MMO this is supposed to be, there's very very few different styles of mobs in comparison to even it's predecessor, FFXI.
    I'm not sure what you're talking about here. There are literally dozens of different types of mobs. Even among the lower level camps, there are dozens of different mobs between the different starter cities. If you want to fight different mobs, you've just got to visit more areas.
    NM Levels:
    The problem is, NMs are cool, yay, you need a duo of rank 40+ characters to get an optimal rank 20 item. That seems a little "off" considering what drops from them.
    The lower level NMs are around ranks 35-48. They drop items for jobs around ranks 30-35. That's appropriate.

    Yes, you can kill them with a duo of around r40, or even a solo around r50. But that's appropriate. They're geared towards parties of 4 to 8 players (not a duo). And if you want to solo or duo them, you can get gear for your lower level jobs.

    And the higher level NMs drop gear for r50 jobs. Again, that's appropriate.
    You get the picture, travel times are obnoxious! You ripped the ferry straight from XI, why not choco renting, or airships? We don't need a whole Choco system to have a quest to get a choco renter's license(Maybe killing the choco eater).
    You'll be happy to know they're going to implement additional ways to travel, such as mounts and airships. But that's all coming after the battle system changes.
    The priority of things is a little skewed per the dev list released. Travel should be pretty much number 1. One of the things that I literally despise about the game is spending so much time traveling. You can easily use up all your anima just porting around for crafting and gathering.
    It's a little late for them to change priorities, stop working on battle changes, and start working on travel changes. The battle changes are going to start being implemented in a few weeks, so they're probably entering their final stages of development now.

    I agree that travel times can be annoying. But I think you'll agree that the battle system is more fundamental to the game. There's no point in traveling somewhere if the thing you do when you get there (fighting) is not fun. I think that's why they're focused on the core gameplay aspects, and will work on the other inconvenient aspects later.
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