Yes! now instead of using up an entire zone to rank up we can all gather around camp bearded rock and kill rats. The system you're talking of TC was used in Oblivion in the Elder Scrolls series and it sucks big time from my experience.
Yes! now instead of using up an entire zone to rank up we can all gather around camp bearded rock and kill rats. The system you're talking of TC was used in Oblivion in the Elder Scrolls series and it sucks big time from my experience.
Level scaling monsters has always been a terrible idea used to give small bestiaries a longer shelf life for players. FFXIV doesn't have this issue and can have multiple monsters of multiple levels throughout the game. Why would I want to stay at camp bearded rock for any longer than I can to get to the next tier of monsters.
I like going from
Mouse -> Rat -> Bat -> Deer -> Crab -> Skeletons -> Dragons -> crazy stuff.
It gives us a sense of becoming more powerfull, part of what the appeal of MMO's are, making monsters artificially stronger will just make us feel like progress is blunted on our end.
I'd prefer much more varied monster types or several stronger palette swaps(sparingly) in different higher level zones.
Monsters that scale with you never works right in MMOs. You can adjust monsters to group size, sure...but the VIII's system adjusted everything based on levels, which is why it was almost detrimental to level in that game..which is the opposite of what you'd wanna do in an MMO.
I got the answer! Screw xiv all together, and instead, just make a xiv level graphic client for xi. Problem solved.
You need to make the players move away from the city how ffxi did it. Near the city low level mobs as you go on they become strong which is what they going to do on a update. Making players fight the same mobs within the city area is not so great. I play beta1 and having 100+ players killing the same mob was hard you could not even level up ; ; so no to this idea it's sound great but then you have the problem of players staying at one spot forever to get the same item,gil,crystal and new players can't get anything.
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They wouldn't have done that because that would be too like XI which is what they were moving away from as much as possible...it made me sad..I expected to see a monster progression..but instead it was just all over the place.
Zenaku, I see what your meaning. What if the difficulty scaling didn't affect the points earned, so if I'm rank-30 and i kill a rank-1 rat I'll get few to none experience points while still being difficult to kill it. Thus not creating an incentive to play in low rank areas, but still making the walk from Camp Bloodshore to Limsa Lominsa enjoyable.
Does anyone think that might fix the problem of players staying in low rank areas?
Last edited by Rinoa; 06-04-2011 at 01:36 PM.
no thanks...you giving incentive for people to kill otherwise "low level" monsters for the new players which in turn hinders their gameplay, and makes them possibly quit the game due to not being able to level up effectively (something this game doesn't need atm)
yeah..im with everyone on this one. monster scaling is a terrible idea. I hated it in ff8, i hated it in oblivion. The idea that a monster levels with you really makes no sense. It would kill exploration/new zones even more so and hinder new players. Not to mention there would be no sense of accomplishment of leveling up and seeing the difference in damage,etc. Not gonna lie, hitting a level 1 marmot for 1.3k+ is pretty awesome/hilarious.
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