Page 64 of 107 FirstFirst ... 14 54 62 63 64 65 66 74 ... LastLast
Results 631 to 640 of 1125

Dev. Posts

Hybrid View

  1. #1
    Player
    Chrees's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    674
    Character
    Chrees Byrjun
    World
    Sargatanas
    Main Class
    Sage Lv 100
    Quote Originally Posted by kurokawa View Post
    No mention of any major area design changes in the letter, however the letter was specifically about auto attack so....

    He did say that 1.18 will be a heavyweight patch, so there's still hope one day.

    Is it me or did anyone else notice the music change between fights in the video? Not sure if I've heard that track before. Area looks to be near Limsa but that isn't the local area music is it?
    I noticed that as well. I'm not sure where it's at in-game, if even at all, but it used to play on the official FFXIV site. In fact, I just checked, and it's still there. Track 3 if you change the music at the bottom right. Also, right here:

    http://www.youtube.com/watch?v=8doI-AOILxY
    (3)
    Last edited by Chrees; 06-14-2011 at 05:05 PM.
    Sea of Stars «SoS» | Sargatanas
    Quote Originally Posted by Bayohne View Post
    Hatersgonnahate.gif
    Quote Originally Posted by Rukkirii View Post
    ^My favorite signature but minus the Bayohne part.

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Mithra Mog-house Interloper
    Posts
    467
    Quote Originally Posted by kurokawa View Post
    No mention of any major area design changes in the letter, however the letter was specifically about auto attack so....

    He did say that 1.18 will be a heavyweight patch, so there's still hope one day.

    Is it me or did anyone else notice the music change between fights in the video? Not sure if I've heard that track before. Area looks to be near Limsa but that isn't the local area music is it?
    I didn't notice the music, good catch. What I did notice was the reduced attack speed of the goblins though...during the GLA part which was roughly 30 seconds long, the goblin only attacked 3 times. I hope they didn't reduce the attack speed of mobs because that would make this game just that much easier. Maybe it was reduced for demonstration purposes /shrug
    (2)

  3. #3
    Player

    Join Date
    Jun 2011
    Posts
    89
    Now that the letter has arrived, let's hope our thread will get a little love.
    (7)

  4. #4
    Player
    Laiferr's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    137
    Character
    Sor Ivinia
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Not much to add other than I completely agree this is a problem and makes the world very lackluster. It's not just even that we're in the same zone, we're fighting the same mobs, just at different levels. No sense of adventure there.
    (8)

  5. #5
    Player
    Miliant's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Miliant Ciou
    World
    Ragnarok
    Main Class
    Pugilist Lv 68
    The thread has gone over 660 replies and still we have been offered no official reply whatsoever? Seriously? Not even a simple "we will get in touch with the dev team regarding this"? I don't get it.
    (8)
    We'll take it into consideration.

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Miliant View Post
    The thread has gone over 660 replies and still we have been offered no official reply whatsoever? Seriously? Not even a simple "we will get in touch with the dev team regarding this"? I don't get it.
    I'd speculate it's because they don't want to say 'no' to something that the game so desperately needs, but can't say 'yes' because of the unrealistic volume of work that would be necessary.

    Doesn't mean the thread should be stopped, though. Eventually they'll have to give SOME kind of reply for sure. Something needs to be done, the way zones are now is just unnacceptable, and it's pretty much going to prevent the game from ever really getting anywhere. Each of the city states should've had a progression through their zones. With Limsa perhaps you should have fought out in the fields then moved on either to the volcano region or an area where the Sahagin re as the story advances. Once you hit level 35 or so you'd move on to Mor Dhona etc, finally ending up in Ishgard as the new hub for rank 50.

    That would be my idea of real progression, with Ishgard being the base of operations to deal with the Garleans and dragons, as well as the beastmen tribes.


    Oh well.
    (9)

  7. #7
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by Laiferr View Post
    Not much to add other than I completely agree this is a problem and makes the world very lackluster. It's not just even that we're in the same zone, we're fighting the same mobs, just at different levels. No sense of adventure there.
    True. But to be fair, we did fight the same monsters at different levels in FFXI.

    Taking my rose-colored nostalgia glasses off for a moment, FFXI was far from perfect in offering a balance (notice I didn't say variety) of creatures to effectively level on. I spent most of my FFXI career killing mandragoras, crabs, goblins, and colibri. Not because there wasn't a variety of different monsters, but because these particular monsters were the least lethal and rewarded you with the same experience as the most lethal monsters of the same level. That's an imbalance. So much so that it negates the purpose of having a variety in the first place, no?

    The Development Team should be careful of this as they conduct their overhaul. Not only should we go to new places, see new sights, and hear new sounds ... we should also have to fight new things.

    And as another poster said, those new things should make sense for the area.
    • Goats don't live in the desert (too little to graze on).
    • Goobues don't live on the beach (saltwater doesn't like trees).
    • Giraffe-Camel hybrids could live in a desert.
    • Giant Mutant Clams could live on the beach.
    We not only need variety, we also need things to balance ... and to make sense.
    (12)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Sorel View Post
    True. But to be fair, we did fight the same monsters at different levels in FFXI.

    Taking my rose-colored nostalgia glasses off for a moment, FFXI was far from perfect in offering a balance (notice I didn't say variety) of creatures to effectively level on. I spent most of my FFXI career killing mandragoras, crabs, goblins, and colibri. Not because there wasn't a variety of different monsters, but because these particular monsters were the least lethal and rewarded you with the same experience as the most lethal monsters of the same level. That's an imbalance. So much so that it negates the purpose of having a variety in the first place, no?

    The Development Team should be careful of this as they conduct their overhaul. Not only should we go to new places, see new sights, and hear new sounds ... we should also have to fight new things.

    And as another poster said, those new things should make sense for the area.
    • Goats don't live in the desert (too little to graze on).
    • Goobues don't live on the beach (saltwater doesn't like trees).
    • Giraffe-Camel hybrids could live in a desert.
    • Giant Mutant Clams could live on the beach.
    We not only need variety, we also need things to balance ... and to make sense.
    Agree with this all. I wish FFXI's experience system was better, rewarding you with much higher xp for killing monsters that were more challenging just makes sense, and it should definitely be used going forward.

    When you have the option of killing pieste and colibri, you should be able to actually have a choice based on what you gain from it.
    (7)

  9. #9
    Player
    Laiferr's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    137
    Character
    Sor Ivinia
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sorel View Post
    True. But to be fair, we did fight the same monsters at different levels in FFXI.

    Taking my rose-colored nostalgia glasses off for a moment, FFXI was far from perfect in offering a balance (notice I didn't say variety) of creatures to effectively level on. I spent most of my FFXI career killing mandragoras, crabs, goblins, and colibri. Not because there wasn't a variety of different monsters, but because these particular monsters were the least lethal and rewarded you with the same experience as the most lethal monsters of the same level. That's an imbalance. So much so that it negates the purpose of having a variety in the first place, no?

    The Development Team should be careful of this as they conduct their overhaul. Not only should we go to new places, see new sights, and hear new sounds ... we should also have to fight new things.

    And as another poster said, those new things should make sense for the area.
    • Goats don't live in the desert (too little to graze on).
    • Goobues don't live on the beach (saltwater doesn't like trees).
    • Giraffe-Camel hybrids could live in a desert.
    • Giant Mutant Clams could live on the beach.
    We not only need variety, we also need things to balance ... and to make sense.
    Yeah, I didn't mention FFXI. I don't like how FFXI worked in that regard either. Sick of crabs, anyone? I think there should be a sense of running to that high level area, seeing those drakes and thinking 'oh man! I can't wait til I'm a high enough level to fight those!' but at the moment we just see random mobs piled all over the place, with the exception of a few. Not much feels special or exciting.

    And that other poster was me as well! haha. I would love to see some kind of giraffe-camel mob, heck, they could even start by re-skinning the goats. Hugely fluffy animals do not live in the desert I'm happy to see someone thinking the exact same as me because this is one of my major gripes with XIV, and it's such a simple oversight.
    (9)

  10. #10
    Player
    kurokawa's Avatar
    Join Date
    Mar 2011
    Location
    limsa
    Posts
    283
    Character
    Ernest Hemmingway
    World
    Odin
    Main Class
    Marauder Lv 50
    If they cut each of the zones into 4, changed the music in each, added new textures, dropped in buildings, different camp styles, colored mobs, bigger trees, deeper lakes, waterfalls etc, it shouldn't have a massive effect on RAM. Probably take 6 months.

    I wish it were like the Sims, the devs could just drop in a great big swimming pool and a BBQ. I'd be fine then.

    Man, at this point I wish they'd just say no we can't do it, and this is is why....

    Radio silence is killing me.
    (13)
    Last edited by kurokawa; 06-14-2011 at 11:07 PM.

Page 64 of 107 FirstFirst ... 14 54 62 63 64 65 66 74 ... LastLast