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  1. #1
    Player
    kukurumei's Avatar
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    Mar 2011
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    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    There are some theoretical ways around this, such as "stun" formulas, and back attack formulas(which is already implemented in FF14 to an extent)

    It's not impossible to balance out with various solutions that other MMOs have already tested with in regards to "mob training".
    (0)

  2. #2
    Player
    SydeBeheln's Avatar
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    Mar 2011
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    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    This thread needs more attention. I never thought about it, but I just went and tried it out on a regular mob, and it's ridiculous. Something like this MUST be fixed.
    (3)

  3. #3
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by SydeBeheln View Post
    This thread needs more attention. I never thought about it, but I just went and tried it out on a regular mob, and it's ridiculous. Something like this MUST be fixed.
    The simplest solution (as a bandaid)? Make it disappear instead of walking back ala FF11, or have it back to full HP.

    Disappear worked well because you can't have monster trains.(though it was rather fun for a while)

    There's dozens of playbooks we can reference...just that...

    pretty much everything in FF14 has a playbook we can reference, and none of it was ever considered(thus the epic failing)
    (0)

  4. #4
    Player
    Hopecord's Avatar
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    Jun 2011
    Location
    Ishgard
    Posts
    73
    Character
    Quina Quen
    World
    Spriggan
    Main Class
    Gunbreaker Lv 80
    I would add if mob "return to territory" the drop rate decreased.

    because as far as I know killing a mob 10+ rank over party rank has the same SP as killing a mob 20+, So these guys in the video takes so long time to kill the goblin not for the SP but for the drop. Therefore, I recommend each time a mob reset "return to territory" the drop rate decreased till it reaches 0.
    (0)

  5. #5
    Player
    AreeyaJaidee's Avatar
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    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    SE needs to utilize the same mob territory system as FFXI


    Problem solved. Cheaters wouldnt dare attack a 20+ mob if they knew it would insta wipe them without mercy EVEN as they ran away.

    Unless they are in HiddenPower then they could just fight the 20+ normally.
    (1)

  6. #6
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    112
    Quote Originally Posted by AreeyaJaidee View Post
    SE needs to utilize the same mob territory system as FFXI
    I personally agree.
    (1)

  7. #7
    Player
    GreyJorildyn's Avatar
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    Mar 2011
    Location
    Ul'dah
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    500
    Character
    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Mobs disappearing if pulled from their territories isn't a very good fix. Mobs should simply regain full HP when they return to territory.
    (1)
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  8. #8
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by GreyJorildyn View Post
    Mobs disappearing if pulled from their territories isn't a very good fix. Mobs should simply regain full HP when they return to territory.
    So you can mpk people? Not very smart considering FF11 lineage.
    (0)

  9. #9
    Player
    GreyJorildyn's Avatar
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    Ul'dah
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    Grey Jorildyn
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by kukurumei View Post
    So you can mpk people? Not very smart considering FF11 lineage.
    Mpk how exactly? A mob should not aggro until it is back in its territory. If someone is there when the mob goes back to its home point, it could very well be a coincidence.

    How many more ignorant comments are going to be tolerated on these boards before people understand that there are more mmos out there than ones with "Final Fantasy" in the title. I have never played one (other than XI) where a mob disappeared when pulled from its spawn and then reappeared somewhere in its territory. That was a sloppy fix imo and was a poor excuse for not implementing speed pathing (which does exist in XIV).

    My point is there is more than one way to do it. It cannot always be "let's do it like XI did it because it "worked" there". Check out how other games do it and discover what's a good idea and what's a bad idea through knowledge and experience.
    (1)
    Last edited by GreyJorildyn; 06-25-2011 at 04:51 PM.
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  10. #10
    Player

    Join Date
    May 2011
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    Gridania
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    Quote Originally Posted by GreyJorildyn View Post

    My point is there is more than one way to do it. It cannot always be "let's do it like XI did it because it "worked" there". Check out how other games do it and discover what's a good idea and what's a bad idea through knowledge and experience.
    Yeah. There are several ways to fix this. Many people believe FFXI got it right and we often reference it because are community is made up of several FFXI players. It doesn't have to be like FFXI, but it does need to be fixed and work properly.
    (0)

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