Kinda disappointed myself... I always thought it added a great sense of adventure traveling to places you had no right being in, knowing at any moment if one single mob spotted or heard you, it was over.
Kinda disappointed myself... I always thought it added a great sense of adventure traveling to places you had no right being in, knowing at any moment if one single mob spotted or heard you, it was over.
Wouldnt it be more fun just to fight your way through an area rather than invis/sneak through every dungeon?
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
If there is no sneak or invisible we definitely need something to replace it. Something to make exploration exciting.
You don't need a reason to help someone~
Whilst I really liked what FFXI did, I don't think S/I is an answer. I think it's poor design to have some low level quest on the other side of a bunch of really crazy tough monsters.
What I DO think the effect of it was that there was a sense of foreboding and mystery entering these areas with really challenging enemies. But I think that can still be done, and giving a reason to engage with these really difficult enemies or sneak around the ones that are too difficult can still be really fun without making yourself undetectable.
I hope places like beastmen strongholds provide this kind of sense of mystery and danger, but it would also be nice if, with the zone reforms,
So S/I will not be implemented, I feel this gives us other options.
The novelty we are looking for is different types of aggro. With multiple aggro types we see more flavor to mobs, giving us a sense of really having to know the game world a bit better. Everything aggroing to "sight" does get old and it is used by every mmo imaginable.
This is a fine opportunity for the community (and dev. team) to get creative. We want as Sephr said the "foreboding and mystery", so I think we could drum up some other forms of aggro.
aggro by:
passive/active mode
spell casting
running/walking
ability (speed surge, blood rite)
healing
- I'm sure we can come up with some very interesting ideas.
Could even take it a step farther and say if no other aggro will be implemented, then what other modifications to mob behavior would we like to see?
- Like instead of pathing or stationary mobs, they are interactive with the environment and their surroundings a bit.
who knows, just thought I'd throw out a few ideas.
Wow..... no sneak/invis. This game really is FFXI easy mode.
sneak and invisible don't add depth to the game. They instead make it almost pointless to have monsters that aggro, and then when they really need something that aggros, they just make it so sneak and invis don't work anyway.I think sneak/invi add depth to the exploration side of the game
IMO S/I are not needed when monsters do not chase you indefinitely like in XI.
You mean hard mode. how does not having s/i make the game easier?Wow..... no sneak/invis. This game really is FFXI easy mode.
Once they introduce epic flying mounts we won't need sneak or invis... Can just fly over the monsters!
JK btw, if it wasn't obvii.
Last edited by SniperRifle; 07-02-2011 at 12:55 AM.
I remember no one being around to help me unlock Puppetmaster. I was a level 30-something my highest Job, so with Sneak and Invis I struggled through Caedarva mire and the level of tension at any moment anything could kill me was such a rush. I learned about chigoes, and imps the hard way, but I wouldn't give it up for anything. All thanks to Sneak & Invisble.
I think regardless if they bring in S/I or not. They need to put that sense of fear and danger into adventuring and exploring, that is what makes games great.
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