Since SE may think open world tough place = every mob can cast heavy, I'm afraid to ask for more.
Since SE may think open world tough place = every mob can cast heavy, I'm afraid to ask for more.


True. I agree with the idea that you should be penalized for running away from a enemy. I seem to remember "Run Away" as always being a option in the random encounters in most Final Fantasy games, but it often had really bad penalties so you only did it if you knew you would die anyway. Often, if you chose to run away, it would fail and they enemy got a extra turn. So if you were already in trouble, you just sealed your fate. It was basically luck if running away would actually save you.
Instead of heavy, I think it should be a steep demerit of some kind... Hmmm...
For instance:
1)They inflict a poisoned wound that won't stop bleeding. Unless you get to someone that can help you (like, dunno, maybe a camp?) you will die.
2)They pin you down completely. To heck with "heavy", what is that anyway? If someone injures you to make you lame/limp, you aren't gonna move very fast at all, or probably you can't even move.
3)They call for help. Think of sandbox type games like GTA. If the enemies call their friends, you'd be in trouble. However most of the time their friends just stand around staring at rocks. You could be right next to them, but you are just enough yalms away that ...what, do they need glasses? Why can't they see you....
XI was balanced differently and ramped somewhat strangely. At level 10 in XI you could solo Tough (1-3 levels higher than yourself) mobs depending on your job. By level 20 it started becoming difficult to solo Even Matches. By 30+ a lot of jobs couldn't handle Decent Challenge mobs comfortably or at best could down one before having to rest up. Two at once was death. This was a mechanic to push you towards exploring in parties. Nothing in Castle Zvahl was more than 1 or 2 levels higher than 50 when it was put in the game. FFXIV has been designed assuming people will be travelling more on their own.
forgot to say that for some jobs you could get ganked by easy prey which was lower in level.XI was balanced differently and ramped somewhat strangely. At level 10 in XI you could solo Tough (1-3 levels higher than yourself) mobs depending on your job. By level 20 it started becoming difficult to solo Even Matches. By 30+ a lot of jobs couldn't handle Decent Challenge mobs comfortably or at best could down one before having to rest up. Two at once was death. This was a mechanic to push you towards exploring in parties. Nothing in Castle Zvahl was more than 1 or 2 levels higher than 50 when it was put in the game. FFXIV has been designed assuming people will be travelling more on their own.
But on a serious note all those dangerous areas in XI were great as it was fun to try and get in those areas for treasure coffers. However I would love to see the treasure maps being used in this fashion bring in a more lucrative map where you have pretty much no option but to have a full group of pretty good geared classes treading carefully against maybe lv 55-60 elite mobs. Pull more than one will probably cause a wipe etc. Rewards would be great however I would say no gear as to not break normal end game content but a nice supply of myth + sol and gil items. Maybe even with the next tier of crafting make some mats exclusive to this.


I personally relish the idea of having locations where you need a healthy dose of caution. It's fine to keep areas where you can basically faceroll everything that annoys you, but we need some genuinely challenging enemies in later areas that give you that sense of achievement when you get through it unscathed. Bring back the old Invisibility potions / sneak powders that FFXI had. It would actually give us alchemists a job!
Moreover though, it would give people a much needed challenge outside of instances where you could place some interesting new quests and nice little easter-eggs. I still fondly remember the day I unlocked access to Lufaise Meadows in FFXI and visited Blueblade Fell, where you can overlook the city shown in the opening. Sadly, FFXIV lacks little touches like this, which is a real shame because it really adds to the sense of being part of a much wider world which is sorely needed right now.
For all its faults, 1.0 did a better job at making you feel part of something huge. The world was vast, if not particularly varied in places. Far superior to the corridor-like zones we have now in terms of scale, but at least the revamp makes each area count for something.
Last edited by Lemuria; 06-01-2014 at 04:21 PM.





The world might have been vast, but it was all the same - big expanses of nothing with the same texture and environment map copied and pasted repeatedly. And large sections of those zones were just padding to make it huge for volume's sake. Hence they were filled with ridiculously high level enemies, simply because, quite frankly, the player had zero need to even go to those areas, mostly given the fact the game was largely unfinished even by patch 1.23.For all its faults, 1.0 did a better job at making you feel part of something huge. The world was vast, if not particularly varied in places. Far superior to the corridor-like zones we have now in terms of scale, but at least the revamp makes each area count for something.
Those extra areas were just there for possible level cap increases and storyline expansions that never eventuated, hence they had to populate those areas with something. And the best way to ensure players didn't go there was to have level 99 mobs that would be difficult for even a full party to take down. All Yoshi has done is not even bother with that nonsense and just hasn't included the 'higher level' zones yet until the level cap is raised. Considering we're still missing the West Shroud, most of Coerthas and the whole southern section of Mor Dhona around Camp Brittlebark, it's obvious those areas will be added later after the raising of the level cap beyond 50, and populated with relevant dangerous enemies accordingly.


That just implies that the new areas will be yet more face-roll content with mobs which will become pitifully weak at level 60+. That's not what I want.All Yoshi has done is not even bother with that nonsense and just hasn't included the 'higher level' zones yet until the level cap is raised. Considering we're still missing the West Shroud, most of Coerthas and the whole southern section of Mor Dhona around Camp Brittlebark, it's obvious those areas will be added later after the raising of the level cap beyond 50, and populated with relevant dangerous enemies accordingly.
We need GENUINE tough enemies so that even at your new max level cap they could be considered dangerous opponents. I'm not talking about the occasional easily-dodged FATE boss, I'm talking grunts to be feared. FFXIV seems to be the only MMO which doesn't have any. Making areas challenging to get through also makes them fun and rewarding. Not everything has to die in under 10 seconds.
I personally hate this idea with a passion.
I just want to get to where I'm going and do what I need to do there. If I'm required to have to kill 20 monsters on my way there with the possibility of death, it's gonna be a major pain in the ass to do anything in this game. This is what dungeons are for, you (usually) can't just run right passed all the mobs straight to the boss room.


You can't 'usually' run into an enemy stronghold and single handedly annihilate every single enemy either, but in FFXIV no one seems to have a problem with that.I personally hate this idea with a passion.
I just want to get to where I'm going and do what I need to do there. If I'm required to have to kill 20 monsters on my way there with the possibility of death, it's gonna be a major pain in the ass to do anything in this game. This is what dungeons are for, you (usually) can't just run right passed all the mobs straight to the boss room.
"Oh, those Ixali that everyone fears? Yeah, I totally just wiped out their entire colony..."
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