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  1. #27
    Player
    div033's Avatar
    Join Date
    Feb 2015
    Posts
    1
    Character
    Div Zero
    World
    Malboro
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Lycelle View Post
    I see no problem with heavy/slow. If someone stabs you in the leg with a spear, you're not just going to up and run away. If someone hits you with fire, you're going to just not run away. You're going to be on fire and burning to death and the pain is going to slow you down. Being hit with water is going to cause whatever you're wearing to get heavier as it takes on more water, causing weight, therefore slowing you down. The only exception is Wind spells.
    See this would make sense if the game frequently used real world logic to dictate its mechanics, but it simply does not. This is not the reason they've included Heavy.

    --

    Heavy exists to incite a feeling of unease when traversing the world. This allows mobs to be somewhat intimidating even when you're zooming past on your Chocobo. It adds character to the space, demanding players carefully plan their movements to avoid gaining too much attention from enemies. At the same time, it serves as yet another time sink, which MMO devs absolutely adore.

    The problem with heavy is that it's too transparent in its intentions. We don't fear running by enemies because we feel threatened, but rather we fear wasting our time having to deal with HEAVY. It's a cheap way to elongate travel and it's plain to see.

    What's the alternative though? Taking double damage from mobs while mounted isn't a good solution - you're still just going to run through and because of your increased movement speed you won't take THAT much damage. Perhaps 3x or 4x damage, but then you risk it feeling too cheap and encouraging players to sprint through those sections on foot. Granted, I haven't read the entire thread for all the suggestions but the problem is trickier than one might think.

    Either way, heavy is inelegant and cheap.
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    Last edited by div033; 02-03-2015 at 01:35 PM.