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  1. #211
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Gunspec View Post
    You are talking about one of the most Hardcore MMOs, and how they should fit those systems PRECISELY into what is in all honesty a pretty casual MMO. It's probably not going to work. And for a game like FFXIV, which has been adding tons of amazing dungeons and boss fights in the past two years, I wouldn't want them to waste too much time on random bosses on the world map that end up unbeatable or only something elite raiders can handle.

    However, you've reminded me of my only beloved "dangerous world" moment in an mmo. The Fel Reaver, in Burning Crusade of Wow, was a giant world boss that stomped around the first zone, and pretty much instantly murdered anyone he stepped on. He didn't drop loot, didn't have a reward for killing him, and pretty much existed just to step on people who were too tunnelvisioned to notice a building sized robot slowly stomping toward them.
    Are you even reading what i'm saying? I am asking for a few bosses like that and a lot of normal ones spread around with semi-random spawn places that wander around, deep inside territory so you can't just "know" when they are up less you fight to them! That is what i'm asking for, a few of them that can only be killed by the best players, whilst 90% of the rest can be killed by players.

    5% Total Hardcore. (2x group encounters, to 4x group, locked.)
    27% Hard, challenging, hard to kill. (1 group encounters, to 2 group encounters, locked.)
    33% Easier, camped probably, but still random. (1 full group, locked)
    33% Very easy, soloable even by good players! (1-3 people, locked.)

    Wandering Bosses, they spawn in random (semi) locations and wander around the zone, they spawn mostly where no players are.
    (1)
    Last edited by Nektulos-Tuor; 05-23-2015 at 12:03 PM.

  2. #212
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    5% Total Hardcore. (2x group encounters, to 4x group, locked.)
    27% Hard, challenging, hard to kill. (1 group encounters, to 2 group encounters, locked.)
    33% Easier, camped probably, but still random. (1 full group, locked)
    33% Very easy, soloable even by good players! (1-3 people, locked.)
    hehe, 98% eh?
    Well, I know devs have already spoken about why hunt mobs don't wander around too much, but spawn locations and spawn timers are already variable. No one knows exactly when an S rank can spawn, and A ranks have an hour spawn window so people know when to start looking. The main difference between that, and what you would like, is enemies can't currently walk around that much, and that enemy territory is currently too small for them to be hidden well. Larger maps and flying mounts will probably negate each other in Heavensward.

    As for rewards and locking the fights to a limited number of players... gear rewards would quickly become outdated. And if you haven't caught on yet, the player basis REALLY hates when they get locked out of credit for a kill.
    (0)

  3. #213
    Player
    KamikazeMan's Avatar
    Join Date
    Jul 2011
    Posts
    870
    Character
    Lodovico Rivers
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    Not to be rude, but I'm glad SE are ignoring casuals for once and (hopefully) breathing life into the open world. As things are now, there are no real dangers in the open world and any sense of exploration...well...it just doesn't exist. There is nothing to explore and I feel that part of exploration involves some form of risk.
    (7)

  4. #214
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by KamikazeMan View Post
    Not to be rude, but I'm glad SE are ignoring casuals for once and (hopefully) breathing life into the open world. As things are now, there are no real dangers in the open world and any sense of exploration...well...it just doesn't exist. There is nothing to explore and I feel that part of exploration involves some form of risk.
    Since when did "exploration" mean getting your head kicked in because you fought two chocobos instead of one? I mean, Erik the Red could probably have handled two. Not sure about Magellan though, he did die in mid-voyage.
    (0)

  5. #215
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    One only has to look at Seekers of Adoulin to know the potential disaster this could be if done wrong. Getting anywhere in those areas was one of the major reasons I decided to let XI go. These self-styled Nth-degree Black Belt gamers are blowing a lot of smoke where this is concerned. Overworld enemies that are nigh-on unkillable without 3-7 people is a recipe for areas going unused. Any non-endgame content that requires voice chat really needs to be reconsidered or dropped entirely.
    (2)

  6. #216
    Player
    Barimu's Avatar
    Join Date
    Jul 2014
    Posts
    156
    Character
    Barimu Durimu
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Hayward View Post
    One only has to look at Seekers of Adoulin to know the potential disaster this could be if done wrong. Getting anywhere in those areas was one of the major reasons I decided to let XI go. These self-styled Nth-degree Black Belt gamers are blowing a lot of smoke where this is concerned. Overworld enemies that are nigh-on unkillable without 3-7 people is a recipe for areas going unused. Any non-endgame content that requires voice chat really needs to be reconsidered or dropped entirely.
    Didn't play seekers but how does it differ than pre-abyssea?
    (1)

  7. #217
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    The difference is your natural levels and merits would eventually bridge the gaps in pre-Seekers areas. Seekers areas required iLv 106+ gear (BST pets included) to even have a chance at even fighting the enemies there. Of course, that gear only came from Bayld vendors or Delve drops.
    (0)

  8. #218
    Player
    lvlagmarink's Avatar
    Join Date
    May 2014
    Location
    Garlean
    Posts
    357
    Character
    Magmarink Dragregory
    World
    Moogle
    Main Class
    Lancer Lv 80
    Quote Originally Posted by m3eansean View Post
    If you plan on stepping in areas such as the beastmen camps, and other dangerous areas, you’ll probably want to talk with nearby players to get through them."
    I'll walk alone slowly using rogue's hide ability, thank you... No thank you...
    (0)

  9. #219
    Player
    FallenArisen0990's Avatar
    Join Date
    Aug 2013
    Location
    - Top Secret -
    Posts
    1,462
    Character
    Anarista Tarnyang
    World
    Behemoth
    Main Class
    Ninja Lv 80
    Finally, some sense of danger. Tired of running past enemies that were more of annoyance then dangerous. As a vet of running throught areas I'm not supposed to run in, I welcome this. People complaining about dying to two mobs but eventually we'll right back to where we started and you're tanking 5 mobs like it's nothing.
    (3)

  10. #220
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by KamikazeMan View Post
    Not to be rude, but I'm glad SE are ignoring casuals for once and (hopefully) breathing life into the open world. As things are now, there are no real dangers in the open world and any sense of exploration...well...it just doesn't exist. There is nothing to explore and I feel that part of exploration involves some form of risk.
    Since when did challenging overworld content become the sole foray of the veteran players? Did I miss that memo?

    Let's help clear that up a bit. A casual player is one who doesn't generally have a lot of time to dedicate to gameplay. They set smaller goals for themselves, but otherwise they enjoy the same content as everyone else just at a slower pace. Content which requires a huge time investment in one sitting is generally the only content skipped over, for obvious reasons. Some casual players can even do coil runs, because the raid itself takes less than an hour.

    A challenging overworld is actually a really GOOD thing for casual players. The goals they set themselves becomes like like 'let's get to this aetheryte here' or 'I want to explore these caves', which can be wonderfully fulfilling. It gives them lots more of these smaller goals to achieve and a vibrant world for them to get their teeth into little by little. Each bit of exploration seeds their next goal, and leads them gently into the more obvious goals like getting that new piece of equipment or crushing that nasty Ascian.

    So, lest you believe that casual players shy away from all challenges. Many players embrace them, just at a slower pace.
    (8)

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