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Thread: 1.0

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  1. #1
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    Ya in 1.0 there are much more open world danger, you had to watch were your going or you run in to a pack of lv40-60 mobs and in some places lv90+ mobs just camping a place. Was a lot more fun and gave you that oo shit felling i miss here in 2.X/3.X now a days.
    (4)

  2. #2
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Lynne Asteria
    World
    Jenova
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    Viper Lv 100
    Quote Originally Posted by Lulu89 View Post
    Ya in 1.0 there are much more open world danger, you had to watch were your going or you run in to a pack of lv40-60 mobs and in some places lv90+ mobs just camping a place. Was a lot more fun and gave you that oo shit felling i miss here in 2.X/3.X now a days.

    I found it mostly an annoyance, especially trying to do mog
    (3)

  3. #3
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    1.0 had a pretty similar level spread to now. Just make the starter "zone" treents, goobues, and whatnot (I forget what Thanalan had instead; I don't think it was the tortoises) a fair bit more face-wrecker-y. Additionally, if you exited out the southeast gate from Ulduh, you went straight into high level territory with 40-50 Amaljaa, but La Noscea only exited into the same old Middle La Noscea lowbie stuff, and Gridania into level 1+ Bentbranch or 10+ Treetop.

    Main thing was that there were no zones, except for La Noscea, The Black Shroud, Thanalan, Mor Dhona, and Coerthas as a whole, and the level hubs weren't always in the most obvious order. (That's again similar to now, but just without the zone barrier cluing you in to the possibility that there were maybe going the wrong way when you had no quests directing you there.)

    The main thing was that every zone had some level 80-99 areas, which basically ended up stealth-oriented sightseeing areas and nothing more. (Except for Turning Leaf. Rest in piece.)
    (0)

  4. #4
    Player
    Welsper59's Avatar
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    Mar 2012
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    Character
    Eros Maxima
    World
    Leviathan
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    Archer Lv 60
    Having experienced years of old FFXI (which is still the #1 example of danger present in the open world for an MMORPG), WoW's Hellfire Peninsula (Fel Reaver), and FFXIV 1.0, I think I have a decent grasp as to the pros and cons of "optional" placement of danger. That's right, it's potentially both good AND bad to have such a thing present for any given person to experience. It doesn't have to be one or the other and it's no different than literally anything that is done in life.

    To the individual player, it needs to be asked how you view the world within the game. Is the story or chatter amongst the NPCs enough to give you the impression that the "outside" is wrought with danger? That in a more cinematic approach, the Warrior of Light would not be able to kill an entire pack of high level beastmen solo while they're repeatedly stabbing/slashing with their weapons. If how you view the games world as one of danger (along with other things like adventure or excitement), within a lore perspective, then high level and dangerous mobs are a great thing to have. It makes the experience feel grander by giving the world this fact that you must accept as you experience.

    Let's say that there was a lv90 aggressive mob somewhere tucked away in a cave, but close to a starter city. No immediate danger to anyone that isn't looking for it. To a new and ignorant player, it instills within your mind the open world makes sense to be seen as dangerous, as the story often points out. It's no wonder these NPCs encounter danger as maybe, since there's a lv90 mob around, there's more scattered about (maybe only within the story).

    To an experienced player, the presence of such a mob that is that high in level means that the devs are not above dropping hard to kill mobs on you. Ones that will wreck you. That not everything is designed to be killed by you and only you. Maybe one day, they'll drop some group necessary mobs into the open world (like Hunt ones). It's more of a subtle look into what the devs may have planned or maybe a glimpse into how they want the games world to be.

    The cons are obvious. It's unnecessary to do with the current direction that the game is in. Why even bother if they're just going to annoy you and your efforts? I'd argue that a grand majority of players do not care for immersion serving practices, including many who claim they do want it.

    Someone brought up the Sylphlands. That is a great example of a glimpse into the annoyance that occurs frequently with high level danger presence. Most of us are already conditioned in understanding that this game does NOT want to annoy us anymore than it needs to. It really would be annoying to take part in something that is otherwise solo, but it happens to cross into lv90 territory randomly. Old school mentality says "it's an MMORPG, expect to occasionally need to find a group for things", but that's not how most look at things today. They could rock the boat on that one with expansion changes easily, but that's about it. We're conditioned to forgive dramatic changes with "big" alterations, like ones found in typical expansions.

    Now it stands to reason that they could simply throw in a few high level dangers like said above, without affecting high level questing areas, but then we look at value. It doesn't take much time to just add some generic mob, but there's really no reason to unless they serve some purpose (maybe a quest?). That would just seem like it'd be a pointless overall addition.

    If, however, they were going somewhere with that concept. That we'll see more group necessary open world content that isn't just timed like FATEs and Hunts, and more readily available (unlike daily quests), then such additions are welcome for everyone. In most cases, you never want to actually take away from what people recognize as a core reason to play. In XIVs case, you never want to remove the simplicity of having the option to spend time soloing things (like daily quests). You just want to add to them. Sometimes, you could even replace them for something arguably better. Daily solo quests vs repeatable group quests for identical rewards. We had something like that with Diadem, but fell flat for numerous reasons.
    (4)
    Last edited by Welsper59; 10-27-2016 at 10:51 AM.

  5. #5
    Player
    Keramory's Avatar
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    Mar 2011
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    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    Yes and no. How you're probably imagining it was not what it was like. For example Uldah, yeah it had some end game level drakes at the time near the very south part of Uldah but it wasn't like you'd get argo by accident from them.

    Also the leash system was different then too. You can put level 50s RIGHT outside every starter zone and it still wont matter, you walk 3 feet and you wont have to worry about the monster following you. It's absolutely silly as it stands now.
    (5)

  6. #6
    Player
    Bloody's Avatar
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    Mar 2011
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    Character
    Arkain Stormfury
    World
    Hyperion
    Main Class
    Dragoon Lv 60
    I remember running through those drakes to get some of the aether nodes.... oh boy was that fun. Exploring in 1.0 was definitely a lot more fun than it is now, and if they were able to find that balance of dangerous excitement in the open world without it being a drag, I feel that would be beneficial, and those who like to explore such as myself would get extra enjoyment out of the game. How big the explorer population is I have no clue, but spicing up the open world in ways that make it more relevant would be a huge improvement over #AFKallday in the cities/Idyllshire
    (4)
    Pro DPS tactic: Big glowing orange AOE = "Stand here to boost your DPS!"
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  7. #7
    Player
    Shika's Avatar
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    Mar 2011
    Location
    Ul'dah
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    Character
    Ellana Trevelyan
    World
    Excalibur
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    Thaumaturge Lv 60
    I seem to remember The Burning Wall and maybe Blue Fog being a real pain to get to around Ul'dah; attuning to some nodes for the first time seemed to be a lenghty process in some cases- sneaking around the back of mobs, wall hugging like in PoTD and praying that things didn't turn around, sound aggro mobs that you had to walk past... The worst ones for me were pretty much any in Gridania, those winding narrow pathways and loopy maps filled with boars- *shudder*. There was a lot of face pulling by one person and raising them once the mobs de-aggro'd, if they were in a safe spot of course.

    It was reminiscent of getting to Jeuno for the first time from Sandoria in FFXI as a fresh newbie player that did not know any of the areas or what they were doing- exciting perhaps, but it became a drag getting so far or setting out to gather nodes or do quests that ended up with you being beaten to death by a mob that you had no chance of even hitting let alone killing. I don't really think a return to that would be good, although the maps are more open now at least.
    (0)

  8. #8
    Player
    alimdia's Avatar
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    Ali Lifesaver
    World
    Gilgamesh
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    Marauder Lv 80
    What I get from this thread is

    "Please put dangerous monsters so we can avoid them or skip them"
    (9)

  9. #9
    Player
    Felis's Avatar
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    Gridania
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    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by alimdia View Post
    What I get from this thread is

    "Please put dangerous monsters so we can avoid them or skip them"
    Avoiding aggro successfully from dangerous monsters is the whole fun.
    It was only annoying if it failed
    (4)
    Last edited by Felis; 10-28-2016 at 06:16 AM.

  10. #10
    Player
    Savagelf's Avatar
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    Jan 2013
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    New Gridania
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    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    it wasn't that fun high lvl monster tend to killed people
    (1)

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