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Thread: 1.0

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  1. #1
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Jandor
    One or two to up the tension... maybe.

    So many that people have to beg the massive group of high level players loitering around the starting area (big demographic that) for help, no.
    You didn't have to have high level help to traverse in XI. Having that help would make traversing easier, but you could still group up with players your level to traverse most of the time.

    Quote Originally Posted by Ametrine
    Why would making the starter/tutorial zones that painful and difficult be fun?

    Actually, there are level 20-40 enemies in the first zones you enter outside of towns. And hunts can spawn near main paths.

    So what you are asking for is there, it's just forgivably out of the way unless you want to go exploring.
    Because the game doesn't start getting interesting until sometime after level 20.

    Well people shouldn't want to go exploring. We should all be able to just sit in town and teleport to dungeons, quest givers, and new zones.

    Quote Originally Posted by Fevelle
    Go do quests in the Sylphlands while underleveled and come back to say how fun it is.
    If the main purpose of the open world is to do solo/duo quest and has no purpose for killing difficult open world enemies for more than hunts and fates. Then I see no fun to be had there either. That has everything to do with this game's structure and not that having difficult open world stuff is bad.

    Quote Originally Posted by MilesSaintboroguh
    I dunno if having to ask for groups every single time you want to walk from camp A to camp B is really any fun.
    I dunno if having to group up to advance MSQ dungeons or solo instances every single time I want to advance in the story is fun. In my opinion fun is subjective, but an mmorpg should provide all avenues, give the player the choice to solo or group and let the player determine what is fun.

    Considering most people find it more enjoyable to just use the Duty Finder than stand in Limsa and ask for people to do Sastasha with them...
    Find it enjoyable? No, the right word is convenient. You lose a stab at more social interactions but gain the perk of getting into content faster.

    Quote Originally Posted by Dzian
    Makes the open world so dead, boring and lifeless
    If there were instant teleports directly to events and stuff in the real world, you wouldn't see a lot of people outside on the roads either.Cutting out downtime is great, cutting out danger is a normal human want. But I say remove it completely and life is boring.

    Quote Originally Posted by Bloody
    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
    Everyone wants to be an explorer. That's why people take vacations and get excited visiting new places. When it comes to games alot of people suddenly don't look at it as exploring but more of an obstacle to their goal.

    Quote Originally Posted by alimdia
    "Please put dangerous monsters so we can avoid them or skip them"
    People avoid enemies now. Only the enemies are so tightly condensed, you can't really avoid them. You get heavy status and have to run slower. I would prefer the option to confront them and get good rewards or avoid them completely with careful navigation or in game tools.

    I might seem pro for wanting a dangerous open world and that would be right. But, that is going to happen here so I say just enjoy what you enjoy. This isn't going to turn into the kind of game with no ilvls, no quest, dangerous open world, world wide swimming or flying. So everyone can relax.
    (0)
    Last edited by Sandpark; 10-27-2016 at 10:36 PM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  2. #2
    Player
    Atoli's Avatar
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    Jun 2011
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    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Honestly, I liked it a lot the way it was in 1.x It was a very nice balance between what XI was and what we have now.

    It wasn't as horrible and unforgiving as with FFXI where the game was basically just unplayable since you couldn't even leave the starting areas without a whole party/high level players coming back for you to pull you through.
    That was absolutely horrible game design and made 100% sure I'd never delve into that game any further.

    But in ARR, everything is so..boring?
    I wish we still had areas with level 90+ monsters. Sneaking through them for sightseeing was super fun, treating monsters differently depending on if they were sight or sound aggro, etc!
    And based on how popular this year's Halloween Haunted House is (which uses exactly these mechanics of sneaking and sight vs sound!), I get the feeling many non-1.x players would enjoy that too.

    But yeah, starting areas are probably worst offenders. It annoys me the most because there actually ARE *somewhat* dangerous monsters around (Treants in Gridania, Goobbue in Limsa,....nothing I can think of in Ul'dah but let's ignore that..xD), they just lack aggro. Which lvl 2 player attacks a lvl 12-14 monster on purpose? But having to be careful to not attract it while killing the lvl 2 sheep/mammals/ladybugs around is a lot more exiting. So I wish those would get turned from peaceful to aggressive :/
    Now don't get me wrong. 1.x never was "unplayable" without a party. You could technically go everywhere by yourself, and especially in non-lvl90-monster areas, it wasn't really hard to avoid the high level monsters, but it did add a sense of danger to the world that is just completely lacking from ARR/HW.
    (4)
    Last edited by Atoli; 10-27-2016 at 10:20 PM.

  3. #3
    Player
    Waaltar's Avatar
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    Mar 2011
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    144
    Character
    Berenice Vegetables
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    It wasn't really an issue once you got a feel for aggro. It's really not much different than hunt mobs are now.

    There are 1.0 videos on youtube you can watch to see what it was like, like somebody running from old Camp Tranquil to old Camp Drybone. The game had a vast feel then; the Heavensward areas are actually reminiscent of it.
    (1)

  4. #4
    Player
    Annah's Avatar
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    Sep 2013
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    529
    Character
    Annah Gynnterais
    World
    Brynhildr
    Main Class
    White Mage Lv 80
    Quote Originally Posted by KoroushSensei View Post
    read a post today that said during 1.0 outside the starting cities there were lv 40 monsters. i wish we had these now. it would have made starting the game more fun. it would make you go as groups or ask for help from higher lv players. please bring this back SE
    lol there are people super mad that there are a rank and s rank rare mobs periodically in starting zones. Im afraid there will be weeping and gnashing of teeth if this was implemented (I am fine either way...I actually think it would be fun but then again im crazy)
    (0)

  5. #5
    Player
    Velhart's Avatar
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    Mar 2011
    Location
    Ul'Dah
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    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Last I recall in FFXI, people were annoyed they constantly had to go through mobs that could instant kill them just to get to a spot, especially an HNM area. Either always asking a mage to invis/sneak or you had to spend with gil that greatly accumulated over time. I can't recall anyone who actually really enjoyed this.

    But yes, lets put over the top dangerous mobs in areas where there are FATE's, quests, hunts, guildleves, gathering points, etc. You know, in these very contained areas. I am sure people who solo play certain content will not get annoyed by this at all. I am sure developers will want to take time to add mobs to not motivate people to explore the areas they worked very hard to create. This seems to be another case of nostalgia overcoming logical game design in a already established formula.

    If you want content like that, then submit more feedback on how to fix Diadem or wait and see what they decide to do with the new Eureka area.
    (7)

  6. #6
    Player ManuelBravo's Avatar
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    Apr 2012
    Location
    Milpitas , CA
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    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90

    I miss it ...would be nice if they made it into a dynamis version for relic lol

    I miss 1.0 , agro from super level mobs, sneaking around....wish they would make into a dynamis version like 11. I still enjoyed that and miss it. hmmmm the world before the fall. Take me there ^^ lol
    (0)

  7. #7
    Player
    Talraen's Avatar
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    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Can someone explain how having high-level aggressive mobs right outside of cities is "immersive"? It actually contradicts the lore. For instance, if Ul'dah had a gate with aggressive monsters that would kill literally any person except a high-level adventurer on sight, they would either a.) hunt that monster to extinction or b.) close that gate. If anything, logic dictates that aggressive monsters are too close to the cities already. I mean there's a group of relatively low-level Ixal a few hundred yalms from Gridania, why haven't the Wood Wailers permanently dealt with them? A level 35 guard from Fallgourd Float could do so by himself without issue.

    It's a game. Having aggressive monsters that randomly kill people and offer no positive contribution to gameplay is bad design.
    (5)

  8. #8
    Player
    Dyvid's Avatar
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    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    (1)

  9. #9
    Player
    LineageRazor's Avatar
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    Dec 2013
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    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Atoli View Post
    It wasn't as horrible and unforgiving as with FFXI where the game was basically just unplayable since you couldn't even leave the starting areas without a whole party/high level players coming back for you to pull you through.
    That was absolutely horrible game design and made 100% sure I'd never delve into that game any further.
    FFXI was rarely this problematic. While it was true that getting aggro from a mob even just a level or two higher than you pretty much meant death at low levels, there were very few aggressive mobs in low level areas. Pretty much just Beastmen, and Beastmen tended to be scattered widely enough that they were easy to avoid. At higher levels, characters had easy access to stealth items and abilities. There were very few areas in the game where you needed a party just to travel there - and those places, players rarely had any business being there solo anyway. By keeping an eye out for the few aggressive mobs, you could run as a naked level 1 character all the way from your hometown to Jeuno (a town in an area full of level 40 mobs that could kill you in one hit).

    It was a different story, true, if you had a quest or something to do there. You typically had to drop stealth to interact with quest elements, and that left you exposed to possible aggression (at least, unless you waited until you vastly out-leveled the zone before doing those quests). SE clearly intended even open-world quests to be done in a party. But in terms of just getting from place to place? Trivial both as a low level and as a high level. High level, just use stealth items or abilities. Low level, keep an eye out for the infrequent aggressive mobs, and proceed by them carefully.

    Players could even explore areas while vastly underleveled, thanks to those stealth items. One of my fondest memories from that game was the method by which I chose to make money early on: mining for Adaman and Orichalcum Ore in Ifrit's Cauldron as a level 30ish Red Mage. The area was hazardous even to level 75 characters, and swarming with Bomb mobs that would aggro from leagues away if you tried to cast stealth spells in their range (they didn't aggro stealth items - but I was cheap, and preferred to use spells over items). It was dangerous and exciting - and completely optional. And since even level 75 players were reluctant to mine there, I made quite a bit of money from the Ore I brought home - at least, on those occasions when I didn't get spotted by a bomb and murdered before I managed to dig some up.

    Placing a few legitimately dangerous mobs in areas is not discouraging. It's exciting. At least, as long as the area isn't positively teeming with them.
    (4)

  10. #10
    Player
    Arasiel's Avatar
    Join Date
    Mar 2011
    Posts
    409
    Character
    Torian Whyte
    World
    Zalera
    Main Class
    Rogue Lv 60
    Bentbranch(Savage)
    (4)

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