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Thread: 1.0

  1. #31
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    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)

  2. #32
    Player
    Pakonitan's Avatar
    Join Date
    Sep 2014
    Posts
    106
    Character
    Princess Kairi
    World
    Lamia
    Main Class
    White Mage Lv 80
    Yeesh. Reminds me of the time when I first started, and I accidentally crossed into the fallgourd float area in gridania and got killed by higher leveled monsters. No thanks.
    (3)

  3. #33
    Player
    Talraen's Avatar
    Join Date
    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)

  4. #34
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    (1)

  5. #35
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    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)

  6. #36
    Player
    Arasiel's Avatar
    Join Date
    Mar 2011
    Posts
    409
    Character
    Torian Whyte
    World
    Zalera
    Main Class
    Rogue Lv 60
    Bentbranch(Savage)
    (4)

  7. #37
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    On the subject title of 1.0

    #makebattleregimegreatagain
    #battleregimeindependentoflimitbreak
    (0)

  8. #38
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    So I ask again, besides "immersion" and "challenge" why is this thing needed? Why does something so simple as traveling need to have a big risk? What about low populated servers that doesn't have as many players around to want to help?
    (3)

  9. #39
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by MilesSaintboroguh View Post
    So I ask again, besides "immersion" and "challenge" why is this thing needed? Why does something so simple as traveling need to have a big risk? What about low populated servers that doesn't have as many players around to want to help?
    You might actually be overthinking the idea. Maybe I'm wrong on it, but I think a lot of the folks wanting for the mobs to be dangerous aren't necessarily asking for an entire army of impossible to solo mobs at every corner of every map (including starter zones). Nor are they asking for it to greatly impact anyone from their typical tasks (maybe it'd even add more things to do if there's actual substance).

    I'm personally not against the idea of possibly having group quests be a thing alongside solo daily ones. Like if there'd be 1 group quest for beastmen rep/rewards available each day to kill a mob of A-rank equivalent difficulty (maybe it'd be among other dungeon-tier trash mobs). Think of it along the lines of those chain FATEs, like that poachers one in South Shroud, except those guys are up like any other open world mob. The concept of dangerous mobs being around is world building more than it is any other reason. The presence is the point in that case.

    To argue against the idea of "challenge" or "immersion" not being enough reason to do something, is to argue against practically anything done in a video game or any creative medium. Why do anything that has specific direction or design in mind? Why have a specific tree stump in an area when it's completely unnecessary to have it? Why decide to make the Gold Saucer a tad visible from Southern Thanalan? Why have so many pointless or annoying mobs in areas that don't even involve them for quests?

    It's not necessary to have the wanted danger added, obviously, but many things are clearly not necessary either, including the things that have already been put into the game.
    (4)

  10. #40
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    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.

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