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Thread: 1.0

  1. #41
    Player
    Zephyr's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    25
    Character
    Zephyr Valkyrie
    World
    Odin
    Main Class
    Red Mage Lv 70
    I remember doing an aetheryte run on about a lv30 since it was my highest at the time and having to home point everything on route incase of death (of which there was lots). Was a fun challenge trying to get the 2 in mor dhona. Came from the thanalan side and that just a challenge to reach the zone line since it was all narrow cliff paths there. Once we got them both (since a friend joined in on getting these 2), we got on a lv1 character and played chicken with the lv90 basilisks round revenants toll. Had a lot of fun with that.
    (3)

  2. #42
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Velhart
    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.
    The method of how sneak/invis can be rectified here just as teleport and warp changed from being a mage only thing in XI to an anyone can do it in XIV.

    The pro: No one has to level whm or blm just to have teleport.

    The con: Now even if you level a certain job, you can't teleport for free.

    Quote Originally Posted by Velhart
    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.
    This whole game is designed in contained space. Which is why I don't disagree with dangerous open world fitting here in an open world built to be soloed and be easy for the quest hub meta. They killed the concept of skillchains, open world party grinding, and claimable monsters. So to be introduced here on top of that would be an annoyance more than something wanted by the majority. If the meta changed(which it isn't), then dangerous open content would be refreshing. Best hope for this is Eureka or Diadem as you say.

    Quote Originally Posted by Felis
    Avoiding aggro successfully from dangerous monsters is the whole fun.
    It was only annoying if it failed
    Yes it is, especially to anyone who like the concept of a stealth class which is very popular in rpgs. It also adds fun to the concept of pulling enemies. Which adds complexity and depth to how enemies are encountered rather than just what you do after engaged. But again, things like crowd control are resisted or flat out not strong enough to make encountering enemies a new layer of gameplay and strategic encounters. Creature AI in 1.0 was phenomenal for the most part. Just read Jynx's post or look up videos.

    Hell a majority of existing Final Fantasies in existence have some form of altering fight start dynamics(pre-emptive,etc) and group based synergy in some shape or form.
    (0)
    Last edited by Sandpark; 10-28-2016 at 07:37 AM.

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

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

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

  3. #43
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,468
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Both sides have valid points, and (unsurprisingly) some people are resorting to extremes to make the other side of the argument look ridiculous.

    I understand the appeal of having monsters present a threat to players, it can generate excitement to not be detected. Look how successful this year's All Saint's Wake event is- an event that encourages stealth-based gameplay among objectives. I don't think very many rational players are asking for the whole dang collective Eorzea to be peppered with zones specifically to look like a giant deathtrap, but I think it's somewhat even healthy to have a specific amount of areas where there is legitimate risk in being detected by monsters if you are alone. This doesn't have to be in levelling/FATE/newb areas, or popular quest hubs. But I feel that the open-world outside of instances (that's right, it exists) could stand to use a handful of areas that are protected by monsters 10 levels or so over the level cap (so Stealth doesn't work), without flight, that either can be carefully navigated by loners or possibly require strangers to, I dunno, help each other (gasp!) to get to the other side. These areas wouldn't even need to be mandatory to standard progression and are out in the middle of nowhere. But there could be gathering nodes with materials needed for some end-game equipment, loot, or even just something glamour-related past these areas. 1.2x had something similar with Amalj'aa and Kobold strongholds for players at level cap, both of which have been trivialized significantly now.

    I don't know if they could ever get away with sticking danger like that in areas meant for beginners as normal occurrence, right outside of the city gates that could camp the zone line like the Peiste mob from 1.0... But I don't particularly see the big deal with a mercifully rare hunt mob being visible out in lowbie areas; the only people who'd realistically take issue are the incredibly inattentive, which I think a part of this whole discussion originated from in another thread. Especially since death is a slap on the wrist in this game. But the thought of high level monsters being a hop-and-a-skip from the town gates and the idealistic view of frequently grouping up to kill them (or high level players in shining armor saving the day) really isn't so simple nor practical in practice.
    (0)

  4. #44
    Player
    Lisotte's Avatar
    Join Date
    Jun 2013
    Posts
    339
    Character
    Lisotte Poena
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    I think a majority of the people posting "that sounds way too haaaaaarrrddd, or too painful" probably haven't played much of the oldschool MMO's that had this as a core concept. Most of the time you didn't have to rely on high level players to get your business done. Sometimes you did though, and having to form social interactions based around helping people was what formed real guilds, not ones that are glorified chat rooms.
    (0)

  5. #45
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    This is just going to be the same song and dance over and over, but nothing will change on this front it seems and the devs are sticking to their guns. I mean, aside from one or two out of the way areas, most FF games had most of the dangers in dungeons while the overworld was just peppered with foes to help you grind. It's really not much different here.
    (1)

  6. #46
    Player
    Khanscott's Avatar
    Join Date
    Jun 2013
    Posts
    272
    Character
    Aevis Sylph
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    I remember in FFXI trying to kill a bunny rabbit once. When I pulled said bunny, I noticed the Monty Python rabbit taking notes as the poor Elvaan that was my avatar went from full health to being evenly coated across the zone. It wasn't even aggressive, but good gravy it made hell look tepid in comparison when I hit it with my sword. I wouldn't mind stuff like this running around the starter zones in XIV for lowbies to try and fight as a party for kicks.
    (0)
    Happiness is manditory.
    Not being happy is treason.
    Treason is punishable by death.

  7. #47
    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 Khanscott View Post
    I remember in FFXI trying to kill a bunny rabbit once. When I pulled said bunny, I noticed the Monty Python rabbit taking notes as the poor Elvaan that was my avatar went from full health to being evenly coated across the zone. It wasn't even aggressive, but good gravy it made hell look tepid in comparison when I hit it with my sword. I wouldn't mind stuff like this running around the starter zones in XIV for lowbies to try and fight as a party for kicks.
    That's kinda what those lv13(?) mobs are for, maybe. The Treant for Shroud, the Goobbue for La Noscea, and ??? for Thanalan. Admittedly, not as fun though when you can see the level, and not just learn through painful experience what "Incredibly Tough" meant.
    (0)

  8. #48
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by MilesSaintboroguh View Post
    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.
    Certainly wouldn't be for me. Part of what put me off FFXI as a whole is how it forced parties onto you at early levels because you could barely go anywhere without getting killed by trash mobs.
    (2)

  9. #49
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Bourne_Endeavor View Post
    Certainly wouldn't be for me. Part of what put me off FFXI as a whole is how it forced parties onto you at early levels because you could barely go anywhere without getting killed by trash mobs.
    In a lot of cases it wasn't that bad at all. You could get from a to b with very little danger if you stayed in the beaten paths and followed the signs. Running from Bastok to jeuno for example with a level 1 alt wasn't a challenge if you stayed on the trails you'd hardly encounter a thing. Mobs were often placed well away from the beaten path.

    Getting to exp camps was a little more dangerous but that was fine because that's why you were going there to find and kill dangerous stuff and get exp.
    (0)

  10. #50
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    The devs can start with a leve, where you have to reach the goal without pulling aggro (give the enemies ranged attack that hit hart if pulled aggro)

    Example:
    https://www.youtube.com/watch?v=tXzXgYxIEeg
    (0)
    Last edited by Felis; 10-28-2016 at 09:09 PM.

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