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  1. #1
    Player
    REPROBEAN_CHILD's Avatar
    Join Date
    Jan 2015
    Location
    Everywhere
    Posts
    582
    Character
    Lucienne Beauvilliers
    World
    Faerie
    Main Class
    Summoner Lv 100
    This has been something of a peeve of mine ever since Heavensward was released: why are nearly ALL the monsters hostile? It's not about it being "too hard," but some enemy types, imo don't need to be aggressive. For instance, I could understand if a Griffin, Sanuwa, Endymion, or even a Gaelicat would want to kill you on sight in Sea of Clouds. I don't expect that from a Paissa, though. In anything, it should be a passive monster. The only passive mobs in the HW areas are the elemental sprites and the baby Nankas in the Forelands. I can understand that they want to make the new areas a challenge, but I want it to make sense. All mobs wanting to attack in Churning Mists or Azyz Lla is more believable, because it makes sense from a lore perspective. But I don't see it in some areas, like in Sea of Clouds, Forelands, Hinterlands, and Western Coerthas.
    (8)
    Last edited by REPROBEAN_CHILD; 04-29-2017 at 09:55 PM.

  2. #2
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by REPROBEAN_CHILD View Post
    This has been something of a peeve of mine ever since Heavensward was released: why are nearly ALL the monsters hostile? It's not about it being "too hard," but some enemy types, imo don't need to be aggressive. For instance, I could understand if a Griffin, Sanuwa, Endymion, or even a Gaelicat would want to kill you on sight in Sea of Clouds. I don't expect that from a Paissa, though. In anything, it should be a passive monster. The only passive mobs in the HW areas are the elemental sprites and the baby Nankas in the Forelands. I can understand that they want to make the new areas a challenge, but I want it to make sense. All mobs wanting to attack in Churning Mists or Azyz Lla is more believable, because it makes sense from a lore perspective. But I don't see it in some areas, like in Sea of Clouds.
    They have just made it so all mobs in HW area get alerted of ur presence by sound, smell and sight. FFXI did this better some mobs would be alerted by smell or sight or sound so you had spells like Invis and spell that would silent ur sound and hide ur smell. This made the game more interesting in my honest opinion.
    (3)

  3. #3
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    They made everything aggressive, but they lack the teeth. Its kinda lazy if that's their idea of making the open world more dangerous. there also the fact that, since stormblood has garlean territory and heavensward has flying dragons, they should at least have anti air defenses.
    (5)

  4. #4
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Quote Originally Posted by Kallera View Post
    They made everything aggressive, but they lack the teeth. Its kinda lazy if that's their idea of making the open world more dangerous. there also the fact that, since stormblood has garlean territory and heavensward has flying dragons, they should at least have anti air defenses.
    I mean we're about 150 item levels above what was expected for us to have in these zones. The overworld can't ALWAYS be threatening.
    (4)

  5. #5
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by basketofseals View Post
    I mean we're about 150 item levels above what was expected for us to have in these zones. The overworld can't ALWAYS be threatening.
    Well, the idea of a threatening overworld generally revolves around putting mobs that require a group anywhere between 4 and 80 level capped men in there so that players who encounter those mobs will die for certain when alone, even if they're well geared. And ideally not in secluded places you can avoid either, but forced right in your face.

    Personally, I'd just queue for a dungeon or raid if I wanted that, but...yeah.
    (1)

  6. #6
    Player
    basketofseals's Avatar
    Join Date
    Jul 2015
    Posts
    815
    Character
    Verrine Mercer
    World
    Balmung
    Main Class
    Samurai Lv 86
    Quote Originally Posted by Zojha View Post
    Well, the idea of a threatening overworld generally revolves around putting mobs that require a group anywhere between 4 and 80 level capped men in there so that players who encounter those mobs will die for certain when alone, even if they're well geared. And ideally not in secluded places you can avoid either, but forced right in your face.

    Personally, I'd just queue for a dungeon or raid if I wanted that, but...yeah.
    I can definitely see the appeal, but I think diadem has shown me that it won't really work out in practice.
    (2)

  7. #7
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by basketofseals View Post
    I mean we're about 150 item levels above what was expected for us to have in these zones. The overworld can't ALWAYS be threatening.
    Well, just like aggressive mobs stop acting aggressive once you outlevel them more than 10 levels, maybe there should be a similar rule for when you out Item Level them by a similarly significant margin. Once geared well enough that they switch from being dangers to just nuisances let people start ignoring them.
    (0)
    Last edited by Niwashi; 03-21-2017 at 09:05 AM.

  8. #8
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Questing in the Sea of Clouds makes me want to rip out my eyes so I don't cry from the frustration. I aggro as much as the Sylphlands, and the monsters have a ton of HP for some reason. What's the point of making those areas so big if you're gonna fill them with monsters lol
    (2)

  9. #9
    Player Lexia's Avatar
    Join Date
    Aug 2013
    Posts
    3,509
    Character
    Lexia Lightress
    World
    Balmung
    Main Class
    Ninja Lv 86
    I think there not enough aggressive mobs in the game, as there no real danger even a mob does attack you they are no real threat they not going to kill you unless you like afk for more then minute or two. This game is cakewalk compared to XI in that game it truly did have mobs no matter where you want that could kill regardless of your level.
    (2)

  10. #10
    Player
    Korbash's Avatar
    Join Date
    Aug 2013
    Location
    The Cold Lands of Canada - U'l Dah (could'nt play SMN at lauch, so picked BLM))
    Posts
    396
    Character
    Korbash Soucolline
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Lexia View Post
    I think there not enough aggressive mobs in the game, as there no real danger even a mob does attack you they are no real threat they not going to kill you unless you like afk for more then minute or two. This game is cakewalk compared to XI in that game it truly did have mobs no matter where you want that could kill regardless of your level.
    What worked well with FF XI, and the other MMOs of the past, is that people grouped together, made teams, to do contents, quests, grind mobs, explore areas, etc. They were used to do most everything in a group. Those days are gone and now MMOs are made for solo players to solo everything on their own, which I'm personally not happy about.

    What drove me to play MMOs is the social aspect, meet people, do contents with them, do activities together with others, etc.

    FF XIV is built even more for the solo players, since you cannot do even the MSQ with someone, or your jobs' quests with someone, or other quests like Hildibrant's quests with someone. In other MMOs like City of Villains you could share with your friends or guildies quests you had taken, but here? Nada. So imagine you want to explore Sea of Clouds, and in the old days of MMOs you'd think "it's no biggie, I'll hang in town and ask around", but here you probably won't get an answer, since everyone is soloing everything.

    Also, exploration if a key feature of an MMO, there is no point to make pretty zones no one can explore. Personally I like exploring, but it's not doable in Heavensward. Exploring the zones should be soloable because unlike the old MMOs, trying to find people to go in there and team up is not possible. Everyone is used to do everything the solo way, except for dungeons, trials and raids of course.
    (3)


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