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Thread: Dangerous Areas

  1. #1
    Player
    BreyVoreas93's Avatar
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    Brey Voreas
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    Gunbreaker Lv 100

    Dangerous Areas

    Just wondering if there would be any interest for legit dangerous area on the map. I have been hoping for this since the game came out. Would love to see at least one zone that actually feels dangerous to explore, mobs that require parties to fight, maybe even some old school mobs like tonbwrries, and malboro that can one shot. I would also like to see the actual terrain be dangerous like quick sand, or falling rocks that sort of thing.

    As it stands it’s just non existent in any zone outside Eureka which is obviously instanced and even that with the exception of a few areas with mobs higher than 20 it’s not an issue anymore. Thoughts, feelings, do you disagree?
    (12)

  2. #2
    Player
    Neophyte's Avatar
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    Mim Silmaril
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    Phoenix
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    Summoner Lv 90
    Danger means consequences.

    If the consequence is just 'get teleported to a return point and try again' you can't get really dangerous areas.
    (12)

  3. #3
    Player
    HelSpites's Avatar
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    Hel Spites
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    I wouldn't want to see a zone like that. See, the thing is, while generally I do like challenges, in mmos there's an expectation that you're going to be traveling back and forth around a zone over and over again. Adding things that make a zone a pain to traverse like traps or dangerous mobs doesn't really add a fun challenge. It adds frustration, which is why it baffles me that people keep asking for stuff like this so much. Sure, it might be a good time your first time through the zone, but what about your second? Or your third? Or your fourth? Or your hundredth? This is actually what drove me away from guild wars 2.

    In GW2, there was an (at the time) end game zone called Orr. That zone was densely packed with mobs, and just about every single trash mob had some form of CC they could use on you, whether it was a paralyze, or, even worse, a grappling hook. It made the zone "dangerous" sure. If you weren't paying attention it was totally possible to get mobbed to death, but there was nothing fun about that. It just meant that I'd have to waste my time running back through the zone again. That sort of challenge without a purpose adds nothing. That by contrast is what makes eureka work.

    Exploring eureka is challenging (at lower levels anyways) but you do get something out of it that makes the challenge worthwhile, and once you're done, you don't have to go back so you don't run as much of a risk of getting tired of the place.
    (29)

  4. #4
    Player
    BreyVoreas93's Avatar
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    Brey Voreas
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    What do you suggest the consequence be? I would be absolutely content with the system they have in Eureka where you lose a level should you die in the area. If not that then make the area non mountable having to run/walk to explore. Obviously having to collect monster mats, gathering, fates, hunts or anything in the zone would be a bit more difficult having to port back and then run all the way back.
    (1)

  5. #5
    Player
    Zsolen's Avatar
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    Zanelle Solainteau
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    -Eureka at a low level and in the caves can be dangerous

    -PvP is dangerous

    -Gathering in Diadem is very dangerous

    People don't like these places. I could never understand why.
    (7)

  6. #6
    Player
    odintius's Avatar
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    Odintius Baelsar
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    Quote Originally Posted by Zsolen View Post
    -Eureka at a low level and in the caves can be dangerous

    -PvP is dangerous

    -Gathering in Diadem is very dangerous

    People don't like these places. I could never understand why.
    One reason the rewards well for me at least their boring as ****. /Shrugs
    (1)

  7. #7
    Player
    BreyVoreas93's Avatar
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    Brey Voreas
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    I see your point. I suppose though, at the end of the day it’s a preference per individual. As long as it was one zone, with rarer mats, monsters, etc, I would like to see it still. I feel like alothough some may find it annoying, it would also bring a sense of adventure back to the world which really feels devoid and wasted atm. Also say your a crafter only, it would create the need to reach out and find help from people to get you through and deliver you to the things your after. It’s how to say how that would be received because I agree some would be frustrated but I think people who have been playing since the beta like myself (at least some) would welcome something like this.
    (0)

  8. #8
    Player
    BreyVoreas93's Avatar
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    Quote Originally Posted by odintius View Post
    One reason the rewards well for me at least their boring as ****. /Shrugs
    Lol I love all of them! I suppose that puts things in perspective though.
    (0)

  9. #9
    Player Okamimaru's Avatar
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    Rastiana Bel'briar
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    I'd be happy with being able to fall to our deaths again
    (1)

  10. #10
    Player
    HelSpites's Avatar
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    Hel Spites
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    Quote Originally Posted by BreyVoreas93 View Post
    What do you suggest the consequence be? I would be absolutely content with the system they have in Eureka where you lose a level should you die in the area. If not that then make the area non mountable having to run/walk to explore.
    Not to sound too aggressive here, but uh, you're just a font of bad ideas huh? Forcing players to walk through the zone? Yes, because taking away features players have come to expect has been so well received in other games. Take some time to take a quick look at WoW's forums. See if you can find any topics on the subject of flying mounts. I imagine it would go over as well here as it has there.

    As for your suggestion that players lose levels; why? This works in eureka because eureka levels are part of a self contained system. If players could actually lose character levels, why would anyone set foot in there? What reward could possibly be good enough to justify taking that risk. I don't think “rare mats” would cut it.

    Quote Originally Posted by BreyVoreas93 View Post
    it would also bring a sense of adventure back to the world which really feels devoid and wasted atm.
    This right here is the idea that I see banded about every time someone makes this topic. You're going to have to explain what exactly you mean by “a sense of adventure”. I think you might have constructed a bit of a fantasy in your head about how a zone like this might play out.

    Let me guess, you imagine people gathering up outside, talking to each other and forming parties so they can brave the depths of this new zone and fight the monsters inside. Crafters and gatherers would get together parties of mercs to protect them while they go into the zone to get what they need. That wort of thing, right? That's not at all how it'd work out.

    Mmo players will always find the path of least resistance and take it, especially when the reward doesn't fit the risk. What would actually happen is players would go into the zone as a ninja or a gatherer so they can sneak past the mobs. If the mobs can see through invisibility like they can in diadem, that zone's as good as dead at launch. If the mobs in the zone drop anything worth anything, players will form a giant deathball and zerg the zone for, maybe a week or two after launch, then the zone'll be dead. Neither sounds like much of an adventure to me.

    If you want a challenge, do some instanced content. If you want a challenging overworld to explore, don't play an mmo. Single player games have got you covered there.
    (17)

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