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Thread: Dangerous Areas

  1. #31
    Player
    Tracewood's Avatar
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    Bast-- Ul'Dah.
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    Eugene Tracewood
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    Midgardsormr
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    Monk Lv 92
    Eureka had that perfect blend of danger but you could avoid it.

    Yeah, it's not much fun getting killed as a low level, but as you get higher many of those low level enemies leave you alone and you can take on some stronger ones. ARR still had that sense of danger with mobs still aggroing you but as you get higher ilevel they're still a joke. Flying kills that sense of danger though.

    Maybe they'd consider mini dungeons in the overworld where you can't fly but can use a mount and use that for MSQ and RQ activities?
    (2)

  2. #32
    Player
    BreyVoreas93's Avatar
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    Brey Voreas
    World
    Coeurl
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    Gunbreaker Lv 100
    Quote Originally Posted by Tracewood View Post
    Eureka had that perfect blend of danger but you could avoid it.

    Yeah, it's not much fun getting killed as a low level, but as you get higher many of those low level enemies leave you alone and you can take on some stronger ones. ARR still had that sense of danger with mobs still aggroing you but as you get higher ilevel they're still a joke. Flying kills that sense of danger though.

    Maybe they'd consider mini dungeons in the overworld where you can't fly but can use a mount and use that for MSQ and RQ activities?
    Now this would be something I would definitely see as a compromise. I think that could be very interesting.
    (0)

  3. #33
    Player
    SomeRandomHuman's Avatar
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    Apr 2014
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    Character
    Tabi Fox
    World
    Mateus
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    Scholar Lv 100
    You want a dangerous area? Walking into the hinterlands during HW early access was dangerous. There was an error in the map and there was a horde of like 20 nabroois herded together next to where it spawns you in. If you were unlucky and one saw you, you ended up getting hentai'd by all 20 of the little buggers and basically insta died.


    Now that was a dangerous time indeed.
    (1)

  4. #34
    Player
    KisaiTenshi's Avatar
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    Sep 2013
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    Gridania
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    Kisa Kisa
    World
    Excalibur
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    White Mage Lv 100
    Quote Originally Posted by BreyVoreas93 View Post
    What do you suggest the consequence be?
    Losing experience or a Level is not a fun thing, especially when there is no limit to what you can lose. Games like Mabinogi made you lose experience up to -1 level's worth and it just ended there. The point of that is to prevent players from throwing themselves at the same monster over and over. Also why mobs hp regenerate or even reset in later games.

    A legitimate "dangerous" area would work like Wizardy's dungeons did. Your HP/MP does not recover in the dungeon, you have to use items or skills. If you die, you have to have someone tow your body back to the revive point to not lose anything (and even then because it had permadeath, you could still have RNJesus nuke all your progress.) You also had the option of trying to outrun the grim reaper type of mobs in the "spirit" world to return to the revive point yourself as well. That was actually kinda fun.

    (Aside from the ability to have someone loot your body, which made it annoying, and the P2W aspect nerfed both the permadeath and ability to steal things from players in Wizardry)

    But putting that aside, every game that ever has "dangerous" types of zones, often can't overcome gear creep, so it wouldn't be dangerous for very long unless the entire zone was synced like Eureka.
    (0)

  5. #35
    Player
    Rufalus's Avatar
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    Gridania
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    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I would have liked some dangerous zones. I'm not trying to ruin the game for anyone. You could still have all of the zones that are required for msq be easy. But then there'd be some optional zones on the outskirts that place an item level sync on the whole zone and require either sneaking or fighting as a party to pass through, because some people like open world danger.

    If you get deep enough there can be gathering nodes with special treasure which have a time restriction similar to maps that you can only collect once every 18 hours or something. It's an optional way to make money and collect extra rare items that pop if you're lucky. The danger makes it harder for bots to succeed, and because it's not instanced you can treasure hunt while queuing for other stuff.
    (2)

  6. #36
    Player
    Gurney's Avatar
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    May 2015
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    Gurney Halleck
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    Ultros
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    Fisher Lv 80
    Hope you had a Ice Cluster to get past the Lava Wall.
    (1)

  7. #37
    Player
    BreyVoreas93's Avatar
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    Brey Voreas
    World
    Coeurl
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    Gunbreaker Lv 100
    Like I said I would be open to different things if the consensus was no one wanted a more “dangerous” over world spot. This sounds really fun to me, obviously I don’t speak for anyone but me but that type of dungeon sounds interesting. Playing this long, I think something new like this would invigorate this game for, at minimum, the folks who are wearing on the same old content.
    (0)

  8. #38
    Player
    mikanana's Avatar
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    Aug 2017
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    Ul'dah
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    Character
    Strawberry Latte
    World
    Louisoix
    Main Class
    Paladin Lv 70
    Limsa Lominsa at night during the weekend...
    (2)

  9. #39
    Player
    Limecat's Avatar
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    Dec 2012
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    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    The best part about dangerous areas in MMOs is getting to watch someone who doesn't know better wander into the kill zone and panic briefly before getting torn apart. The second best part is knowing what's in there yourself but having to go through anyway, and successfully making the silly-ass juke and dash to get out alive.
    (0)

  10. #40
    Player
    Draken's Avatar
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    Feb 2012
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    Character
    Draken Titan
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    You can’t have a dangerous “zone” if the rest of the world is face roll easy. People will always gravitate to the path of least resistance. Every time they implement something difficult it’s DOA due to the risk/time/reward structure.

    The only reason ultimate raids are even done by the tiny amount of min/maxers that must have that minuscule increase in ilevel or stats. For the rest of us the time commitment isn’t worth it.

    The only way for this to work is to make the entire world more dangerous(with a curve) from the start and implement real rewards behind the difficulty.
    (1)

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