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Thread: Aggro Icon

  1. #241
    Player
    Rhianu's Avatar
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    Rhianu Esparta
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    Gilgamesh
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    Quote Originally Posted by MHB3000 View Post
    Its called Yalms lol.. Just add a toggle button.. It has been awhile.. but didnt FF11 have a question mark next to the name of new players?.. indicating them as new to the game? and that was able to be toggled on and off?
    New players in FFXI had a big red question mark next to their name, which disappeared after a certain amount of time played. It could be turned off sooner, but once turned off it could never be turned back on.
    (0)
    ( ◕ ‿‿ ◕ )

  2. #242
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    I am in favor of a system where you cannot tell whether the monsters will attack you on sight

    I am in favor of a system where those monsters on average would be 10 ranks/levels above the area's average.

    I am in favor of a system in which you can run faster for a short period of time to get away from a monster that attacked you.

    I am in favor of a system in which you run slower as you lose more HP.

    I am in favor of a system in which you are severely punished for not learning basic coordination and common sense navigation. This is detrimental to other endgame players who have to hold your hand and add 20~30 minutes to an endgame event because you can't learn common sense.
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  3. #243
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    KaiKatzchen's Avatar
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    Kai Ulric
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    Siren
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    Quote Originally Posted by DeadRiser View Post
    That's different though, who wants to go around talking to every npc.. or better yet, who has the time to?
    In FFXI you had too, they didn't have any markers showing who had quests/missions for players. It was also necessary to run around and do it because it raised the players standing within the cities. People had to make time to do it or players couldn't access higher quests/missions that needed a higher standing in the cities. I'd love to see something of a rank system in FFXIV's cities and more missions/quests added in, I always enjoyed them.


    On topic:

    I will agree with many others... the icon is confusing and at first I kept thinking it was part of a mission or leve. I learned within a week or so of starting this game what mobs to avoid and what was aggressive, it's not too hard to learn and I don't really see the necessity in having that icon next to its name.

    If they don't want to take it away I'd at least like a toggle on/off as others have said.
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    I'm just a bun boy, doing bun boy things.

  4. #244
    Player
    Melantha's Avatar
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    Ul'dah
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    Mela Ntha
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    Moogle
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    Pugilist Lv 20
    I'd be happy if they gave us the option of turning it off.

    One of the things I enjoyed about FFXI was learning which mobs to avoid when running through zones. I mean sure it was annoying when you first thought that Wespe wouldn't attack turns around and kills you and when you'd learned that the Death Jackets you'd been trying to avoid for ages turned out to be non-aggro, but you would learn from it. Now its just too easy... No one needs that much spoon-feeding.
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  5. #245
    Player
    DeadRiser's Avatar
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    Kipp Kaida
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    Sargatanas
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    Conjurer Lv 70
    Quote Originally Posted by KaiKatzchen View Post
    In FFXI you had too, they didn't have any markers showing who had quests/missions for players. It was also necessary to run around and do it because it raised the players standing within the cities. People had to make time to do it or players couldn't access higher quests/missions that needed a higher standing in the cities. I'd love to see something of a rank system in FFXIV's cities and more missions/quests added in, I always enjoyed them..
    THIS ISN'T FFXI, what don't people understand about that?
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  6. #246
    Player
    Sirrush's Avatar
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    Sirrush Maxim
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    Diabolos
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    Quote Originally Posted by DeadRiser View Post
    THIS ISN'T FFXI, what don't people understand about that?
    how about it was made by the same ppl.
    alot of the same ppl who played 11 play 14.
    14 was developed with the idea of fixing flaws that were made early in 11(altho admittedly they ended up only fixing a few flaws and made a bunch of new ones).
    pretty much exact same races but with funnier names(Mi'qote? seriously?)
    I could probably go on but thats all off the top of my head.
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  7. #247
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    DeadRiser's Avatar
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    Kipp Kaida
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    Sargatanas
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    Quote Originally Posted by Sirrush View Post
    how about it was made by the same ppl.
    alot of the same ppl who played 11 play 14.
    14 was developed with the idea of fixing flaws that were made early in 11(altho admittedly they ended up only fixing a few flaws and made a bunch of new ones).
    pretty much exact same races but with funnier names(Mi'qote? seriously?)
    I could probably go on but thats all off the top of my head.
    Bethesda made The Elder Scrolls and Fallout.. You expect The Elder Scrolls to have an ability to pop off people's heads by slowing down time? Nooo I don't think they would do that.
    And I think Miqo'te sounds better imo especially with the names they use.. Y'shoda and what not.
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  8. #248
    Player
    Dega's Avatar
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    Aged Minese
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    Excalibur
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    Marauder Lv 4
    I don't mind it personally but I can see why some would. It does take some sense of danger away from the world I think. There are pros and cons to both sides but if I had to choose I would have them remove it and not hold a players hand too much.
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  9. #249
    Player
    Smashington's Avatar
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    Gnu Who
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    Hyperion
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    Quote Originally Posted by DeadRiser View Post
    Bethesda made The Elder Scrolls and Fallout.. You expect The Elder Scrolls to have an ability to pop off people's heads by slowing down time? Nooo I don't think they would do that.
    And I think Miqo'te sounds better imo especially with the names they use.. Y'shoda and what not.
    So, you think Skyrim will have slow-motion head decapitations? Sounds cool.

    j/k, duck and (Run Away!)
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  10. #250
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    ARoy's Avatar
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    Mira Aeolia
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    Sargatanas
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    Gladiator Lv 28

    Um, Okay...

    I'm kinda new to MMOs in general, and as I didn't bother to read the entire thread, just the initial page, I don't know if it's been said already or not, but this really just strikes me as an attempt to look 'pro'.

    Nobody, and I mean absolutely nobody likes playing a game where they have to explore this huge game world for hours on end with the danger of suddenly getting one-shotted by some absolutely evil creature and sent back 20-30 minutes worth of running around. Given the current Anima system, which can easily be depleted early-game in the interest of cross-country leves, that just makes it all the more harder on the new players; especially if they do not see what it was that killed them and it happens more than once. Then they wrongly learn just to avoid an area completely, as apparently, they aren't wanted there.

    Now, maybe you rank/level fifties enjoy walking by Big McOneshot Sir Killyou monsters without knowing they will do so because you have high stats, a large variety of skills and super expensive equipment that mitigates it to maybe two or three hits, but I can easily see this turning someone off to the game.

    You may try to say that the big, bad, holocaust monsters look the part.

    No. They generally do not.

    In most RPGs, especially Final Fantasy games, each area has monsters around a certain strength level. Some of them look bigger and meaner than others. They may or may not be harder to kill and deal more damage than the smaller, less intimidating creatures.

    Only in the extremely rare case will random monsters be so extremely powerful that it can take you out in one hit, usually, in my experience, they aren't even random - they're indicated by special over-world sprites/models that must be approached and manually engaged by the player. Example: The Weapons sub-bosses from VII.

    Aggro icon is a godsend. Giving an option to turn it off, I suppose I can see, but the default option should always be ON, and I can't believe anyone thought it was a bad idea.
    (0)

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