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  1. #1
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Malia_Chan View Post
    Seriously? This is already to easy.
    It's not about making it easier. Just less frustrating. The long leash distance does not make mozja enemies difficult or dangerous. Just frustrating. They're still trivial outdoor mobs in the way of the content people are trying to do. If they were actually dangerous, like say the sleeping dragons in Eureka, that'd be one thing. But they aren't, with the exception of the 'rare mob' guys you see now and then. They just waste time.
    (4)

  2. #2
    Player
    DoH's Avatar
    Join Date
    Sep 2020
    Posts
    158
    Character
    Pray Return
    World
    Faerie
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Ransom View Post
    On the one hand, yes, it's annoying. On the other hand...

    Final Fantasy Eleven would like a word.

    Imagine that mobs don't EVER stop chasing until you exit the zone or die.
    Now imagine that they pick up potentially dozens of adds, with even normally non-aggro mobs of their type
    joining in the chase and also NEVER giving up.
    Now imagine that, when the chase is over, they don't go non-aggro while they quickly run home, but instead
    slooooowly walk home while remaining aggressive the entire time.

    There was a place called Crawler's Nest that was regularly shut down for (real life) days on end from the
    murder swarm of over a hundred high-level crawlers just inside the door.

    So yes, it's totally annoying, but it could be worse.
    As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).

    The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.
    (0)

  3. #3
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DoH View Post
    As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).

    The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.
    A lot would need to change to make this more engaging in FFXIV. For starters, slowing mounts so that you can't easily outrun everything. Also making enemies a lot more deadly so that random mobs are actually a threat 1 on 1. Having mobs chase you all over the zone on its own wouldn't bring back that same feeling. And would just open up the door to potential griefers kiting mobs around that people need for quests etc.
    (1)

  4. #4
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,497
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by DoH View Post
    As I mentioned, Everquest was like this too, and it actually made the game more fun. Having to run out of a zone to avoid a train of monsters was actually better in my opinion (and reminds me of Fansy the bard who trolled people near the docks in Oasis).

    The biggest difference (as I also mentioned) is that guards at towns in Everquest were generally powerful and would attack monsters that got near so you didn’t have the issues like in Bozja where you run by friendly NPCs into a camp but still have monsters trailing you. It’s like they implemented only part of these mechanics from other games but missed a critical other portion and that has made it annoying.
    It was less fun if you were sitting at the docks in Oasis trying to med and someone kept training the sand giants and spectres to it. XIV is also missing a key component that EQ had with Invisibility and Invisibility to Undead. Those combined with Levitate meant you could mitigate the barriers to exploration.
    (0)

  5. #5
    Player
    MsQi's Avatar
    Join Date
    Mar 2018
    Location
    Gridania
    Posts
    2,154
    Character
    X'lota Qi
    World
    Lamia
    Main Class
    Bard Lv 100
    The biggest problem is that it's inconsistent with the rest of the world. This like Eureka feels like you are in a different universe, doing things that have little to no bearing on your "real life".

    Personally I think the leash in the rest of world is a little too short. Somewhere in the middle would be best.
    (4)
    "A good RPG needs a healthy dose of imbalance."
    https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A

  6. #6
    Player
    DoH's Avatar
    Join Date
    Sep 2020
    Posts
    158
    Character
    Pray Return
    World
    Faerie
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Bright-Flower View Post
    A lot would need to change to make this more engaging in FFXIV. For starters, slowing mounts so that you can't easily outrun everything. Also making enemies a lot more deadly so that random mobs are actually a threat 1 on 1. Having mobs chase you all over the zone on its own wouldn't bring back that same feeling. And would just open up the door to potential griefers kiting mobs around that people need for quests etc.
    Wha....? They could easily fix this issue within Bozja simply by having the friendly NPCs actually do something (i.e., attacking any enemies that try to enter the camps) or by having entry into those camps act as a “trigger” to de-aggro any players who enter. There aren’t any quest monsters in Bozja, so I don’t see how this would be an issue or could be used to grief other players.
    (0)

  7. #7
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by DoH View Post
    Wha....? They could easily fix this issue within Bozja simply by having the friendly NPCs actually do something (i.e., attacking any enemies that try to enter the camps) or by having entry into those camps act as a “trigger” to de-aggro any players who enter. There aren’t any quest monsters in Bozja, so I don’t see how this would be an issue or could be used to grief other players.
    If we're talking Bozja specifically, they would still need to make individual enemies a lot more threatening for them to actually feel dangerous. Having them stop chasing you in camps would be fine, make the long leashes slightly less annoying, but it wouldn't really make things more immersive. Having guards attack them would require additional programming time for little actual payoff. And if they make the enemie stronger/faster so that one enemy chasing you down on your mount is actually something to be concerned about that would slow down people farming them for clusters or w/e.
    (0)

  8. #8
    Player
    Krojack's Avatar
    Join Date
    Aug 2013
    Posts
    753
    Character
    Avellin Adorel
    World
    Excalibur
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by NOKANAN View Post
    Surely it's obvious how annoying it is, and how hard it makes playing? Trying to join a skirmish in Bozja, or needing to mount up/teleport, and an enemy you JUST BRUSHED by absolutely miles ago is STILL taking chunks out of you. They could just chase you for a normal distance like in Warcraft? Why has it been designed so frustratingly?
    This only happens in Bozja. It's to simulate how the game was in FF11 to an extent.
    (1)

  9. #9
    Player
    Rhus's Avatar
    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    605
    Character
    Y'dyalani Rhus
    World
    Louisoix
    Main Class
    Black Mage Lv 90
    Mobs in fates shouldn’t reset unless leaving the gate circle. Was doing a tiger fate for relic in Yanxia and couldn’t group them up as they would reset just before the middle spot. So frustrating. Like Tiger mob, can you please come stand here so I can kill you both together!?
    (2)

  10. #10
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    The longer tethers makes sense in Bozja. You're not talking about wild creatures trying to protect the small area they've staked out for their territory. For those soldiers you're fighting in Bozja, all of the zone is their territory. Of course they're going to keep chasing after the enemy.

    You could always just stop and kill what's chasing you if it's bothering you that much. Then it won't be chasing you anymore. Better yet, be smarter about where you ride instead of riding through mobs. It shouldn't take long to figure out which creatures aggro on sight and which on sound, then move around them accordingly.
    (0)

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