


I just hope they give the mobs a better AI outside of combat. Some that follow you then run away when you draw your sword, others that try to stalk you (try to go out of your sight), etc.
The same applies for combat. Monsters that aggro sight, you have to run away a certain distance and hide behind a rock or something; monsters that aggro by sound, you have to run away further and stop moving altogether; some with scent ability where you have to cross water or walk through a flower patch so they lose you; monsters that detect magic, you lose aggro with an empty MP pool and running away; low health (blood), you lose aggro by running away and getting back your HP up; detect excitement (high TP), you have to go in passive mode and they eventually stop attacking... that would be awesome!
LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)



What about bringing back "Sneak" and "Invisible", and "Casting magic aggro"? Would that be too annoying?



Yes. As would be the true sight, true sound stuff. Not everyone reacts the same way to those kinds of mobs. A friend of mine even refused to set foot in TAU areas solely because of the imps. I don't really want to see that sort of thing repeat itself as I doubt my buddy was alone on that one.
"Danger" should come from actually fighting the mob, not stupid things like trains. You can still be aware of your surroundings without having to make everything possibly aggro you, too.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Is this why people tell you "When you go into the mountains don't walk up a mountain lion and try to fight it"...or do they say "watch out for mountain lions"? I mean, the sense of danger should come from:
THE GOD DAMN OGRE THAT WILL RIP YOUR THROAT OUT FROM YOUR ASSHOLE JUST BY LOOKING AT IT WRONG.
That is a sense of danger, "will I live or will I die trying to run through this gauntlet of enemies?" that is a sense of danger, not:
"Well they don't aggro so I can go about my way as long as I don't engage it *skips merrily along.*"...I don't know what happened to gaming and at what point did danger only comes from the encounter and not just walking into the wrong neighborhood in a sense. If I go into a Dragons Aery (ufufu) and there's a bunch of dragons doing their thing..do you really think they'll sit there and let you walk around looting? Exploring? Watching?
If you say yes, then I have no hope for the MMOs of 2012+.



You gave up on MMOs when they stopped copying EQ's model and followed trends every other genre of gaming followed.
I'm fine with there being aggro mobs...provided there's options to handling such a situation outside of guaranteed death. If I'm killing wolves and I aggro an extra wolf, I should have something in my array of abilities to either extend my ability to survive to win, give me a chance fo run away or buy me enough time to kill my target and then run. By the same token, if I pull half an instance's worth of mobs, I should die faster than a hero can get blown up by 40 Hellions.
What some want instead is the stupid mob trains to the zone line, which aren't fun and are beyond asinine in terms of intervening with the gameplay of other people.
PS: If you want to sense danger, go mountain climbing. Could take a safari to Africa and be in the wilderness, where the lions will do more than just stare at you through the window of your jeep. Even better, go play an FPS in multiplayer mode, or maybe fire up the old SNES and play some Shadowrun. Plenty of "danger" there.
PPS: There's also Skyrim if you like random encounters.
PPPS: Botter's Aery is not what we would call "taking a wrong turn", by the way.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I didn't give up on MMOs, I gave up on expecting something done with any care, world design in new MMOs is just beyond bland and generic now because the only thing they're focused on is giving people instanced content.
I'm sorry but saying danger shouldn't come from aggressive mobs and only when fighting them is basically saying you want to be able to freely do what you want without any consequence, which is everything wrong with new MMORPGs and the developers who bend to the will of said people. It creates boring MMOs, this is why people are always looking for the next best thing, a boring world with boring atmosphere will drive any gamer to another game.What some want instead is the stupid mob trains to the zone line, which aren't fun and are beyond asinine in terms of intervening with the gameplay of other people.
MMOs aren't for you, or you're pretty much admitting you've never played MMOs before they started going the route of "Go to lobby, go to dungeon" as their form of gameplay.PS: If you want to sense danger, go mountain climbing. Could take a safari to Africa and be in the wilderness, where the lions will do more than just stare at you through the window of your jeep. Even better, go play an FPS in multiplayer mode, or maybe fire up the old SNES and play some Shadowrun. Plenty of "danger" there.
Good for Skyrim.PPS: There's also Skyrim if you like random encounters.
P.S: learn what an aery is, or if you want to be politically correct, Aerie. It's called a Nest, so stumbling into a Dragon's NEST should have non-stop danger for the adventure, but given how you hate a challenge in an MMORPG, you'd probably expect them to cuddle up to you and serve you breakfast in bed.PPPS: Botter's Aery is not what we would call "taking a wrong turn", by the way.
Iirc SE had fixed MPK'ing so mob trains rarely harmed you.
I wasn't too much of a fan of mobs chasing you throughout the zone either but I'm not so much of a fan of the leashing method. I kinda want a happy medium where some monsters will loose interest in you(say a mob defending territory or young) while some will track you(more then likely more intelligent monsters like beastmen and maybe some stronger mobs)
I do miss spells like invisible, sneak and deodorize, and would jump for joy if we could use them again. Was always fun exploring a zone with mobs being extremely stronger then you, and your literally tip-toeing around watching your step and praying sneak or invis didn't wear...was pretty exciting lol...
Since you mentioned XI you should know they didn't make mobs tethered due to the seamless nature, they did it because people were pissed about mobs chasing them across the whole map (rofl Irony) then when they tried to fix it, mobs would be tethered and regain all of their health the second they get back to their tether point.
I hope mobs not only regain their life that SE had to take away from people complaining (baaaaaaaaaaw the goat keeps getting into my AoE!) I hope they also gain different tracking styles, for example ants have feelers for a reason, so even if you're walking they still should be able to detect you and give chase endlessly unless you go to higher ground or as example, across water.
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