we dont have anything powerfull like Astral Candence to justified enemys trying to take over Citys.....
was just a joke

we dont have anything powerfull like Astral Candence to justified enemys trying to take over Citys.....
was just a joke



I want mobs to chase you across the entire zone with a thirst for your blood.



I think if they're going to "enhance" chase mechanics, then they should super go for it, rather than have the "chase until you zone".
When you cross the zone border, the mob should be waiting for you on the other side, attacking you as your computer is loading up. Then he'll do some knockback attack that will cause you load again that gives him more time to pummel you.
And if the paladin pulls the mob first and runs away, but he happens to get ahead of his teammates, his teammates should get attacked and picked off. Threat based on proximity when everyone is fleeing.
When a beastman sees you attacking one his fellows, rather than waiting in clumps linking over to die slowly, they should all come over at once. Beastmen should be behind the fortifications using ranged attacks and magic to support that gatekeeper too.
Beastmen from Natalan and the like should chase you as far as the aethryte. Should they get there in a sizeable force, they should kill the NPCs and lockdown the aethryte so reinforcements (or adventurers trying to do their dungeon run) can't teleport to it. So now if you know you're going to die, rather than running to the "guards" and jeopardizing the camp or hamlet, you can divert the enemy to a secluded area and take one for the team. Twelve bless your sacrifice.
In honesty, I would hate to see it revert back to "run to the zone" for safety. Especially when the guards just stare at you, watching you die, then chuckle as the mandragora walks away with 10% of your level. And if the "leashing" still is going to continue, enemies should enter a "oh shoot, I'm being leashed?" - begin rapid HP recovery, resist and dodge everything known to man until they're comfortably at their spawn area.
Last edited by Fiosha_Maureiba; 05-15-2012 at 05:28 AM.
Everyones so polarized, why can't we have both? Make it a little more realistic and have it so animals and beasts aggro within a territory like it is now for the most part, but People and Beastmen you would have to zone because they can track you and have motives that differ from those of animals. They could even make it so Nm's and certain types of agressive predator mobs would need to be zoned as well. As well should the Undead, but make em shamble for it.
I miss that sense of community that came from needing a random raise, or being able to help strangers running by with aggro that called for help. I feel like, on this particular issue, we could all easily get what we want in way that makes everyone happy as well as increases the quality of the game and the community.



You don't really need danger around every corner to appeal to the generosity of others, though. I've given random raises, tossed random heals, hell I've even helped players of the opposing faction get their stuff done. That's something that comes naturally to a person, not something you can force via game mechanics.I miss that sense of community that came from needing a random raise, or being able to help strangers running by with aggro that called for help. I feel like, on this particular issue, we could all easily get what we want in way that makes everyone happy as well as increases the quality of the game and the community.
* 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)
Just sit in town and craft. I think doing that for the next few years will deliver the experience you're looking for. No danger. No aggro. No need to be alert or pay attention to your surroundings. Or just stick to areas right outside the city gate where you'll be in no danger. Being a LVL 50 among LVL 4 marmot squirrels will give you the experience you're looking for.You don't really need danger around every corner to appeal to the generosity of others, though. I've given random raises, tossed random heals, hell I've even helped players of the opposing faction get their stuff done. That's something that comes naturally to a person, not something you can force via game mechanics.
Since the rest of us aren't looking for the LVL 4 marmot squirrel experience we can please everyone by having harder zones actually be dangerous.
Win win.



Way to miss my point. He says it somehow creates "community" because of the need for random raises, I'm saying more dead people on the fields don't really do that. I've had WHM's trample over my corpse in FFXI enough times to know that the "community" claim is not as solid as some wish it was.Just sit in town and craft. I think doing that for the next few years will deliver the experience you're looking for. No danger. No aggro. No need to be alert or pay attention to your surroundings. Or just stick to areas right outside the city gate where you'll be in no danger. Being a LVL 50 among LVL 4 marmot squirrels will give you the experience you're looking for.
You seem to ignore my other points, so I guess I should not be surprised, though.
* 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)
So you're just jaded that in XI you sometimes died and now want to remove any mechanics that increase the chance of this happening. Why have mobs aggro at all? Sounds "outdated" if we're to follow your vision to its logical conclusion.Way to miss my point. He says it somehow creates "community" because of the need for random raises, I'm saying more dead people on the fields don't really do that. I've had WHM's trample over my corpse in FFXI enough times to know that the "community" claim is not as solid as some wish it was.
You seem to ignore my other points, so I guess I should not be surprised, though.
I'll address your point directly then. Much like in real life, danger and hardships bring people together faster and easier than times of peace and prosperity. This is a fact. I can count for you on one hand how many times I have raised someone I didnt know that had died in the field in this game. Mostly because of the territory mechanic mixed with how easy it is to travel because of the teleport system, our reliance on the kindness of others for raises, teleports, and healing is much lower in XIV than it is in other MMO's. And while certainly there are plenty that were in XI as well as every other MMO (including this one) that would indeed walk over my body instead of raising me, or ignore my call for help, taking the good with the bad is part of the experience that comes from living in any community. I would still take that over the stale and lifeless enviroment we have now.Way to miss my point. He says it somehow creates "community" because of the need for random raises, I'm saying more dead people on the fields don't really do that. I've had WHM's trample over my corpse in FFXI enough times to know that the "community" claim is not as solid as some wish it was.
You seem to ignore my other points, so I guess I should not be surprised, though.
I am not asking to run the gauntlet each and every time I step out of the gates of the city, but there does need to be something added to this game that creates a sense of danger lurking around the corner. (I am pretty sure they took a poll on this very issue, and that the majority of players said the same thing) It is that sense of not knowing and danger that may make me want to team up when I wouldnt have normally, or help someone stuck in a position I was once in myself. Instead, I can run 30 feet away from some undead mobs that wanted my brains for lunch one minute, and the next lost me entirely because i took a few steps back.
Edit: I also don't see the mechanic I described ealier as forcing anything, people could (and would) still choose to help others or not like you said. The system would just increase the amount of times you would be faced with making that desicion.
Last edited by Biggs; 05-15-2012 at 09:57 AM.
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Everyones so polarized, why can't we have both? Make it a little more realistic and have it so animals and beasts aggro within a territory like it is now for the most part, but People and Beastmen you would have to zone because they can track you and have motives that differ from those of animals. They could even make it so Nm's and certain types of agressive predator mobs would need to be zoned as well. As well should the Undead, but make em shamble for it. 



