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  1. #61
    Player
    DarthTaru's Avatar
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    Apr 2011
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    273
    Character
    Darth Taru
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    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.
    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.

    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.
    (2)

  2. #62
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by DarthTaru View Post
    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.
    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.
    (1)
    * 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)

  3. #63
    Player
    DarthTaru's Avatar
    Join Date
    Apr 2011
    Posts
    273
    Character
    Darth Taru
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Duelle View Post
    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.
    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.
    (3)

  4. #64
    Player Biggs's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Duelle View Post
    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.

    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.
    (3)
    Last edited by Biggs; 05-15-2012 at 09:57 AM.

  5. #65
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Biggs View Post
    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 again, even when danger is clear and present, I've had more than my fair share of jobs and classes that can obviously raise trample over my corpse. One doesn't have much to do with the other.
    I would still take that over the stale and lifeless enviroment we have now.
    After playing MMOs for over a decade, I still don't understand why these words are used over and over. I'll leave it at that.
    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.
    This I can agree with, but as always, there are parameters to play within and lines that should not be crossed. If we were talking about a set of zones designed to be dangerous (believe it or not, I can see places like Mor Dhona being like this after some revamps in monster placement and a couple of other changes), I'm willing to toss around ideas.

    What the OP was going for is mob trains to the zone line, which is something I am staunchly against. Mobs having a territory and being leashed to that past a certain distance makes sense. Though if you really want chasing about, I'd add the exact same mechanic mobs in pre-WotLK WoW had: DoTs and damage received override the leash script in the mob's AI, thus allowing the mob to go beyond its pre-assigned territory under certain conditions (this is how some bored players kited the likes of Gamon and other mobs to the wierdest of places).

    Taking a step back to what I mentioned earlier about my buddy and his wife, I also do not want something like the TAU zones that repeatedly punish players between mob placement and mob design.
    (0)
    * 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)

  6. #66
    Player Biggs's Avatar
    Join Date
    Mar 2011
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    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Duelle View Post
    And again, even when danger is clear and present, I've had more than my fair share of jobs and classes that can obviously raise trample over my corpse. One doesn't have much to do with the other.
    After playing MMOs for over a decade, I still don't understand why these words are used over and over. I'll leave it at that.
    This I can agree with, but as always, there are parameters to play within and lines that should not be crossed. If we were talking about a set of zones designed to be dangerous (believe it or not, I can see places like Mor Dhona being like this after some revamps in monster placement and a couple of other changes), I'm willing to toss around ideas.

    What the OP was going for is mob trains to the zone line, which is something I am staunchly against. Mobs having a territory and being leashed to that past a certain distance makes sense. Though if you really want chasing about, I'd add the exact same mechanic mobs in pre-WotLK WoW had: DoTs and damage received override the leash script in the mob's AI, thus allowing the mob to go beyond its pre-assigned territory under certain conditions (this is how some bored players kited the likes of Gamon and other mobs to the wierdest of places).

    Taking a step back to what I mentioned earlier about my buddy and his wife, I also do not want something like the TAU zones that repeatedly punish players between mob placement and mob design.
    People use those words because, often times, they are the best ones to describe the situation.


    I fail to see how a system based on the mechanics of real life wouldn't work here. Most of the time, if an animal is chasing you it is due to a flight response or doing so in order to chase you out of its territory or away from its offspring. After a certain point is reached, it gives up and goes back home if it hasn't caught you (with exceptions of course).

    Intelligent races don't have the same limitations. A band of thieves or brigands will chase you until they catch you, you fight them, or you get away. I feel the exact same about the undead, but with even less wiggle room. As popularised by centuries of fiction on the subject, the undead should never tire of chasing you because they never tire period. I thought the daylight mechanic in XI was a good balance to this sort of system.

    As to your inablitly to see eye to eye with me on how a more dangerous world can create a tighter sense of community, you have proven my point with your comment. Even when someone is walking over your dead corpse and can raise you, but chooses not too, thats still very much a level of interaction. When people did that to me in Xi I had a tendancy to remember who they were. This in turn could change my outlook on a situation said person could then find themself in which would benefit from my help. Snubbing people is still interaction even if its not the kind your looking for. And quiet frankly, I would prefer that sort of system over the one we have now. I'm not looking for the areas outside the cities to be brutal, but there does need to be some sense of chaos and random events that take place to ensure that I don't have 100% control over what happens to my character each and every time I go outside. Thats just plain boring as hell, which (I am told anyway) was a major complaint about this game at launch.
    (2)
    Last edited by Biggs; 05-15-2012 at 12:45 PM.

  7. #67
    Player
    DarthTaru's Avatar
    Join Date
    Apr 2011
    Posts
    273
    Character
    Darth Taru
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Biggs View Post
    People use those words because, often times, they are the best ones to describe the situation.


    I fail to see how a system based on the mechanics of real life wouldn't work here. Most of the time, if an animal is chasing you it is due to a flight response or doing so in order to chase you out of its territory or away from its offspring. After a certain point is reached, it gives up and goes back home if it hasn't caught you (with exceptions of course).

    Intelligent races don't have the same limitations. A band of thieves or brigands will chase you until they catch you, you fight them, or you get away. I feel the exact same about the undead, but with even less wiggle room. As popularised by centuries of fiction on the subject, the undead should never tire of chasing you because they never tire period. I thought the daylight mechanic in XI was a good balance to this sort of system.

    As to your inablitly to see eye to eye with me on how a more dangerous world can create a tighter sense of community, you have proven my point with your comment. Even when someone is walking over your dead corpse and can raise you, but chooses not too, thats still very much a level of interaction. When people did that to me in Xi I had a tendancy to remember who they were. This in turn could change my outlook on a situation said person could then find themself in which would benefit from my help. Snubbing people is still interaction even if its not the kind your looking for. And quiet frankly, I would prefer that sort of system over the one we have now. I'm not looking for the areas outside the cities to be brutal, but there does need to be some sense of chaos and random events that take place to ensure that I don't have 100% control over what happens to my character each and every time I go outside. Thats just plain boring as hell, which (I am told anyway) was a major complaint about this game at launch.
    Spot on.

    /10char
    (1)

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