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  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Quote Originally Posted by RahJah View Post
    Being able to outrun the aggressive mobs destroys the geographic progression of FFXIV. Does SE plan to change this for 2.0?

    In FFXI we had to stand and fight or zone aggressive mobs. It created boundaries to how far a person could explore as they progress in the game. In FFXIV you can explore the whole map at the beginning of the game. It takes the adventure out of exploration because there is no real danger; you can't have an adventure without danger. I prefer the FFXI mechanics personally.
    I personally like the current system though I think instead of small zones all enemies should have different deagro ranges. Why must I go to a loading screen to get away from a mob? Then wait and hope you didn't die when the screen finally loads up? Big monsters should have bigger travel ranges etc. that is my 2 cents.
    (0)

  2. #2
    Player

    Join Date
    Mar 2012
    Posts
    408
    Here is the problem with the current set mobs will either:

    A - Pose little or no threat since you can outrun them on FOOT and only take grazing wipes. Which if you are evenly leveled you can survive without an issue until they delease. This is further abused by Chocobos being easily summonable at any time. In this case you take NO damage despite aggroing half a dozen mobs that COULD kill you if you were not x2 their speed and they had an aggro range of a healthy spitball.

    B - Instantly wipe you with a ranged attack since they are 15 levels higher the the current cap and there is absolutely nothing you can do about it except throw an alliance of newbies into the fray and run past the slaughter. These serve as little better then invisible death walls that have names.


    Both of these are boring. Enhance the problem with no real tangible death penalty and you get a world they doesn't feel dangerous at all. There is no reason to be cautious or buy items that prepare you for avoiding hazardous mob clusters. It cheapens the game. Takes a sense of exploration and determination to survive out of the equation and that is a massive let down. Honestly may as well just instance all mobs in predetermined EXP locations and wall off places SE is blocking with MPK Guardians since free roaming mobs are a joke.
    (2)
    Quote Originally Posted by Keyln View Post
    I didn't say that he didn't powerlevel. I did say that his lack of knowledge wouldn't be because of powerlevelling. Whether he did or did not powerlevel is immaterial.
    This is what PLers actually believe. May Altana have mercy on our souls...

  3. #3
    Player
    Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    307
    Character
    Samantha Smith
    World
    Excalibur
    Main Class
    Pugilist Lv 80
    I think the way things are now is perfectly fine. And this is from someone who has earned the Wanderer's Shadow title.

    And why do you people want to turn this game into FFXI-2? Why? If you want to play FFXI, go play FFXI!
    (3)

  4. #4
    Player
    Camisado's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    39
    Character
    Camisado Cronqvist
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I like the current system of baddies having a small area they will chase players in, to me this makes the most sense. In nature animals will only chase off predators that come near them and avoid fighting if possible. Even when hunting they will only chase something so far and give up if they can't catch it. Survival instinct keeps them from running off into outside territory, even for predators. I do agree though that if they ran a little faster it might make things feel more real.

    If they could hit you while chasing you but only chase you so far then I think that would be best. It would stop lower level people from rushing through groups of high level baddies while still allowing higher level characters to get through.

    FFXI's method was horrible and I'm glad it's not the same in FFXIV. It was nothing but tedious to deal with monsters chasing you to a zone anytime you were seen, given you had enough HP to run that far. These games involve a great deal of running around for quests, often times just to see a cutscene then return. This already lengthy process would be made dramatically longer if players were further hindered to getting around the wilderness. As has been mentioned before it is dangerous to leave the main path in many places as that is where all the nasty creatures are. This is how it should be; paths are made because they are sturdy, safe routes to get around the world. Stray from the path however and your life is in your own hands. Running to that tree for the last WHM quest showed me just how perilous the world can be... if I wasn't Lv 50 I wouldn't have made it.

    I wonder if the monsters behaviour will change much in v2.0 with the implementation of smaller zones.
    (2)

  5. #5
    Player
    Punainen's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,012
    Character
    Punainen Drak
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Uh... No... Sometimes you just plain NEED to blaze past aggressive mobs. If they're going to make this impossible, then they need to seriously rethink the mob locations. As it is, I can't see why you WANT to be killed by mobs.

    Also, not being able to outrun them would change NOTHING... Everyone would just switch to a DoL and walk by.
    (3)

  6. #6
    Player
    Resheph's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    325
    Character
    Resheph Rahovari
    World
    Hyperion
    Main Class
    Gunbreaker Lv 70
    I think that archaic ideas like "you can't go to zone B unless you spend levels 1-45 in zone A." is exactly what Yoshi P and the dev team are trying not to do with this game. Also you are completely disregarding crafter and gatherer classes that need to be able to access certain areas for their content, hand ins, etc. I don't think this is really a problem.

    Edit: Also I don't get why people are saying that aggressive mobs that kill on sight and stop you from accessing areas enhances the sense of exploration. Doesn't it cut it off entirely?
    (3)
    Last edited by Resheph; 06-23-2012 at 01:05 PM.

  7. #7
    Player
    RahJah's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    142
    Character
    Johon Zei
    World
    Excalibur
    Main Class
    Gladiator Lv 32
    Quote Originally Posted by Resheph View Post
    I think that archaic ideas like "you can't go to zone B unless you spend levels 1-45 in zone A." is exactly what Yoshi P and the dev team are trying not to do with this game. Also you are completely disregarding crafter and gatherer classes that need to be able to access certain areas for their content, hand ins, etc. I don't think this is really a problem.

    Edit: Also I don't get why people are saying that aggressive mobs that kill on sight and stop you from accessing areas enhances the sense of exploration. Doesn't it cut it off entirely?
    If each zone increases in mob lvl by a magnitude of 10, then you are rewarded for getting to lvl 10 by being able to explore a cool new zone. The higher the level of the zone the more challenging, so there is a sense of accomplishment as you increase in level.

    I could think of a good metaphor for you... you are given 100 dollars to buy something that you really want, or I make you work for it and you get a sense of accomplishment from earning your keep.
    (0)

  8. #8
    Player
    Phen's Avatar
    Join Date
    Aug 2011
    Posts
    139
    Character
    Phen Deazur
    World
    Sargatanas
    Main Class
    Pugilist Lv 100
    Some danger is good, but there's an obvious line between annoying and challenge.
    Lets talk about nanawa mines. When i went through the first few times it was mites and chigoes and terrible skeletons and the gnat/bardi rooms. If it popped it certain rooms you werent finishing it(at least without sac pulls rushes etc). They then moved some of this stuff and reduced some of the aggro you had a mite or two to worry about and things generally didn't spawn in a horde of aggressive stuff. Then they removed the aggressive rooms and have like one aggressive monster. I basically did it on auto pilot last run through. It wasnt as fun for taking the same sorta time.

    I recall when level 50s popped on the road near level 1 players too- no thats not fun. Level 10 or something that maybe doesn't instant kill is nice- i guess what im saying is:

    Danger not Punishment
    (1)

  9. #9
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Phen View Post
    Danger not Punishment
    How do you creat a sense of danger when there is no punishment involved? Danger is the presense of something that will punish you for being foolhardy or unaware.

    You can't make something dangerous without having a punishment for ignoring the dangerous object. The lvl 50 peist did not "Pop on the road" he wandered around the front of the zone and ambled on a rather wide area, but rare did I ever see anyone actually killed by it because they had the common sense to watch where they were going.

    It was quite fantastic to watch people Auto-run into him though because they were too busy elsewhere. If you got killed by that piest in Ul'dah you deserved it "Or like me thought you could kill it at level 10"
    (3)

  10. #10
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Change it to danger, not torture.
    (0)

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