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  1. #1
    Player
    Veasna's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Veasna Akash
    World
    Balmung
    Main Class
    Thaumaturge Lv 32
    I like the new sizes much better, it's now much easier to find that squirrels left side if you would need to stab it. One exception though, the toads for the leves in Treespeak..they don't fit over the bridges and this looks quite goofy.
    (0)

  2. #2
    Player
    Karbine's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    266
    Character
    Karbine Vashai
    World
    Excalibur
    Main Class
    Miner Lv 50
    I like the new mob sizes especially after the effects now have been cleaned to match.
    (0)

  3. #3
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I'm just going to say no. My main concern with this game was how small all mobs were, in XI most of the mobs were big and you could tell what detail went into them and it immersed me.
    (1)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    341
    I like the new mob sizes as well, the only one that seems awkward are the gnats. It seems like I have to get closer to them than other mobs to fight them, and their model just fills the screen. Maybe part of it is that they're flying, other than that nothing wrong with the model size increase.
    (0)

  5. #5
    Player
    Innes's Avatar
    Join Date
    Apr 2011
    Posts
    115
    Character
    Wayward Automaton
    World
    Siren
    Main Class
    Alchemist Lv 80
    Aside from Betelguezah's post. I understand everyone's position on this. and agree on difficult targeting. and yes i read developer letters, stating mob size increase was due to difficult targeting.

    Though, it seems, the difficult targeting had mostly to do with rats, bugs, vermin kin.
    Its possible then, the other mobs sizes could have stayed the same, while the "difficult to target" mobs, such as vermin kin only, would have a size increase.
    editing topic then, reduce mobs to original size, minus "difficult to target mobs" such as vermin kin, or other mobs players had issues with.
    (0)

  6. #6
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I say leave em. I love giant knats and dodos.
    (0)

  7. #7
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    Yes. But a baby cobra also dies as soon as I step on it. Not after ten hits with a battleaxe.
    And unless you claim that every single acorn-throwing squirrel, bat, dove and ladybird is covered in adamantium and has razor-sharp 30-inch-claws hidden somewhere inside its cutesy fur,
    their deadlyness
    just doesn't convince me.
    (0)

  8. #8
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    Ah, and btw: I don't like that Lalafel have the same HP and MP as Roegadyn almost immediately from the start. That's where the realism lacks, in my opinion. No problem with compensating for the one or the other with (race) specific equipment, but at LV 10, a Roegadyn should have significantly more HP (and less MP or less something else) than a Lala.

    I'm well aware that I'm likely in the minority on that matter, but I think not having racial differences is one of the facets of why people do not perceive they play a unique "character". Is being locked into a certain race/class combination better? - arguably not. But at the moment, the only thing differenciating between a Mithra and a Roegadyn is visuals. Boring. I want to look at a tree-tall Roegadyn Paladin and know: "He'll still stand after we've all gone down". Or at a tiny Lala Paladin and know: "He may not be the toughest cookie around, but boy, he's got enough MP to cure whatever hits he takes all by himself".

    That's "character".
    (0)

  9. #9
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    i think the size increase had more to do with their pathetic targeting system they had than the mobs were too small. i personally think they went way overboard and overkilled the mob increases in size. it's a childish size increase like saying in preschool you can't use a regular pencil so let's use one 4 times as big. i would prefer them to take the mob sizes back to where it was.
    (1)


    http://crystalknights.guildwork.com/

  10. #10
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    IMO the new size of some monsters is better...like rats, marmots and puks...

    But dodos, coblyns, wolves, gnats and skelletons are completelly oversized now...heck...skelletons are even bigger than roegadyns...what are they skelletons of then?

    IMO, small soil monsters are the ones which really were better bigger...but the others were just uneeded.

    Just like everything, we should've just gottenn a command /enemysize so we can just choose between normal or bigger size.

    Everything has 2 sides...if they were smart, every single change they added would also have a command line to turn on/off.

    /enemysize a/b with "a" being normal and "b" bigger monsters
    /animationspeed a/b with "a" normal and "b" faster
    /battleeffects off/a/b with "off" for removing all animations (sooner or later will be needed), "a" for normal and "b" for bigger

    It all coud be done just as good as /enemyicon & Cia...that was a pro work...the way everything was supposed to be.
    (0)

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