Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 40
  1. #21
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    i totally agree with this post i would like to fight enemy patrols and have escort quest were you need to fight your way trough, and rescue missions in some enemy camps or fortress, having great rewards like factions points, gil, and whatever they can think of
    (2)

  2. #22
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    I think it could be taken a step further to reduce camping itself.

    Any time you start killing a particular amount of mobs, "elite"-esque mobs start spawning that are the same level but are much tougher. As you kill more, they become stronger and turn into "hero" and eventually "legendary" mobs (and thus spawning what we know as NMs).
    (0)

  3. #23
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Dragon View Post
    I think it could be taken a step further to reduce camping itself.

    Any time you start killing a particular amount of mobs, "elite"-esque mobs start spawning that are the same level but are much tougher. As you kill more, they become stronger and turn into "hero" and eventually "legendary" mobs (and thus spawning what we know as NMs).
    Wouldn't work, what you're talking about is "place holder" and it's again, been done, redone, ad inf.

    All people would do is have a reset clock for or against spawning of special mobs. The taking away of camps, in hindsight simply changed the name to "runs". We do runs now instead of camps. Same exact thing only with more narrow definitions.

    We have already invented the idea of IT++ where you have same mob of differing levels. And the first thing people did was to use it in the least common denominators thus completely neutralizing it. That's basically the result of any of these implementations. An annoyance that need to be "neutralized".

    It's a voice of experience in the kind "been there done that". It's something developers have kept playing with but considering the development effort involved, and how many times the results end up being crappy...pointless investment in hindsight.

    Parallel to the "soul staring" problem we had in the past for FF14. Someone had the great idea and ended up with a total annoyance which didn't matter in the end. Thus we killed it.
    (0)
    Last edited by kukurumei; 05-24-2011 at 02:36 PM.

  4. #24
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    Quote Originally Posted by kukurumei View Post
    Wouldn't work, what you're talking about is "place holder" and it's again, been done, redone, ad inf.

    All people would do is have a reset clock for or against spawning of special mobs. The taking away of camps, in hindsight simply changed the name to "runs". We do runs now instead of camps. Same exact thing only with more narrow definitions.

    We have already invented the idea of IT++ where you have same mob of differing levels. And the first thing people did was to use it in the least common denominators thus completely neutralizing it. That's basically the result of any of these implementations. An annoyance that need to be "neutralized".

    It's a voice of experience in the kind "been there done that". It's something developers have kept playing with but considering the development effort involved, and how many times the results end up being crappy...pointless investment in hindsight.

    Parallel to the "soul staring" problem we had in the past for FF14. Someone had the great idea and ended up with a total annoyance which didn't matter in the end. Thus we killed it.
    And you're also against open-world NMs, aren't you?

    Yes I know it's been done before, I played XI for the past seven years; where it happened, it was good in XI, and it'll be just fine here. (They wouldn't even have to drop anything beyond their 'normal droplist' either if you're so afraid of not being able to get a piece of gear; they'd just offer more experience points, and perhaps points of some kind.)
    (0)

  5. #25
    Player

    Join Date
    Mar 2011
    Posts
    4
    Fallout 3 did random encounters, be it quests, or stumbling upon npcs, or hostile and friendly npcs fighting. I'm up for whatever makes Eorzea feel more alive.
    (1)

  6. #26
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by TehMi1kman View Post
    Fallout 3 did random encounters, be it quests, or stumbling upon npcs, or hostile and friendly npcs fighting. I'm up for whatever makes Eorzea feel more alive.
    Do you feel that those random encounters in Fallout could be adapted to work in the FF14 universe?
    (0)

  7. #27
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    1,713
    We discussed this with Matsui to see what he thought about the idea. He thinks that random/roaming bosses and such are definitely necessary, and he himself would like it, as well! After we finish up the vast amounts of battle-related tasks, we would like to implement these as soon as possible.
    (44)

  8. #28
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    We discussed this with Matsui to see what he thought about the idea. He thinks that random/roaming bosses and such are definitely necessary, and he himself would like it, as well! After we finish up the vast amounts of battle-related tasks, we would like to implement these as soon as possible.
    Good news, everyone!

    /farnsworth

    Thanks, Bay
    (3)

  9. #29
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Bayohne View Post
    We discussed this with Matsui to see what he thought about the idea. He thinks that random/roaming bosses and such are definitely necessary, and he himself would like it, as well! After we finish up the vast amounts of battle-related tasks, we would like to implement these as soon as possible.
    Excellent news, that would be a lot of fun, and very cool to see.

    More dynamic content... yes please.
    (0)
    Work To Game on YouTube [Guides, and More]...
    https://www.youtube.com/c/worktogamevideos

    Host on AetheryteRadio... Boom City!
    Petition for Microsoft to allow XIV with cross system play:
    https://www.change.org/p/phil-spence...atform-servers

  10. #30
    Player
    Corrderio's Avatar
    Join Date
    Mar 2011
    Posts
    1,335
    Character
    Corrderio Arseid
    World
    Siren
    Main Class
    Gladiator Lv 90
    Hopefully they're not on a 21+ hour timer.
    (3)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast

Tags for this Thread