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FFXIV Better Not Lose the Dangerous Aspect of FFXIFollow

#1 Jun 02 2009 at 5:06 PM Rating: Excellent
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98 posts
Can we all not agree that MOST MMO games are becoming more and more watered down. The environment isn't harsh.

Call me crazy, but I think the unforgiving environment and decent learning curve are what make FFXI so compelling. Going places and seeing things means you've earned it. Even at top levels, you can't just run where you want to, you have to know how to handle the world around you.

There's a fine line between grindy bore fest and easy playground... I think SE has done the best job at making Vana'diel still feel big, challenging, and adventurous... most other games have a few months of excitment, then it's just about running through stuff and getting gear you're bound to replace. A few months later.

I, for one, don't want to lose the sense of wonder and achievement.
#2 Jun 02 2009 at 5:08 PM Rating: Good
I'd like to see how they did it in FFXI where if you're a certain level the mobs just don't aggro, so once you're done squishing mandragoras, the area around your home town does feel relatively safe.
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#3 Jun 02 2009 at 5:29 PM Rating: Good
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Quote:
I, for one, don't want to lose the sense of wonder and achievement.


Correct me if I'm wrong, but you're saying that killing tens of thousands of the same mobs in a robotic fashion to get levels/merits makes you feel more achieved?

You're also saying that standing in the same spot for hours on end waiting for a specific mob to pop so that you can kill it and earn your spot to eventually lot what it may or may not drop is a good sense of earning a reward?

I've worked hard and put time into this game just like you and everyone else...but honestly I feel more cheated than anything that I wasted so much time doing something that will make me less than 1% better.

I guess what I'm getting at is...the annoying time sinks have to go. I do agree with you that the learning curve is what makes this game stand out above the others...but this game is hardly challenging when all you have to do to get better is to do the same crap over and over again. As I've expressed time and time again, it was SE's way of lengthening the game and getting more cash out of us..."challenging" and "longer" are two different things in my book.

[/rant]
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#4 Jun 02 2009 at 5:32 PM Rating: Good
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801 posts
I may be alone in this, but I preferred the ridiculous trains of mobs
hounding you to the ends of the zone, because it made more sense
than them disappearing, and it could be a lot of fun at times :)
#5 Jun 02 2009 at 5:35 PM Rating: Good
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I was a fan of trains and other party's mobs hitting your party with AoE and such, added more immersion and awareness. MPK patch made me sad in that regard.
#6 Jun 02 2009 at 5:36 PM Rating: Decent
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1,353 posts
Quote:
Correct me if I'm wrong, but you're saying that killing tens of thousands of the same mobs in a robotic fashion to get levels/merits makes you feel more achieved?

You're also saying that standing in the same spot for hours on end waiting for a specific mob to pop so that you can kill it and earn your spot to eventually lot what it may or may not drop is a good sense of earning a reward?
I thought he was referring to exploration and the like.

I never get people that talk about leveling like that. You make it seem like this game was **** to play and no fun at all. Why the **** would you play the game if that's how you leveled? You didn't talk with the party or your linkshell at all?
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and I will find my way to the front door
like a soldier crawling through the smoking carnage.
smoldering bodies at my feet,
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#7 Jun 02 2009 at 5:37 PM Rating: Decent
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1,353 posts
Quote:
I may be alone in this, but I preferred the ridiculous trains of mobs
hounding you to the ends of the zone, because it made more sense
than them disappearing, and it could be a lot of fun at times :)
Quote:
I was a fan of trains and other party's mobs hitting your party with AoE and such, added more immersion and awareness. MPK patch made me sad in that regard.
This was very fun.
____________________________
I will wake up at six a.m. again.
and I will find my way to the front door
like a soldier crawling through the smoking carnage.
smoldering bodies at my feet,
I'd love to stick around, but I've got someone to meet.
and I will put my best foot forward.
and I'll thank god I made it out of there
on the day when my new friends come.
#8 Jun 02 2009 at 7:43 PM Rating: Decent
*
139 posts
the OP is dead on here. making you earn your exploration was something i really enjoyed about FFXI. i recently picked up TES oblivion and was bored with it immediately because at the start of the game you can go anywhere and also fast travel to those areas. in FFXI, getting to a new area felt like an accomplishment. they gotta keep this aspect in the game.
#9 Jun 02 2009 at 11:18 PM Rating: Decent
24 posts
I agree. I always wished that SE would have Doomgaze to just appear out of nowhere from the sky and kill somebody on a random airship. Now THAT would be danger.

Edited, Jun 3rd 2009 3:19am by Tolwyndiabolos
#10 Jun 03 2009 at 12:47 AM Rating: Decent
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2,987 posts
TheShadowWalker wrote:
Quote:
I may be alone in this, but I preferred the ridiculous trains of mobs
hounding you to the ends of the zone, because it made more sense
than them disappearing, and it could be a lot of fun at times :)
Quote:
I was a fan of trains and other party's mobs hitting your party with AoE and such, added more immersion and awareness. MPK patch made me sad in that regard.
This was very fun.


Especially for us BSTs... I don't want to be able to MPK other players, mind you, I just preferred mobs to walk back to their spawn points, and the danger it produced.
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#11 Jun 03 2009 at 1:00 AM Rating: Decent
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11,576 posts
There's a fine line between "danger" and "I'm totally screwed." As far as solo play in FFXI went, there was altogether too much, "I'm totally screwed." Making it so that you had to level a specific job/subjob and/or pay out the *** for consumables to "explore" areas consisting of anything other than passive and/or TW mobs was just poor game design. Most MMOs these days have areas where if you go there below a certain level and a mob catches you, you're a goner. The difference is, it's because those mobs are way above your level...way above your level...not because the mobs were below your level but still impossible for most jobs to kill solo without an act of Altana or a timely save from a suicidal healer.
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