Forum Settings
       
This Forum is Read Only

Check MonsterFollow

#1 Jun 26 2009 at 6:53 AM Rating: Good
*
230 posts
One of the features I hated most about FFXI was that you "had to" press that extra button before every encounter: the 'Check' button. The same looking monster could be anywhere from 'decent challenge' to 'tough' and if you didn't press that button, you'd never know. That's one of the things I think WoW alleviated. Since there are "no levels" in FFXIV, what do you think will happen to this feature? Will monsters have color-coded name plates according to their difficulty?

Also, what other features like this can be reduced from 'active' knowledge to 'passive' knowledge? An example from another thread was seeing your PT's TP. In FFXI you had to spam your current TP level to inform everyone. Will FFXIV allow you to see the metrics (hp/mp/etc.) of everyone you're grouped with?

edit - the purpose of this thread is to discuss 'streamlining' features from various MMOs and how they'd be applicable to FFXIV. Is there anything in FFXI, or in other MMOs that you had to actively do that you wish would just be passive? Things like that.

Edited, Jun 26th 2009 10:55am by Kharmageddon
____________________________
Future FFXIV Player
Anguish - 80 Death Knight (Retired)
Vor - 60 Warlock (pre-BC) (Retired)
#2 Jun 26 2009 at 7:27 AM Rating: Excellent
Living on a Prayer
******
30,109 posts
I don't mind having to actually examine a monster to gauage its strength vs mine, though a lot of MMO's these days do it with the color of the mobs name and it would be nice to have something like that.
What I WOULD like is a way to gauge whether or not a mob is going to attack. Everquest did it with "Mob name scowls at you, ready to attack." and stuff like that when you would /consider them. I suppose that could be done by putting an icon next to their name to indicate their aggression towards you.
#3 Jun 26 2009 at 7:36 AM Rating: Good
*
230 posts
WoW's system was pretty good about that. It had the monster's level next to it and the level was color coded based on how challenging it would be to you; grey, green, yellow, orange, red, and then a 'skull' instead of the level for bosses. Then, the name plate was either green (friendly), yellow (passive/neutral), or red (aggressive/will attack you).
____________________________
Future FFXIV Player
Anguish - 80 Death Knight (Retired)
Vor - 60 Warlock (pre-BC) (Retired)
#4 Jun 26 2009 at 7:49 AM Rating: Good
Scholar
49 posts
I'd question not only what form gauging mobs will take but also how it will be done on groups of mobs.

As for that other stuff I think status effects of all members should be displayed somehow. That'd make a buffer/healer's job much easier. Also the TP if that system even carries over. Also I'd like to see a mobs MP and TP as well, and I'd be happy if I had to cast a spell like scan or something to get that. Another freaking thing that annoys the crap out of me is air ship takeoff. If the air ship service returns I don't demand a ship just be there waiting for me but at least let me open my map and check it's arrival time. I don't want to have to buy a ticket and be forced to stay in that general area staring at water till it arrives.

Edited, Jun 28th 2009 10:45am by waveren
#5 Jun 26 2009 at 7:54 AM Rating: Decent
Scholar
****
9,997 posts
I'm really more worried about knowing if a monster is aggressive rather than whether or not I can kill it. I would say that I don't care if you have to learn the hard way how difficult a mob is, but I know that leads to people relying on printed guides and internet referencing.

As for aggressiveness, The Last Remnant (by SE) has a system in place. I've only watched my brother play it for a while so I don't know exactly how the system works, but I'm pretty sure they use some kind of bubble over the monster (not unlike an emoticon bubble) to let you know what kind of behavior it has. I'm not sure if there's anything to indicate the difficulty.

Personally I just hope the death penalty isn't severe enough that if you want to try your luck with some unknown monster, you'll have to worry about being hugely inconvenienced if it rapes your face off.

Maybe even make it so that only "boss" monsters can kill you. Other monsters just kick your ***, but let you crawl or limp away and recover.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#6 Jun 26 2009 at 8:12 AM Rating: Decent
**
659 posts
WoW has a good system in place. The names of the mobs are colored coded. Red means it's a hostile target, yellow means it's neutral and that it will only attacked if attacked first, and green means friendly. Every mob has a level which you can see. Some mobs have the title "elite" and/or "rare".

SE could adopt a system similar to this. It's easy to read and offers more information than the check system did in FFXI.

EDIT: Most mobs have a level that you can see. Boss mobs have a skull icon in place of a number while targets that are much higher level then you also have a skull icon. Ex: You're level 20 and you come across a level 40 monster but instead of seeing "40" on it's icon you see a skull.

Edited, Jun 26th 2009 11:14am by NeithanTheWronged
____________________________
Aggieland -> "From the outside looking in, you can't understand it. From the inside out, you can't explain it."

Final Fantasy XIV: Neithan Turambar, Cactuar Server
Guild Wars 2: Level 80 Guardian Neithan Turambar Jade Quarry Server
WoW: Lvl 85 Shaman Friewyn Black Dragonflight Server (retired)
FFXI: Lvl 75 Dark Knight Neithan (retired many years ago)
LotRO: Lvl 30 Maethros (retired)
#7 Jun 26 2009 at 8:19 AM Rating: Good
*****
11,576 posts
Kachi wrote:
As for aggressiveness, The Last Remnant (by SE) has a system in place. I've only watched my brother play it for a while so I don't know exactly how the system works, but I'm pretty sure they use some kind of bubble over the monster (not unlike an emoticon bubble) to let you know what kind of behavior it has. I'm not sure if there's anything to indicate the difficulty.


It doesn't indicate the difficulty, but it can sometimes indicate whether or not it is aggressive. It wasn't a reliable system and the general rule was that if you didn't want to fight it, give it a wide berth regardless of what the icon over its head suggested. There was no way to gauge the difficulty until you had entered combat where you could judge based on your squad morale bar...and by then it was too late XD
#8 Jun 26 2009 at 8:22 AM Rating: Decent
Scholar
****
9,997 posts
Ah, well my point was that I think that it's evidence that SE will likely try to implement a similar system. I don't know if the system in TLR was broken or just unreliable by design, but hopefully if it's the former, they'll have worked out the bugs. If not, I guess that's what beta and patches are for.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#9 Jun 26 2009 at 8:23 AM Rating: Decent
18 posts
The whole Green/Yellow/Red names thing was also utilized in FFXII. I'm sure that SE could expand on the same concept to make it more elaborate and useful for an MMO.
#10 Jun 26 2009 at 8:37 AM Rating: Decent
**
456 posts
Quote:
As for aggressiveness, The Last Remnant (by SE) has a system in place. I've only watched my brother play it for a while so I don't know exactly how the system works, but I'm pretty sure they use some kind of bubble over the monster (not unlike an emoticon bubble) to let you know what kind of behavior it has. I'm not sure if there's anything to indicate the difficulty.


The system was flawed, and you could just dart past anything you didn't want to fight either way. Icons popd up to let you know was they agressive or not. You didn't know the difficult of the mob, until you actually got into the fight. You also didn't know how many enemies it actually was, until you got into the fight. It was a good game, but it was the most random based rpg I have every played.
#11 Jun 26 2009 at 3:16 PM Rating: Decent
*
98 posts
They could probably have symbols next the monster corresponding its level of difficulty to you and if it is neutral.
#12 Jun 26 2009 at 3:23 PM Rating: Default
***
2,084 posts
I actually liked the check system. In a way, it was a learning experience. You learned which mobs were aggressive, and how they were aggressive. The only ACTUAL flaw in the system was that identical mobs in different parts of the world might agro differently. So a blue crab might be linkable, sound agro in one zone, but passive and linkable in another zone. If they avoided that issue, it'd be perfect.

Difficulty encourages communication. If you find a mob you don't recognize, ask other players around, friends or linkshell if it agros or not.


Color-coding like WoW does is a good system, but honestly it was really a bit on the easy side and kind of takes away all tenseness whenever you see a new kind of monster you've never seen before. It's spoon-feeding, really, insulting our intelligence, and I hope the game never takes a turn in that direction.

Also, as I've said in other threads, I'd rather SE find their own unique solutions rather than just borrow stuff from WoW.

If I wanted XIV to be WoW 2, I'd be playing WoW.

Edited, Jun 26th 2009 4:32pm by Kirbster

Edited, Jun 26th 2009 5:09pm by Kirbster
____________________________
What would happen if I hired two private investigators to follow each other?
#13 Jun 26 2009 at 3:24 PM Rating: Decent
***
3,416 posts
Please keep the aggro system same as FFXI- and take everything else from WoW or similar to it.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#14 Jun 26 2009 at 3:26 PM Rating: Decent
**
555 posts
Never minded checking Mobs, either. Once you get familiar with certain areas in the game you become keen to the difficulty of Mobs, and what they aggro to. It will work the same in FFXIV as it did in FFXI, or any other MMO.

Edit:

Quote:
Please keep the aggro system same as FFXI- and take everything else from WoW or similar to it.


Was that serious? If so, pick up WoW. ^^

Edited, Jun 26th 2009 7:27pm by Skeptic
____________________________
Retired 75PLD
Hades Server
Obsidian Linkshell

WoW Fails.


#15 Jun 26 2009 at 3:29 PM Rating: Good
***
2,084 posts
Quote:
Please keep the aggro system same as FFXI- and take everything else from WoW or similar to it.


Yeah, how about no.

People enjoy both games for very different reasons, and I think they should stay as reasonably far away from each other because of it.

Edited, Jun 26th 2009 4:53pm by Kirbster
____________________________
What would happen if I hired two private investigators to follow each other?
#16 Jun 26 2009 at 3:50 PM Rating: Decent
***
3,416 posts
Aw D: I don't really care either way, lol. Never found XI's system lacking, but can see it could be improved, too.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#17 Jun 26 2009 at 4:02 PM Rating: Good
**
456 posts
I liked the check system in ffxi, I didnt see it as flawed, once you know an area you should know the level of the mobs there. Also I hope they don't add anything to let us know if mobs aggro or how they aggro, they should just let us find out like we did in ffxi. This is all part of adding to the exploration of an MMO, let people explore and figure out mobs for themselves. I also hope they dont let you see monsters mp and tp either, seeing there hp bar is enough.
#18 Jun 26 2009 at 4:11 PM Rating: Default
**
555 posts
Quote:
I liked the check system in ffxi, I didnt see it as flawed, once you know an area you should know the level of the mobs there. Also I hope they don't add anything to let us know if mobs aggro or how they aggro, they should just let us find out like we did in ffxi. This is all part of adding to the exploration of an MMO, let people explore and figure out mobs for themselves. I also hope they dont let you see monsters mp and tp either, seeing there hp bar is enough.


I 100% agree with this..I mean, how easy do some of you guys want this game to be, seriously? Lol...

Can't expect SE to just hand you everything, have to work for it. That was what I enjoyed much, the work. That, and all the interesting people you meet along the way, for sure.

I miss this:

"Do these aggro?"
"Dunno, man, tbh."
"***** this, I'm gonna run through them then and see if they aggro to sound/sight. Raise me if I die."

lol..

Edited, Jun 26th 2009 8:11pm by Skeptic

Edited, Jun 26th 2009 8:12pm by Skeptic
____________________________
Retired 75PLD
Hades Server
Obsidian Linkshell

WoW Fails.


#19 Jun 26 2009 at 4:11 PM Rating: Good
***
2,084 posts
HocusP wrote:
I liked the check system in ffxi, I didnt see it as flawed, once you know an area you should know the level of the mobs there. Also I hope they don't add anything to let us know if mobs aggro or how they aggro, they should just let us find out like we did in ffxi. This is all part of adding to the exploration of an MMO, let people explore and figure out mobs for themselves. I also hope they dont let you see monsters mp and tp either, seeing there hp bar is enough.



I agree. However, it would be kind of cool to have the spell 'Scan' in the game work as a Debuff, so you can temporarily see the mob's MP and TP.
____________________________
What would happen if I hired two private investigators to follow each other?
#20 Jun 26 2009 at 4:11 PM Rating: Decent
Scholar
***
1,089 posts
I'm getting really annoyed of seeing this mentality of "no exp levels so <insert this>.

There will be growth, just not the traditional sense. Yes there will still be small monsters that can obliterate you in some place really far from town.
#21 Jun 27 2009 at 9:37 AM Rating: Good
45 posts
I actually prefer the checking system to seeing a level next to the mobs name. The only thing I had issues with while playing XI was as others have mentioned not knowing which were aggressive and which were docile, you kinda had to figure it out by having one eventually pound you for no good reason hehe.

If they do go the same way with XI in terms of 'check' I think they could maybe have the mobs name a different colour to determine if its aggressive or not. Green for docile red for attack on sight or something.
#22 Jun 27 2009 at 9:53 AM Rating: Decent
*
98 posts
I like how the lack of active abilities in this game, the one active button push they require you to do is check a monster to see how difficult it is.

On that note, please get rid of all the battle mechanics of this game, starting with the fact that you have to engage a monster, walk up to it and wait to hit it. Waste of time. Faster pace please? lol
#23 Jun 27 2009 at 6:36 PM Rating: Decent
***
1,581 posts
But checking it and then seeing "This monsters strength is impossible to gouge!" makes me all warm and fuzzy inside :(
____________________________
Iniin of Valefor
-------------
Main: PALADIN 75 - NINJA 75
Subs: WAR37, WHM32, BLM24, MNK18, THF17, BST13, DRG14, RNG7, RDM5
LS: Europa || LoneStarDynamis

----------------------------
Hircine of Ahn'Qiraj
-------------
Level QUIT
Undead
Priest
#24 Jun 27 2009 at 6:43 PM Rating: Decent
***
2,084 posts
zeroskillkyrios wrote:
I like how the lack of active abilities in this game, the one active button push they require you to do is check a monster to see how difficult it is.

On that note, please get rid of all the battle mechanics of this game, starting with the fact that you have to engage a monster, walk up to it and wait to hit it. Waste of time. Faster pace please? lol


Go play Diablo 3, it's probably a lot closer to what you want, and I don't have to listen to your rabble either.

Edited, Jun 27th 2009 7:55pm by Kirbster
____________________________
What would happen if I hired two private investigators to follow each other?
#25 Jun 27 2009 at 7:28 PM Rating: Decent
Scholar
**
316 posts
Kirbster wrote:
I actually liked the check system. In a way, it was a learning experience. You learned which mobs were aggressive, and how they were aggressive. The only ACTUAL flaw in the system was that identical mobs in different parts of the world might agro differently. So a blue crab might be linkable, sound agro in one zone, but passive and linkable in another zone. If they avoided that issue, it'd be perfect.

Difficulty encourages communication. If you find a mob you don't recognize, ask other players around, friends or linkshell if it agros or not.


Color-coding like WoW does is a good system, but honestly it was really a bit on the easy side and kind of takes away all tenseness whenever you see a new kind of monster you've never seen before. It's spoon-feeding, really, insulting our intelligence, and I hope the game never takes a turn in that direction.

Also, as I've said in other threads, I'd rather SE find their own unique solutions rather than just borrow stuff from WoW.

If I wanted XIV to be WoW 2, I'd be playing WoW.


Have you made any posts in the XIV forum regarding suggestions that haven't said "I want it to be almost exactly like XI" in some form or another?

Your blue crab example I disagree with. Different animals in different places are going to act in different ways, even if they look the same. A dog in a neighborhood might lick your hand, while a dog in the woods might immediately attack you, even though they both look similar. A blue crab by the ocean might ignore you, while a similar blue crab in a dark cave might try to defend itself. I don't think they necessarily should have needed to have different appearances, but I'm sure it was due to PS2 limitations either way.

As far as your "That's too much like EZ-mode WoW" (again...) statement, there was no reason that S-E couldn't have implemented a colored-name system to replace the necessity of /check-ing everything you see. You know, the one that EQ came up with long before WoW or XI were ever released.


Quote:
It's spoon-feeding, really, insulting our intelligence, and I hope the game never takes a turn in that direction.


How is this insulting your intelligence? Virtually every kind of wild animal does something to make itself look more intimidating before attacking! Dogs growl, cats hiss, rattlesnakes rattle, skunks raise their tails, bulls snort! As these are difficult to represent graphically, other games either represent this with red/green colored names or EQ's scowling system. If anything, XI had the least realistic system of all!

S-E coming up with their own solutions is fine, but I'd prefer ones that don't don't require unnecessary button pushes, and make more sense than mobs spontaneously attacking anything that comes within 10 yards with no warning whatsoever.

Edit - I did love the way mobs could aggro by sight or sound in XI, though, and that you could lose some chasing mobs by running through water. Keep the good ideas, but take an ax to the things that could be greatly improved.

Edited, Jun 28th 2009 12:06am by SEforPrez
#26 Jun 27 2009 at 11:12 PM Rating: Default
***
2,084 posts
SEforPrez wrote:

Have you made any posts in the XIV forum regarding suggestions that haven't said "I want it to be almost exactly like XI" in some form or another?


Tons? If you'd read any of them, you'd know that your accusation is incorrect.

As for my argument, I don't think anything else needed to be said.

Quote:
In a way, it was a learning experience. You learned which mobs were aggressive, and how they were aggressive. The only ACTUAL flaw in the system was that identical mobs in different parts of the world might agro differently. So a blue crab might be linkable, sound agro in one zone, but passive and linkable in another zone. If they avoided that issue, it'd be perfect.

Difficulty encourages communication. If you find a mob you don't recognize, ask other players around, friends or linkshell if it agros or not.


And realism isn't really my goal here. Good game design is. Having the same exact mob (aside from name) act completely different in different zones basically punishes a player for having learned something. IE: X Mob is always aggressive in this fashion.

Quote:
How is this insulting your intelligence? Virtually every kind of wild animal does something to make itself look more intimidating before attacking! Dogs growl, cats hiss, rattlesnakes rattle, skunks raise their tails, bulls snort! As these are difficult to represent graphically, other games either represent this with red/green colored names or EQ's scowling system. If anything, XI had the least realistic system of all!


What do hissing animals, warnings or realism have anything to do with what I said?

Did I ever say that we shouldn't have the mobs graphically warn players (which would be fantastic, by the way), or are you just spouting unrelated nonsense?

All I said is that a color coded system pretty much defeats any sense of wonder or tenseness that a person experiences when he encounters a new mob he's never seen before. It is, in a sense, making things much easier and diminishing the immersion, mystery and atmosphere of the game.

Edited, Jun 28th 2009 12:34am by Kirbster
____________________________
What would happen if I hired two private investigators to follow each other?
#27 Jun 28 2009 at 6:28 AM Rating: Decent
Scholar
**
316 posts
Kirbster wrote:
Tons? If you'd read any of them, you'd know that your accusation is incorrect.


Red names just jump out at me more. I wouldn't have said anything but your reply in the Mounts thread really rubbed me the wrong way. You've also defended the /heal system and FFXI's UI, along with /check now, but I shouldn't have started a post with something that seemed so accusatory. I apologize for doing so here.


Quote:
And realism isn't really my goal here. Good game design is. Having the same exact mob (aside from name) act completely different in different zones basically punishes a player for having learned something. IE: X Mob is always aggressive in this fashion.


What's wrong with realism? If a mob looks the same except for the name, it's not the same exact mob. Dog vs Wolf. Robber Crabs aggro, Snippers don't.

I never bought the 'PS2 limitations' argument for a lot of things, but you just couldn't have different models for every type of mob on a 2nd gen console. Then, given that the models are going to have to be identical, your way would have forced Robber Crabs in 60+ zones to be non-aggressive because the River Crabs in the starter zones were non-aggro first. That's not "good game design".

Quote:
What do hissing animals, warnings or realism have anything to do with what I said?

Did I ever say that we shouldn't have the mobs graphically warn players (which would be fantastic, by the way), or are you just spouting unrelated nonsense?


You were talking about colors and their relation to mob names in other games. You didn't specify whether you were talking about red/green = aggro/non-aggro, or relative level of mob to the player. Both had been discussed earlier, and you were referencing WoW, which does both. Given that WoW also tells you the exact level of the mob, I assumed you were talking about aggro/non-aggro, as the rainbow scheme with regards to mob level is redundant in that game. In addition, you spent the first part of your post talking about mob aggressiveness, so that's what I assumed you were still talking about.

You went on to say that color coding aggro tendency insults your intelligence and spoon-feeds you, and how the "immersion and mystery" in XI was better because you had absolutely no way of knowing whether that crab was going to try to claw your face off unless you got within aggro range. I pointed out that the color scheme was a symbolic representation of growling/hissing/etc due to graphical limitations of the game engines, and that not having one (FFXI) is not realistic and hurts "immersion and atmosphere" rather than increase it.



#28 Jun 28 2009 at 9:39 AM Rating: Decent
Scholar
**
469 posts
I loved the old check system. In fact, I think they should take it a step further and obfuscate monster difficulty even further. It adds to the suspense and danger. They could even make it a job-specific ability, say only usable by RNG and BST, if we were talking in FFXI terms.
#29 Jun 28 2009 at 3:23 PM Rating: Decent
***
2,084 posts
Quote:

I never bought the 'PS2 limitations' argument for a lot of things, but you just couldn't have different models for every type of mob on a 2nd gen console. Then, given that the models are going to have to be identical, your way would have forced Robber Crabs in 60+ zones to be non-aggressive because the River Crabs in the starter zones were non-aggro first. That's not "good game design".



A simple retexture to indicate that it's a different mob would suffice. If the river crabs in the start zones were non-agro, make Robber crabs speckled or brown. Just have an identifier with which to identify mobs without beating it over your head. That IS good game design.

Quote:
I pointed out that the color scheme was a symbolic representation of growling/hissing/etc due to graphical limitations of the game engines, and that not having one (FFXI) is not realistic and hurts "immersion and atmosphere" rather than increase it.


This still makes no sense, in or out of context. How would you be able to see if a mob is aggressive UNLESS it saw you? When you approach a bear that doesn't see you, is it already growling and making threatening postures?

How does this NOT hurt immersion and atmosphere as opposed to not knowing at all, or calling upon common sense? (IE: That's a big hairy bear thing, I'm pretty sure it wouldn't like me hanging around.) I'm sorry, but it makes no logical sense to me.

And again, talking about graphical limitations of the game engine is redundant, as we're no longer restricted by last-gen engines.


As for supporting several XI mechanics, am I not allowed to think that SE did several things right in the game?

My initial response in the mount thread was a valid (if a bit harsh) reaction to a lackluster OP who more or less stated that XIV should have mounts for no reason beside the fact that WoW also has mounts, with no elaboration or discussion on the concept whatsoever, not because I'm some kind of XI ****.

Edited, Jun 28th 2009 9:58pm by Kirbster
____________________________
What would happen if I hired two private investigators to follow each other?
#30 Jun 28 2009 at 8:40 PM Rating: Decent
Thief's Knife
*****
15,053 posts
AntiMe wrote:
I loved the old check system. In fact, I think they should take it a step further and obfuscate monster difficulty even further. It adds to the suspense and danger. They could even make it a job-specific ability, say only usable by RNG and BST, if we were talking in FFXI terms.


It's difficult to determine a mob's "actual" difficulty because it's dependent on so many things.

Your level vs it's level.

What abilities it has (a lvl 70 crab and a 70 morbol for example)

What your job/subjob is (NIN or BLU can solo things than would destroy other jobs for example)

What equipment and macros you have.


I don't think it's really possible to take all that into account with a check system.
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#31 Jun 28 2009 at 8:56 PM Rating: Excellent
*****
11,576 posts
Kachi wrote:
Ah, well my point was that I think that it's evidence that SE will likely try to implement a similar system. I don't know if the system in TLR was broken or just unreliable by design, but hopefully if it's the former, they'll have worked out the bugs. If not, I guess that's what beta and patches are for.


It was broken in the sense that the icons could change, and quite often a monster that was showing as passive in some way would suddenly change to aggressive as soon as you got within aggro range. The easiest, cleanest, most effective way to denote whether or not something is aggressive is with the text color of its name. I got used to checking everything for difficulty in FFXI and after a while you just get to know whether or not something is aggressive, but if they wanted to mix aggressive/non-aggressive mobs in the same areas on a regular basis, text colors would work wonders without flooding the screen with a bunch of extra artifacts.
#32 Jun 30 2009 at 10:09 AM Rating: Decent
**
773 posts
Quote:

It's difficult to determine a mob's "actual" difficulty because it's dependent on so many things.

Your level vs it's level.

What abilities it has (a lvl 70 crab and a 70 morbol for example)

What your job/subjob is (NIN or BLU can solo things than would destroy other jobs for example)

What equipment and macros you have.


I don't think it's really possible to take all that into account with a check system.
--


True. White Mages are at a particular disadvantage, Sure WHM is a healing/defensive class, but the only things they can fight are those mobs weak to white magic. Even a Too Weak 20 levels below can take out a WHM soemtimes.
____________________________
"We apologize for the inconvenience"
- SE Cruciatus Curse




This forum is read only
This Forum is Read Only!
Recent Visitors: 20 All times are in CST
Anonymous Guests (20)