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.
How is this insulting your intelligence?
It's spoon-feeding, really, insulting our intelligence, and I hope the game never takes a turn in that direction.
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