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Where the Wild Things Spawn (11/18/2010)Follow

#1 Nov 18 2010 at 4:56 AM Rating: Good
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Lodestone wrote:
As part of the November 24 and mid-December version updates, adjustments will be made to the distribution of enemies in all areas.

In the first version update, scheduled for release on Wednesday, November 24, the processing of in-game areas will be spread out across multiple servers in order to mitigate latency issues. Together with this structural change, we have rethought the distribution of enemies, both old and new, while giving considerable consideration to players engaged in gathering activities or simply passing through.

Ex.:
Before
After

(See pictures in link below)

Balancing adjustments to enemy distribution will continue in the December version, which will also usher in the the first of many waves of new enemies to Eorzea, including several Notorious Monsters (NMs). Among their number are those so freakish and vile that even the legendary taxonomist Frandelont Raimdelle could scarcely find the words to describe them. Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel. All in all, a myriad menagerie of malicious monstrosities will be making its way to Eorzea in the coming months. Precise profiles and daunting details of these new additions to the Eorzean bestiary, as well as the epic loot that can be pilfered from their fresh corpses, will be treated in future Topics posts.

Continuing in this vein, the version updates of 2011 will bring about further improvements and balancing to enemy distribution, as well as the addition of numerous new NMs and NM-related content. More information will be announced here as it becomes available, so be sure to check back regularly!


http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=3839077465aa50765c6988bfe31ce1fc3d912ea6

I don't know. I mean, I've been ******** constantly about how marauders have the hardest time with the lousy mob distribution but that screenshot makes me think I'll still be hitting everything if I don't move constantly to avoid getting steadfast.

Still, its nice to hear they are working on mob distribution... it doesn't seem to me however that they are doing it to avoid issues like AOE's hitting every unrelated monster there is though.

Edited, Nov 18th 2010 5:57am by MajidahSihaam
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#2 Nov 18 2010 at 5:01 AM Rating: Good
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Not really in the high priority list but it's nice to see SE designing with the "whole picture" in mind.
#3 Nov 18 2010 at 5:06 AM Rating: Good
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I am curious to see how noticeable (sp?) it is. Will it be like "Woah 30 mobs in that area where there used to be 10!" or simply just spread out more in those pathways that you might just see 1-3 squirrels and that's it.
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#4 Nov 18 2010 at 5:19 AM Rating: Excellent
So instead of 2 Dodos and an Aldgoat Nanny, you'll get...2 Dodos, an Aldgoat Nanny, and an Aldgoat Billy. Genius.

I find that yes, occasionally, mobs walk right to you as you're about to do an AoE attack, and if this occurs during a leve...

I'm still unsure as to what they mean by distribution - it could be to say that mobs will be more spread out in little groups consistently, unlike occasions where they'll all bunch up in mass groups, or that they'll spawn continuously in the same spot over time, or both.
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#5 Nov 18 2010 at 5:29 AM Rating: Excellent
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i like this part:

Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


So... who is making comeback? Leaping Lizzy? Valk Emperor? Jaggedy Eared Jack? wanna see a uber Bubbling Bernie? lol
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#6 Nov 18 2010 at 5:43 AM Rating: Excellent
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Myzldas wrote:
i like this part:

Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


So... who is making comeback? Leaping Lizzy? Valk Emperor? Jaggedy Eared Jack? wanna see a uber Bubbling Bernie? lol


Bubbly Bernie needs to be an end-game style HNM requiring at least a dozen people to take down. Anything less simply wont do him justice. :D
#7 Nov 18 2010 at 6:46 AM Rating: Decent
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so, more aldgoats?
#8 Nov 18 2010 at 7:10 AM Rating: Excellent
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more cowbell please.
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#9 Nov 18 2010 at 7:15 AM Rating: Excellent
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From the book of Sundi:

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Sundi spake thusly: "There shall be more goats, for goats are good, and make funny noises," and it was so. And he looked upon his work and was pleased.
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#10 Nov 18 2010 at 7:20 AM Rating: Good
Hydragyrum wrote:
Myzldas wrote:
i like this part:

Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


So... who is making comeback? Leaping Lizzy? Valk Emperor? Jaggedy Eared Jack? wanna see a uber Bubbling Bernie? lol


Bubbly Bernie needs to be an end-game style HNM requiring at least a dozen people to take down. Anything less simply wont do him justice. :D


Here's a few NMs I'd call making a return:

Stray Mary (Aldgoat Nanny or Ewe, most likely an Ewe. May drop Can of Mary's Milk that has a chance of inducing sleep.)
Lumbering Lambert/Bloodtear Baldurf/Steelfleece Baldarich (Aldgoat Ram, possibly a much larger variant. Steelfleece likely a leve NM of epic proportions.)
Bomb King/Queen/Price/Princess (Bomb)
Cactrot Rapido (Cactuar, possibly in a Leve where he runs very fast. The only way to catch him is to take down other really weak Cactuar in the area until he spawns and attacks.)
Bubbly Bernie/King Athro (Giant Crabs.)
Jolly Green (Goobbue)
Golden Bat/Old Two-Wings/Colo-Colo (Bat)
Stinging Sophie (Bee Swarm, probably renamed to something like "Stinging Sophie's Swarm" with one particular bee in the swarm that looks different. Might drop a special stinger to craft into the Beestinger, or an actual Stinger-like dagger.)
Panzer Percival (Bumble Beetle)
Tumbling Truffle (Funguar)
Haty (Wolf)
Zikko (Imp)
Vulpangue (Puk, probably larger and in the Black Shroud.)

This list goes on and while I'd love to see Valk and Lizzy I'm somewhat doubtful of these ones. Only thing that comes close for Lizzy is a puk or peiste, I doubt peiste so probably puk for her... As for the Valk Emp either one of those fly-like creatures, or a firefly.. An incredibly dangerous firefly... o_o;;

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#11 Nov 18 2010 at 7:24 AM Rating: Decent
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lmao. that is the most retarded before & after i have ever seen.
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#12 Nov 18 2010 at 7:40 AM Rating: Decent
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the before and after look like they just stopped to pose for a picture!
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#13 Nov 18 2010 at 7:42 AM Rating: Good
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Quote:
Together with this structural change, we have rethought the distribution of enemies, both old and new, while giving considerable consideration to players engaged in gathering activities or simply passing through.


I am hoping this means that when trying to get to places there will not be some Mob fifteen Mobs in a three meter wide tunnel that hits for 4000HP. Also, I hope it means better Mobs all around... more Greens and Yellows tossed in with the Blues and Reds.
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#14 Nov 18 2010 at 7:43 AM Rating: Good
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I'm so glad we're finally addressing the endangered goat population. Too many were getting caught in the crossfire of errant weaponskills, I'm relieved that the future of these noble creatures is assured.
#15 Nov 18 2010 at 7:45 AM Rating: Excellent
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Epic loot better not be dodo skin+4.
#16 Nov 18 2010 at 8:58 AM Rating: Decent
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What i find funny is that people are taking the addition of goats to ONE picture as the way the whole game is gonna be done (if they're being serious and not joking)

its the whole "this is your brain, this is your brain on drugs" and its like going "ZOMG!! My brain isnt an EGG its a BRAIN!!"

i just dont want all the mobs to drop already made stuff.. drop some rare crafting stuff to make some unique looking stuff
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#17 Nov 18 2010 at 9:07 AM Rating: Good
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More enemies is great, I've noticed many areas that seem empty. Just stop making them follow us! Its cute and kinda funny when it fakes you out the first time as you think you're getting aggressive aggro from a Billy, but absolutely not fun when you are trying a difficult leve and the Billy is right over your shoulder. I'm a marauder and I rely alot on AOE WS when I have 2-3 mobs on me, and extra adds aren't fun.
#18 Nov 18 2010 at 9:08 AM Rating: Good
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So...according to that picture all the mobs are going to stare at me as I run past?


Kinda creepy >.>
#19 Nov 18 2010 at 9:28 AM Rating: Decent
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You know that could very well be what they are doing to try to improve things. Adding more Aldgoats. This is SE we're talking about, they have made some silly decisions in the past. Hoping that's not the case though, hoping that they really are changing for the better. I personally don't think adding more aldgoats is really going to make them not be endangered anymore. They will get complacent, being that there are more of them, thinking that they will be ok. If you keep the numbers low, they will be forced to adapt or evolve. Which could mean smarter aldgoats that decided to avoid that nub mrd that is holding out his/her axe and just spinning in circles. Or they some of them could evolve into a bigger tougher offshoot of aldgoat. Something akin to a Lumbering Lambert. Then good ole Lambert can help protect his lil cousins.

On a more serious note, I hope what they have planned really fixes this issue. Was disappointed in some way on how the mobs are in the world. But, I do like how creatures will sometimes follow you. Makes it a bit more realistic. Saw of a curious galagao following this one person. Was really cute and all. I know it can be annoying when you get in a fight and accidentally hit this curious creature. But, I think its pretty cool though. Whether or not SE did that intentionally.
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#20 Nov 18 2010 at 9:32 AM Rating: Good
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I think one thing to keep in mind with the additional mobs being introduced is that SE probably were only expecting to add another goat to a section that has 4 mobs. This is because they have affectively increased the mob penetration by 20% and take into consideration that the complaints about low mob quantity was at its highest when no one was over lvl 20 and everyone was cramped in one spot. There is no need to add 20 more mobs because there just isn't that many people in an area anymore to demand that kind of density. If they they added 1 more mob per 4 in the zone, that is a considerable increase in mobs, like I said, that is 20% more mobs. Just some food for thought! :D


~Skye

Edited, Nov 18th 2010 10:34am by SkyeAyatari
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#21 Nov 18 2010 at 9:38 AM Rating: Decent
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FFXIV now with 33% more enemies! Enjoy a diet of more goaty goodness. ~

Heh, but seriously this is a good first step since Grid has too many unavoidable mobs as is that they actually care about not whacking gatherers with 10x more enemies that all aggro.

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#22 Nov 18 2010 at 9:40 AM Rating: Good
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Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


I'm placing my bets on Stray Mary making an appearance. And it will elude me, just as it did in Vana'diel.
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#23 Nov 18 2010 at 9:47 AM Rating: Decent
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Fm the pic, they are increasing mob number fm 3 to 4 in the particular area,thats a 33% increase.

Btw, the billy and nanny in the pic seems like a couple, does that means SE adding grouped mobs in the wild?

P.S. Cactrot Rapido = Best Named mob (NM) in MMO history

Edited, Nov 18th 2010 10:49am by Siulang
#24 Nov 18 2010 at 9:58 AM Rating: Decent
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SkyeAyatari wrote:
I think one thing to keep in mind with the additional mobs being introduced is that SE probably were only expecting to add another goat to a section that has 4 mobs. This is because they have affectively increased the mob penetration by 20% and take into consideration that the complaints about low mob quantity was at its highest when no one was over lvl 20 and everyone was cramped in one spot. There is no need to add 20 more mobs because there just isn't that many people in an area anymore to demand that kind of density. If they they added 1 more mob per 4 in the zone, that is a considerable increase in mobs, like I said, that is 20% more mobs. Just some food for thought! :D


~Skye


Mob penetration? So this is about Discovery Channel mammals?

Regardless of how many people there are at rank 20+, the area around Skull Valley is still frequently camped very heavily and is often a difficult place to find suitable targets in the 13-15+ range. I spent a fair bit of time pushing DoW/DoM classes through there over the last couple of weeks, farming dodoskins as a secondary goal. More mobs would definitely be appropriate there. I haven't done much grinding in Thanalan lately but I know that the area around Drybone can also be a difficult spot to find good mobs for the low-mid teens. And depending on what SE does with SP distribution in the coming patches, the focus on ginormous parties fighting vastly over-ranked mobs may shift to smaller groups. That would require more mobs as well.

I'm just a little bit concerned now that my favorite wolf camp is going to be messed up. It's somewhat necessary for those poor folks trying to do their rank 10 botany leves out of Camp Emerald Moss, but I had just recently started in on that area and was rather enjoying it D:
#25 Nov 18 2010 at 10:27 AM Rating: Excellent
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An incredibly dangerous firefly... o_o;;


I'll have to be careful, I kill every firefly mob I come across for fire crystals and getting VE would be a nasty surprise.

Quote:
It's somewhat necessary for those poor folks trying to do their rank 10 botany leves out of Camp Emerald Moss, but I had just recently started in on that area and was rather enjoying it D:


I do agree with this, as there is a botany leve tree that ALWAYS has 4 wolves chillin around it. There is also 2 mining leve points that usually have multiple anglers loitering around them. Emerald Moss is the only rank 10 camp like that though, Skull Valley and Drybone are fairly safe for gatherers by comparison.
#26 Nov 18 2010 at 10:53 AM Rating: Decent
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Poubelle wrote:
lmao. that is the most retarded before & after i have ever seen.


Perhaps you didn't notice, but in the first picture there are three enemies and in the second there are FOUR?? Clearly XIV is turning around and now poised to become reigning King of the MMOs!
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#27 Nov 18 2010 at 11:02 AM Rating: Good
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Siulang wrote:
Fm the pic, they are increasing mob number fm 3 to 4 in the particular area,thats a 33% increase.

Btw, the billy and nanny in the pic seems like a couple, does that means SE adding grouped mobs in the wild?

P.S. Cactrot Rapido = Best Named mob (NM) in MMO history

Edited, Nov 18th 2010 10:49am by Siulang


I have already ran into 'grouped' Mobs. I have attacked a Mob and another one came running over to attacked me from behind more than once. May not be grouped but they were linked... something another MMO did that annoyed the heck out of me.
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#28 Nov 18 2010 at 11:10 AM Rating: Decent
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I think I'm having a difficult time understanding what the purpose of the picture is. The problem with enemy distribution is that the mobs are unevenly placed in the first place. Right outside town (especially apparent in Limsa Lominsa) there are some weak enemies, and then there are monsters you can't even fight until level 10. The problem isn't the lack of monsters, but the inconsistency of the levels of the mob placement. Is that what they are fixing? Or are they just adding more mobs of random levels to get rid of the dead space?
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#29 Nov 18 2010 at 11:46 AM Rating: Good
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I know I am a bit slow some days and this probably one of them but I don't really know what I am supposed to get from that picture. Looks like maybe they added a goat and I suppose these are more photogenic and are facing the camera. What am I supposed to be seeing?
#30 Nov 18 2010 at 12:38 PM Rating: Good
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Half the squirrels in the area immediately surrounding Camp Black Brush will be replaced with Guivre.
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#31 Nov 18 2010 at 12:47 PM Rating: Decent
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Myzldas wrote:
i like this part:

Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


So... who is making comeback? Leaping Lizzy? Valk Emperor? Jaggedy Eared Jack? wanna see a uber Bubbling Bernie? lol


GIVE ME LEAPING LIZZY NOW!
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#32 Nov 18 2010 at 1:44 PM Rating: Good
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I hope they do a few things with this:

- Increase the number of mobs in areas across the board. The outside world is devoid of life. It's ridiculous in some places. I don't want to run for a couple minutes without seeing anything.

- Increase the number of high level mobs in lower level areas. Nothing crazy...But just some stuff that would challenge high Phys. Lv people with low rank jobs. One shotting Wharf Rats sure gets bland.

- Increase the number of AGGRESSIVE mobs in certain higher level areas and around major zone transition areas. I don't want to be bored running from Ul'Dah to Grid. I want obstacles and challenges when I make long journeys.

- Put some **** mobs on the *********** is boring.

The last one would just be icing. The others I think are really needed. World seems too empty and way too easy to navigate from a danger standpoint.

-Kash
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#33 Nov 18 2010 at 1:49 PM Rating: Good
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Kashius wrote:

- Increase the number of AGGRESSIVE mobs in certain higher level areas and around major zone transition areas. I don't want to be bored running from Ul'Dah to Grid. I want obstacles and challenges when I make long journeys.

- Put some **** mobs on the boat...sh*t is boring.


I second this. So someone get right to work on it, snap.
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#34 Nov 18 2010 at 2:03 PM Rating: Excellent
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You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.
#35 Nov 18 2010 at 2:06 PM Rating: Good
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AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.
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#36 Nov 18 2010 at 2:14 PM Rating: Good
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God I hope they bring back Taisaijin... I WANT THAT DROP ALREADY... I know, pathetic... but hey, everyone had their evil NM, mine was Taisai...
#37 Nov 18 2010 at 2:50 PM Rating: Good
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Yeah, botany is crazy near Camp Emerald Moss. *whispers* One time I lured a higher level player past my logging point so he could draw the attention of the wolves. Finished my quest and the player ran like crazy back to Emerald Moss. Felt bad about that, bad enough to not do that again. Though...it is tempting lol

MajidahSihaam wrote:

- Increase the number of AGGRESSIVE mobs in certain higher level areas and around major zone transition areas. I don't want to be bored running from Ul'Dah to Grid. I want obstacles and challenges when I make long journeys.


I couldn't agree more. Some places are too easy to get through, I want some challenge. I want to wonder when I pass this big monster if its going to turn to see me and then rip my body to pieces. I loved the fact that I could go places most couldn't in FFXI. Being able to go into a high level area and sneak past monsters, while everyone else is too scared. That is what exploring is about. But now, I don't get quite as much accomplishment from it. Some areas are tougher to get through, while others are way too easy. Exploring Mor Dhona was really fun, especially going through narrow passes where an arihman is standing guard. I mean you have no room for error.

MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


Yeah, I still remember my first pirate encounter. The music starts up and I'm wondering what's going on (this was back when FFXI was still pretty new) and then I see a ship in the distance closing in on us. I prepare myself for battle, yeah I didn't have the fear of the pirates instilled into me yet. They come aboard and promptly start beating me with my own are. A fellow adventurer comes to my rescue and saved me. I then run below deck and find a dark corner to curl up in and cry myself to sleep lol.
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#38 Nov 18 2010 at 5:49 PM Rating: Decent
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MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.
#39 Nov 18 2010 at 6:00 PM Rating: Good
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Of course they chose an aldgoat to showcase this... I'm tired of the blasted things, they're everywhere. If I saw one on the way to the bathroom, I wouldn't bat an eye. God knows they invade my personal space already.
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#40 Nov 18 2010 at 6:04 PM Rating: Good
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cutsaw wrote:
MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.


Not really - just have it so that mobs don't go into the cabin. That way people who want to fight pirates can - and those who have no combat classes can stay below.
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#41 Nov 18 2010 at 6:05 PM Rating: Good
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cutsaw wrote:
MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.



They can always hide inside the ship.
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#42 Nov 18 2010 at 6:12 PM Rating: Good
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Of course you can have pirates attack the boat, just have a ship appear in the distance and the navigator announce it. A minute or two later, they get on board. Simple. What level the mobs that spawn are can be implemented in several ways as well.
#43 Nov 18 2010 at 8:38 PM Rating: Good
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MajidahSihaam wrote:
cutsaw wrote:
MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.



They can always hide inside the ship.


Put some cannons on the ship. Have the crafters craft stuff so the cannons can fire at the enemy. Ammunition, etc. They can find creative ways to get everyone in on the action. I wouldn't expect this on the ferry in the vanilla, but if they have any expansion packs, it'd be a great idea.
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#44 Nov 18 2010 at 9:00 PM Rating: Good
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Hydragyrum wrote:
Myzldas wrote:
i like this part:

Quote:
Still others may prove more than a tad familiar to the eyes of adventuring veterans of Vana'diel.


So... who is making comeback? Leaping Lizzy? Valk Emperor? Jaggedy Eared Jack? wanna see a uber Bubbling Bernie? lol


Bubbly Bernie needs to be an end-game style HNM requiring at least a dozen people to take down. Anything less simply wont do him justice. :D


I think it should be a micro version of the current snipper model and his name should be "Burbling Bernard"
#45 Nov 18 2010 at 9:53 PM Rating: Good
42 posts
cutsaw wrote:
MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.


i'm quoting myself here

don't everyone think that its exactly because of the existence of non-combat main class that make the whole game world ... un-exciting? un-adventurish?

all the quest we've got now are lacking something, the excitement.
and the current system SE is using is like a ticket system(guild leve) that goes "oh you wanna fight something? here's a ticket to spawn this cool looking monster" ...
#46 Nov 18 2010 at 9:55 PM Rating: Decent
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11,576 posts
Considering that dying forces you to Return to your most recently visited aetheryte crystal, I think putting mobs on the ferry would be an abysmal design choice. I can't say I'd be too thrilled about being bounced back to Camp Horizon so that I can make the run through western Thanalan and wait for the ferry...again. Some things add fun to a game. Some things just irritate the **** out of people. From the sounds of things, SE is looking to reduce the irritation factor from basic activities. Riding the ferry from Thanalan to LL would constitute a basic activity.
#47 Nov 19 2010 at 1:11 PM Rating: Decent
3 posts
Dude thats out of it man, you've been in the same servers i have from asura to besaid,

haha awesome ^^
____________________________


#48 Nov 19 2010 at 6:42 PM Rating: Good
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90 posts
Couple of thoughts...

Yeah... there's one goat added to the picture. But no one seemed to notice that all of the mobs were moved AWAY from the tree in the background (I guess the Botanist in me noticed that first). I could be reading into it, but perhaps they added a sort of "no-fly zone" around gathering points to deter... oh, I don't know... wandering Piestes from eating me when I'm logging! (for whoever said they didn't notice bad things around Drybone... don't worry, I noticed for you, PLENTY)

As far as NMs, in the link there, they mentioned some taxidermist guy... that definitely makes me think that there will be leves that spawn NMs and he'll be the requestor. Good part about leve-based NMs is that no one can steal them from you, assuming that they don't variate from the way current leve-based mob spawns operate. Also, since some leves already give gear... perhaps some of the rare eq will be a reward for successful completion of the NM-leve, rather than a random drop, or perhaps you could get 1 guaranteed piece of loot (on completion) and still have a random drop from the mob, which may ease some of the disappointment if the random drop doesn't drop.

#49 Nov 19 2010 at 6:43 PM Rating: Excellent
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1,330 posts
cutsaw wrote:
cutsaw wrote:
MajidahSihaam wrote:
AvatarexADV wrote:
You can't put mobs on the boat, guys.

In FF11, a fisher could fish up a mob, pull out his sword, and fight the mob. Thus, fishing up a mob wasn't bad - you pays yer money and takes yer chances, sort of thing.

In FF14, if a fisher gets aggroed by a mob, he can't change classes - he's considered to be "in combat". So he can't pull out a weapon. So the mob eats him. It's a death sentence, not a break from the action.


We didn't mean that; we meant how ships in XI got attacked by pirates and such during their travels.


its impossible to have pirates attacking ships now that crafters/gatherers are a Main Class of its own. their safety has to be ensured in all commonly accessed areas and all quests must not have any form of life threatening situations involved.


i'm quoting myself here

don't everyone think that its exactly because of the existence of non-combat main class that make the whole game world ... un-exciting? un-adventurish?

all the quest we've got now are lacking something, the excitement.
and the current system SE is using is like a ticket system(guild leve) that goes "oh you wanna fight something? here's a ticket to spawn this cool looking monster" ...


Clearly you have not had to do a crafting leve that requires you to run to Camp Bluefog or Camp Broken Water for a turn in...at level 10.
#50 Nov 19 2010 at 8:37 PM Rating: Decent
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11,576 posts
Ravashack wrote:

Clearly you have not had to do a crafting leve that requires you to run to Camp Bluefog or Camp Broken Water for a turn in...at level 10.


Yarp.

Camp Bluefog, Camp Broken Water, Camp Crimson Bark, Camp Nine Ivies, Camp Bald Knoll and Camp Iron Lake are all potentially dangerous places for a low level player to travel, yet you can be sent to any of them to turn in rank 10+ local levequests. Not only are they an extremely long run if you haven't been there yet, don't have the anima to burn, or just flat out don't want to spend 16 hours worth of anima to get there and another 8 hours worth to get back.

Camp Bluefog and Broken Water can be ugly because the most dangerous places are also extremely constricted. Buzzards and Scout Vultures have ranged attacks that can quite easily one-shot low level characters.

Camp Crimson Bark has not only a slightly confusing route to get there (based on the map) but also wolves of the rank 20+ variety that can give people a hard time to bypass.

The La Noscea camps are the least nasty to get to on account of plenty of room to run around hostile mobs, but I did encounter a situation where some smacktard had trained both flytraps and both yarzon to the mouth of the gulch you have to pass through to get to Camp Iron Lake on the Bloodshore side. In short, there was no way I was getting through, I set there and waited several minutes and none of the mobs so much as turned let alone moved, and I was left with the choice of running all the way around to Skull Valley and up or spending 4 anima.

Lowbie DoH leves are all about the free SP. The rewards once you've earned that SP are typically trash. Maybe a few hundred gil, a half dozen shards, and a token sum of mats you may or may not have any use for. And until the option to abandon local leves from your journal is added, once you take that leve for the SP you need to turn it in or you're going to be down a leve every reset until you do. Bad enough you can be sent on a 20 minute run just to turn them in, but getting smoked on your way there and having to start over doesn't add "depth" to the game for DoH classes...at all.
#51 Nov 19 2010 at 9:07 PM Rating: Good
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90 posts

Aurelius wrote:
Lowbie DoH leves are all about the free SP. The rewards once you've earned that SP are typically trash. Maybe a few hundred gil, a half dozen shards, and a token sum of mats you may or may not have any use for. And until the option to abandon local leves from your journal is added, once you take that leve for the SP you need to turn it in or you're going to be down a leve every reset until you do. Bad enough you can be sent on a 20 minute run just to turn them in, but getting smoked on your way there and having to start over doesn't add "depth" to the game for DoH classes...at all.


Hehe... my first time to Iron Lake was me just out exploring, managed to get there fine ... of course, in what was probably my first big FFXIV-newb mistake I didn't touch the aetheryte crystal *apply forehead to wall*...
Soooooo... my second time to Iron Lake was on a craft leve, managed to get there fine... of course, in what was probably my third or fourth big FFXIV-newb mistake I didn't touch the aetheryte crystal *apply forehead to wall harder* ... Third times gonna be the charm there I guess (I hope).

Luckily now, when it comes to going to most of those places, I can switch to my high-rank Botanist (who gets ignored by more things, and has a decent number of HP, and can sometimes use Triangulate to run from things) or my Archer (who can kill things)...

But I had this thought... couldn't a low-ranked person (who doesn't have the same options) ask someone to escort them there? I mean, yeah yeah, you're putting a lot of trust that your escort is going to pay attention like they need to, or not run off with whatever arranged payment... but I would help someone in that situation. I've made those runs to Crimson Bark and Nine Ivies (not the ones in Uldah yet) and I know they suck, so wouldn't mind helping people through them.
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