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Skeleton Soldier in South ShroudFollow

#1 Dec 21 2010 at 12:03 PM Rating: Decent
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Never met this friendly fellow on a run to Tranquil before. Must have run past him just as he popped.

Needless to say the inevitable happened and I ended up returning to Humblehearth.

Where's he been hiding that, on my many previous trips to Tranquil, I've never run into him?

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#2 Dec 21 2010 at 12:06 PM Rating: Excellent
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I believe they added a few new... "I kill everyone that passes by" enemies in quite a few zones.

There is a skeleton guy like you speak of near drybone...
as well as a Ogre.. (like the big red ones in mor dhona) that moves around north of horizon.

These mobs are probably in place to teach people how to avoid aggro.. much like the Pieste in front Uldah and the antlings on the way to horizon/dryone.
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#3 Dec 21 2010 at 12:07 PM Rating: Decent
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Yeah, we wanted more mobs! Now there's a salamander outside of Bloodshore, and I've heard rumors of an ogre outside Horizon. Granted, the skelly near tranquil is virtually unavoidable from what I hear.
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#4 Dec 21 2010 at 12:09 PM Rating: Default
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I had a rank 15 local leve to turn in at a camp somewhere west of Humblehearth. I ran out there on my 26 lancer, only to be 1shotted by some completely unavoidable diremites.

Edit: No idea if they were there before or not, but it still made me mad enough to stop playing for the night.

Edited, Dec 21st 2010 1:10pm by nightpanda2810
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#5 Dec 21 2010 at 12:10 PM Rating: Decent
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Too bad there's no incentive to kill them other than to let people run by more easily.
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#6 Dec 21 2010 at 12:11 PM Rating: Decent
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Just like the Wild Hog on the way to Camp Emerald Moss.. I'm starting to think that these mobs are there for the sole purpose of being annoying and make you waste time ahah..
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#7 Dec 21 2010 at 12:11 PM Rating: Decent
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Well it looks like ports to Tranquil for a while. Good job that I'm an anima hoarder.
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#8 Dec 21 2010 at 12:12 PM Rating: Decent
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I wonder if by adding unavoidable mobs means they are getting closer to giving us yellow horse-birds?

Edited, Dec 21st 2010 1:13pm by Simool
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#9 Dec 21 2010 at 12:15 PM Rating: Good
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Simool wrote:
I wonder if by adding unavoidable mobs means they are getting closer to giving us yellow horse-birds?

Edited, Dec 21st 2010 1:13pm by Simool


Like the optimist I am... I was hoping for horse-bird Christmas presents for todays update.
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#10 Dec 21 2010 at 12:19 PM Rating: Good
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edge1006 wrote:
Simool wrote:
I wonder if by adding unavoidable mobs means they are getting closer to giving us yellow horse-birds?

Edited, Dec 21st 2010 1:13pm by Simool


Like the optimist I am... I was hoping for horse-bird Christmas presents for todays update.


Well..I used to think they were going to wait until the PS3 release...well...things have kinda changed. At this point...I'll take a slow and fat horse-bird. FF is just not the same without them.
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#11 Dec 21 2010 at 12:22 PM Rating: Good
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edge1006 wrote:

Like the optimist I am... I was hoping for horse-bird Christmas presents for todays update.

Surprise post-patch announcement possibly? They know we've been wanting chocob-erm, horse birds since day one...

Simool wrote:

At this point...I'll take a slow and fat horse-bird.


To quote FFIV, "Smells like chocobos!" They should totally add in a whistle to summon the chocobo you ride.

Edited, Dec 21st 2010 1:25pm by Faladis
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#12 Dec 21 2010 at 12:28 PM Rating: Good
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I'm still absolutely boggled that they haven't added chocos yet. Why not have them there from the start? The world is huge and clearly designed for faster ways to get around -- there doesn't seem to be anything to be gained from not having the chocos there right away.

New quests, NMs, content stuff -- I can actually understand those coming later. You roll out the base game, then add the content as the players get to higher levels and need more than the basic game mechanics to amuse themselves. But, travel is a basic game mechanic.
#13 Dec 21 2010 at 12:55 PM Rating: Good
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during beta, they said they had something "special" planned fro chocobos. I have no idea what that might entail, but I hope it's a large part of the story that just hasn't made it into the game yet.

Edited, Dec 21st 2010 1:55pm by Jefro420
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#14 Dec 21 2010 at 1:44 PM Rating: Default
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Better do something quick. I did meet the salamander but none of the others.

I pick and choose which leves I want to do from all three towns every reset and its very annoying how much time I spend running everywhere for Anima saving purposes. It was annoying when they put Black Efts on the way to nine ives and this adding of more things that can one shot people trying to turn in leves is just foolish in my opinion. As one poster mentioned...he was done for the night when it happened to him. I would imagine he wasnt the only one with that reaction and honestly, I think I will likely react in the same way when it inevitably happens to me.

Boring, repetitive leves most people can handle in attempts to get guilds marks. Getting killed constantly and or burning tons of anima only to get Gil instead of guild marks will induce a mass exodus from FFXIV IMO.

I am starting to wonder if they are actually trying to make the game fail.

Many people will say...."If you dont like it...go back to WOW!!!".

My response is that many people are doing just that....look at the player base now compared to when FFXIV launched. The proof is in the number of subscribers. Stubornly arguing that people shouldnt want easy mode and just L2P is foolish from a business perspective and foolish coming from anyone thats wants this game to survive
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#15 Dec 21 2010 at 1:53 PM Rating: Good
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i see what you're saying "gema" but that's a little dramatic.
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#16 Dec 21 2010 at 2:30 PM Rating: Good
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The goobue at Camp Bearded Rock and south by the lighthouse have been in since release and before in beta. Honestly as long as you are not afk running the chances of getting hit by these are low. Though the path to blue fog and broken water are indeed very dangerous.
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#17 Dec 21 2010 at 2:49 PM Rating: Good
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I'm reminded of those **** sand bats in the cave to the lizard camp in Valkurm Dunes or the walking weapons in the way on the trip through the cave from Jueno to Qufim Island. That and pretty much everywhere with imps in the ToAU areas. Can't forget the undead at night. Oh and the bogy in the dunes too, goblin butchers in Yhutunga Jungle, etc...

FFXIV is certainly walking down the FFXI path now.
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#18 Dec 21 2010 at 3:12 PM Rating: Decent
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Here we go again.

Just recently, people were telling SE to add more dangerous enemies on the traveling roads so that it would be more exciting. Squirrels and bugs? Too boring!

Now I'm hearing "WTF SE for putting dangerous enemies on traveling roads. Fail."

It's like hearing nails on chalkboard.
#19 Dec 21 2010 at 3:14 PM Rating: Good
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I don't think people are really *************** of like "Whoa..."...I guess we better be more careful.
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#20 Dec 21 2010 at 4:33 PM Rating: Good
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Simool wrote:
I don't think people are really *************** of like "Whoa..."...I guess we better be more careful.



^This...
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#21 Dec 21 2010 at 5:28 PM Rating: Decent
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Well I, for one, hadn't meant to come across as ********* I was just wondering if the skeleton was a new placement there as I'd not encountered it before.

Better keep my eyes open when running down paths I thought I knew is the advice I'm planning on taking!
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#22 Dec 21 2010 at 5:37 PM Rating: Decent
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AceAmallie wrote:
The goobue at Camp Bearded Rock and south by the lighthouse have been in since release and before in beta. Honestly as long as you are not afk running the chances of getting hit by these are low. Though the path to blue fog and broken water are indeed very dangerous.


The layout of that is very different from The Black Shroud. Skeletons aren't very good at returning to spot where they came from. I can see lowbies finding it impossible to get around one that is stuck in one of the narrow pathways between clearings.
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#23 Dec 21 2010 at 5:42 PM Rating: Decent
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I just wait for someone else to run by and get the aggro, then I try to slip past. It's not a perfect plan and it might be a little evil, but it's worked for me so far... lol
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#24 Dec 21 2010 at 6:52 PM Rating: Good
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edge1006 wrote:
I believe they added a few new... "I kill everyone that passes by" enemies in quite a few zones.

There is a skeleton guy like you speak of near drybone...
as well as a Ogre.. (like the big red ones in mor dhona) that moves around north of horizon.

These mobs are probably in place to teach people how to avoid aggro.. much like the Pieste in front Uldah and the antlings on the way to horizon/dryone.


Yes like the Gobbue now patrolling around Knotted Oak Log leve in Skull Valley while the patch note screaming "We have made it easier for DoL to do your gathering".

Not :P
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#25 Dec 21 2010 at 8:00 PM Rating: Decent
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Caesura wrote:
I'm still absolutely boggled that they haven't added chocos yet. Why not have them there from the start? The world is huge and clearly designed for faster ways to get around -- there doesn't seem to be anything to be gained from not having the chocos there right away.

New quests, NMs, content stuff -- I can actually understand those coming later. You roll out the base game, then add the content as the players get to higher levels and need more than the basic game mechanics to amuse themselves. But, travel is a basic game mechanic.


They already said Chocobos may or may not be used for riding this time around, hence: No addition yet.
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#26 Dec 22 2010 at 6:18 PM Rating: Good
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ashaylin wrote:
Here we go again.

Just recently, people were telling SE to add more dangerous enemies on the traveling roads so that it would be more exciting. Squirrels and bugs? Too boring!

Now I'm hearing "WTF SE for putting dangerous enemies on traveling roads. Fail."

It's like hearing nails on chalkboard.


So "adding more dangerous enemies" means "Oh, please add level 30+ aggressive mobs to the lvl 1 newbie areas."? There IS such a thing as going overboard. At level 1 or so a level 10 mob would probably do just fine. Lvl 15 ones around the drybone/emerald moss areas, etc. The point isn't to add mobs that will one shot you, the point is to add mobs that will attack to add some sense of danger. Kind of like the orcs, goblins, and Quadav around Sarutabaruta, Ronfare and Gustaburg. They were... what level 5-7? Maybe a few around 10-11? But once you gained a few levels in their perspective areas, you could fight toe to toe with one to get by.

Though... FFXI was a lot more open and easy to avoid mobs. The narrow little passageways--especially in the black shroud make it rather difficult to avoid mob aggro. And the black eft clearing near Nine Ivies... It's totally unnecessary to go that far. It was better before with a few efts and some of those non-aggressive buzzards so there was a sense of danger from the efts, but you weren't playing Frogger on **** mode.

Do you see what I'm getting at? I don't think anyone here is really ******** per se, but their choice of mobs to add danger are a bit much for the areas they are in.
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#27 Dec 23 2010 at 3:35 PM Rating: Decent
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If one isnt paying attention then sure, have high level mobs waiting to own them, however, there needs to be someway to get around. Making things difficult but doable is how you require a person to be skillful. If you make it impossible to avoid death because there is literally no way to get around the mob then there is zero point to it as even the most skilled players will die.

Places around limsa and Uldah are fine to put things like salamanders but in the Black shroud there is no way to sneak around some spots. Dramatic? hehe maybe a little but I want this game to survive and its frustrating to see the population shrinking..=)
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#28 Dec 23 2010 at 5:45 PM Rating: Good
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Every time I rank up, I find one of those mobs, let out a battle cry and rush it.
It's fun.
Should try it.
#29 Dec 23 2010 at 5:57 PM Rating: Decent
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Quote:
rumors of an ogre outside Horizon.


Not just rumors, I've seen it and it looks pretty **** sweeet.
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#30 Dec 23 2010 at 5:59 PM Rating: Decent
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I actually use them for free ports....

1)Bind myself at Bentbranch

2) Run to nine Ives carefully completing the Frogger ****, Black Eft Death Match

3) Turn in Leve(s)

4) Go back to the Black Eft village and find a tail to step on...

5) Free port back to Bentbranch...WALLAH!!
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#31 Dec 23 2010 at 6:05 PM Rating: Good
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GemaJamison wrote:
I actually use them for free ports....

1)Bind myself at Bentbranch

2) Run to nine Ives carefully completing the Frogger ****, Black Eft Death Match

3) Turn in Leve(s)

4) Go back to the Black Eft village and find a tail to step on...

5) Free port back to Bentbranch...WALLAH!!


Love the name ^^
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#32 Dec 23 2010 at 7:37 PM Rating: Good
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Quote:
I actually use them for free ports....


I do too. Very fast and convenient.

Also - all buzzards aggro. I was killed more often by those birds in (modern) Eft-land than anything else. Efts are so easy and so slow. I run straight through without flinching and they are too busy turning around for 15 seconds to land an attack.

Also - do mobs in this game semi-lottery pop? I noticed it before, but it may explain why that area is full of efts now and not birds. If there's 50/50 chance the spawn will spawn a bird or an eft and people kill the birds (cause they're easier to solo) and now there's just efts. Just an idea. I may be wrong about spawn points.

---

The skeleton (on the other hand) is in an obnoxious place. I've killed him and the wild hog on the way to Emerald Moss a couple times.

My least favorite is how there were occasionally 3-4 Diremites on the way to Crimson Bark. The last time I went there I didn't see a single one so I'm guessing they were either trained there (previously), trained away recently or adjusted in the update this week.

I can run past 1 Diremite and survive but not three.
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