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Too safe for traveling? Follow

#1 Jul 05 2013 at 9:40 AM Rating: Decent
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Does anyone feel that the game is too safe when traveling? I just think the roads should be more dangerous, it adds a thrill when you enter a new zone and you have to be very cautious when getting around. I know some of you will say go back to ffxi when I say this but remember in ffxi when traveling how dangerous it was? Specially the first time traveling to the dunes or jeuno?
#2 Jul 05 2013 at 9:46 AM Rating: Good
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Jueno trip in 2004 :-D

My first time attempting to reach Jueno, I met a hume red mage also traveling there. Sadly, he didn't make it! That mushroom aggroed and killed him as we both ran to the next zone. It was an adrenaline rush. A lot of FFXI was. Getting AF gear for first time in 2004 was also scary.

I know SE why they wont make it difficult to travel in XIV. Their motto is that gamers these days do not have as much free time as they once did. And I agree. The FFXI or FF fanbase is getting older.





Edited, Jul 5th 2013 11:48am by Imaboomer
#3 Jul 05 2013 at 9:51 AM Rating: Default
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Yeah it was scary, when traveling from sandy and you hit the dunes and you agro a bat haha better zone out! I know but I feel those ingredients can't be changed man, it's what got people hooked!
#4 Jul 05 2013 at 10:17 AM Rating: Good
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I dunno. It's obviously not too dangerous right outside the main cities. You don't have to go too far to start finding mobs that aggro though. Similar to XI, if you venture into areas above your level, the danger increases. I found plenty of spots that looked dangerous to my level 23 character while exploring. I've used stealth on level 5 & 10 gathering leves because potential aggro was hanging out a little too close to my nodes.
#5 Jul 05 2013 at 10:23 AM Rating: Good
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#6 Jul 05 2013 at 10:38 AM Rating: Good
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I think of XI where you often had to juggle invisibility and sneak to get to your leveling spot. It was cool when your quick reflexes and knowledge of which mobs aggro on what made you feel like a ninja. Then you get to your destination. Then you realize everyone else died on the way there and you're gonna sit alone for a long time.

I think I'm ok with travel being less dangerous. But I'll always have fond memories (and screenshots) of my first trip to Jeuno.
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#7 Jul 05 2013 at 11:00 AM Rating: Good
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I believe traveling to areas your level, before you are max, should be fairly safe. But I would love to see areas that offer great rewards(High end gathering, Better drops) be areas where you do have to be smart to get through, or have a group to survive.

But I don't think lower end players should have to struggle to level up. I enjoy it, but even more people don't.
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#8 Jul 05 2013 at 11:04 AM Rating: Default
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Imaboomer wrote:
Jueno trip in 2004 :-D

My first time attempting to reach Jueno, I met a hume red mage also traveling there. Sadly, he didn't make it! That mushroom aggroed and killed him as we both ran to the next zone. It was an adrenaline rush. A lot of FFXI was. Getting AF gear for first time in 2004 was also scary.

I know SE why they wont make it difficult to travel in XIV. Their motto is that gamers these days do not have as much free time as they once did. And I agree. The FFXI or FF fanbase is getting older.





Edited, Jul 5th 2013 11:48am by Imaboomer



yup I loved that about FFXI it made it feel like an adventure whereas FFXIV just feels like a stroll through the park.

I believe their motto actually is gamers these days SUCK period.. so they need their hands held.. I mean that doesnt apply to just SE and FFXIV that applies to ALL games that came out this gen.. I mean it the 8, 16 and even 32 and 128 bi days I could barely beat SOME game son normal.. i wouldnt even TRY playing them on a harder difficulty..

now I play game son their highest difficulty right from the start for trophies/achievements and i beat them with little to no effort.. makes me think.. "if THIS was hard wtf was NORMAL like?" and it makes me laugh when I look at my friends list and see ppl lacking trophies for beating a game on normal (they only have trophuiies for completing them on the lowest difficulty setting lol)
#9 Jul 05 2013 at 11:20 AM Rating: Decent
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Morale of the story.

We all have fond memories of the mmo that popped our cherry. Perma death, unsafe traveling, no form of quick travel regardless of how vast the land is, quantum physics combat. Give us all that in our single player games.

Unfortunately in a massive multiplayer game your enjoyment shouldn't infringe upon the thousands of others precious time and effort.
#10 Jul 05 2013 at 11:24 AM Rating: Good
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We were massocisitic in 2004.

FFXI was wildly criticized for the punishment mechanics in its game, even if veterans look at it fondly. It was never about whether or not the players sucked or not - Everyone's left blood and levels washed up in Valrum Dooms. It was, and always has been about whether or not the player had the patience to be repeatedly slapped in the face for promise of reward and accomplishment once they learned to be obedient sheep and follow the patterns.

And for a long time I thoroughly enjoyed it too.

However, I recognize it as niche. Like, Demon Souls niche. And for a game that's trying to retain near millions, you don't want to appeal to that small of a niche.

So no, it's not about the idea that players suck. It's that players don't have the patience to deal with the ********* Especially new ones that have many, MANY other sources of entertainment to vie for their attentions.
#11 Jul 05 2013 at 12:18 PM Rating: Excellent
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Travel around the 6 or so zones that the game start around isn't particularly dangerous; you DO have established city-states there. Going beyond is incredibly dangerous, and you'll die a lot, chocobo or not. There are some deep recesses that you will not pass easily, or at all, without a party. I went running in circles with my chocobo looking for mob locations so when p4/Open hit I can get right to where I need to farm crafting mats, and found many, many areas that, even at 50, were ripping me apart as soon as I stepped foot in. Some areas have max level mobs running around solely because it's not a finished zone yet and they don't want people puttering around in there, but others are just plain old nasty and fleshed out, so you'll get your many runs of death at some point. It just won't be before you can properly afford the repairs.
#12 Jul 05 2013 at 12:33 PM Rating: Decent
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Yeah the Jeuno run at lv20 was fun and I will always have great memories of it. But what made that run fun is also what made most of the game unexplorable for me unless I severely over leveled the zone. Looking ta it through nostalgia glasses is nice, but in 2013 that doesn't work. I hope there are areas that are dangerous and there is a reasonable expectation to die, but the whole zone can't be like that. Save that stuff for strongholds and dungeons.
#13DuoMaxwellxx, Posted: Jul 05 2013 at 1:06 PM, Rating: Sub-Default, (Expand Post) how do you die on a choxobo >.>
#14 Jul 05 2013 at 2:43 PM Rating: Default
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Yeah, not much danger in the actual game world. It almost feels like a lobby world which only exists to connect to instances.
#15 Jul 05 2013 at 2:50 PM Rating: Excellent
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DuoMaxwellxx wrote:
Medieve wrote:
Travel around the 6 or so zones that the game start around isn't particularly dangerous; you DO have established city-states there. Going beyond is incredibly dangerous, and you'll die a lot, chocobo or not. There are some deep recesses that you will not pass easily, or at all, without a party. I went running in circles with my chocobo looking for mob locations so when p4/Open hit I can get right to where I need to farm crafting mats, and found many, many areas that, even at 50, were ripping me apart as soon as I stepped foot in. Some areas have max level mobs running around solely because it's not a finished zone yet and they don't want people puttering around in there, but others are just plain old nasty and fleshed out, so you'll get your many runs of death at some point. It just won't be before you can properly afford the repairs.


how do you die on a choxobo >.>


When you get hit, the chocobo drops you where you are, and runs away.

You can pay for safe passage from a chocobo stable to a city, and the chocobo will auto run and take a safe route that is guaranteed to not get attacked. However, if you rent a chocobo to just go exploring, and get into a high level area, then mobs can attack it.
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#16 Jul 05 2013 at 3:17 PM Rating: Default
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We were massocisitic in 2004.

FFXI was wildly criticized for the punishment mechanics in its game, even if veterans look at it fondly. It was never about whether or not the players sucked or not - Everyone's left blood and levels washed up in Valrum Dooms. It was, and always has been about whether or not the player had the patience to be repeatedly slapped in the face for promise of reward and accomplishment once they learned to be obedient sheep and follow the patterns.

And for a long time I thoroughly enjoyed it too.

However, I recognize it as niche. Like, Demon Souls niche. And for a game that's trying to retain near millions, you don't want to appeal to that small of a niche.

So no, it's not about the idea that players suck. It's that players don't have the patience to deal with the bullsh*t. Especially new ones that have many, MANY other sources of entertainment to vie for their attentions.


*slowcap*

Bolded the part that is especially true. XI today continues to be a grindfest- even though they've moved the grinding component away from levels to gearing. It's the quintessential gear treadmill, and with the recent expansion even relic weapons were superseded by the gear from new content. It's one of those cases of baby with the bathwater... and for once they may have gone too far, given that the sub numbers are dropping every month... they're even offering an event now where you get **** just for logging in, lol.

I guess I feel a lot like "new" players now: I don't have the time or inclination to deal with sadistic gameplay design.
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#17 Jul 05 2013 at 3:22 PM Rating: Decent
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I'm just happy that I got to experience FFXI in its fresh prime all the way to 75. Now, I dont mind so much if games are easier. I have less time too so it all works out!!!
#18 Jul 05 2013 at 3:51 PM Rating: Good
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Killua125 wrote:
Yeah, not much danger in the actual game world. It almost feels like a lobby world which only exists to connect to instances.

Get off the road.
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#19 Jul 05 2013 at 4:54 PM Rating: Default
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Imaboomer wrote:
Jueno trip in 2004 :-D

My first time attempting to reach Jueno, I met a hume red mage also traveling there. Sadly, he didn't make it! That mushroom aggroed and killed him as we both ran to the next zone. It was an adrenaline rush. A lot of FFXI was. Getting AF gear for first time in 2004 was also scary.

I know SE why they wont make it difficult to travel in XIV. Their motto is that gamers these days do not have as much free time as they once did. And I agree. The FFXI or FF fanbase is getting older.





Edited, Jul 5th 2013 11:48am by Imaboomer


Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.

I do think there are generational differences between 20 year olds 10 years ago, and 20 year olds today which preclude creating games which can be considered difficult or "time sinks" by those of us who tend to be more cynical.

Edited, Jul 5th 2013 6:59pm by ClydesShadow
#20 Jul 05 2013 at 5:03 PM Rating: Decent
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ClydesShadow wrote:
Imaboomer wrote:
Jueno trip in 2004 :-D

My first time attempting to reach Jueno, I met a hume red mage also traveling there. Sadly, he didn't make it! That mushroom aggroed and killed him as we both ran to the next zone. It was an adrenaline rush. A lot of FFXI was. Getting AF gear for first time in 2004 was also scary.

I know SE why they wont make it difficult to travel in XIV. Their motto is that gamers these days do not have as much free time as they once did. And I agree. The FFXI or FF fanbase is getting older.





Edited, Jul 5th 2013 11:48am by Imaboomer


Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.

I do think there are generational differences between 20 year olds 10 years ago, and 20 year olds today which preclude creating games which can be considered difficult or "time sinks" by those of us who tend to be more cynical.

Edited, Jul 5th 2013 6:59pm by ClydesShadow

Well, Yoshi-P said it himself so whether you agree or disagree, he is designing the game like-wise.
#21 Jul 05 2013 at 6:05 PM Rating: Default
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ClydesShadow wrote:

Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.

I do think there are generational differences between 20 year olds 10 years ago, and 20 year olds today which preclude creating games which can be considered difficult or "time sinks" by those of us who tend to be more cynical.

Edited, Jul 5th 2013 6:59pm by ClydesShadow

Um yeah, in the last twenty five years the world has become a lot busier. The population has grown exponentially. The work load has shifted from hard physical labor to mental labor though. But I don't think he meant actual work when he said that. I think he is referring to the amount of stuff we do when not working.

With every year that goes by more and more new technology fills the gap for recreational stuff as the back catalog of classic stuff grows as well. More movies, more sports, more games, more music, more fantasy sports leagues, more tv channels, more bands, personal pc movie/music creation tools, more entertainment websites, etc. Cell phones do more than just allow voice conversation. We've come from a culture who's only alternative to sleeping after work was reading a book, storytelling, or playing outside. To a culture who can do just about anything and connect at the touch of a button. It all adds up to more stuff competing for our time. That's what he means by busy.

Now there will always be a group who loves the old days and how everything required a more hands on approach. For the vast majority, when they get used to a modern comfort. They probably do not like being told that comfort is being taken away without a good reason beside immersion. Imagine being able to order take-out food for the last ten years. Then suddenly you found out that you couldn't order out anymore. Imagine the same scenario if planes were omitted from long distance traveling.

Call it modern comforts, call it babe-a-fying, call it whatever you want. It's the way of the world.

http://www.ign.com/articles/2013/07/03/how-oculus-rift-will-change-the-world-beyond-gaming

Linked the wrong article..... It's fixed now.

Edited, Jul 5th 2013 8:16pm by sandpark

Edited, Jul 5th 2013 8:19pm by sandpark

Edited, Jul 5th 2013 8:19pm by sandpark
#22 Jul 05 2013 at 7:36 PM Rating: Good
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sandpark wrote:
Morale of the story.

We all have fond memories of the mmo that popped our cherry. Perma death, unsafe traveling, no form of quick travel regardless of how vast the land is, quantum physics combat. Give us all that in our single player games.

Unfortunately in a massive multiplayer game your enjoyment shouldn't infringe upon the thousands of others precious time and effort.


And yet we've all seen what happens when MMOs are turned to easy mode; player interest drops like a stone. Clearly players do NOT want the modern convenience of being given an insta-leveled character who has no problem soloing any mob. These sort of FFXI-like hurdles are accompanied with a sense of accomplishment, which is exactly what you're seeing in this thread. Players want to feel like they accomplished something.

That was another problem with GW2. You were never significantly more powerful than the mobs in any zone... You basically never accomplished anything. The mobs weren't anything to be afraid of, and yet you would still aggro everything in a level 6 zone.

FFXI wasn't my first MMO, yet I felt more of a sense of accomplishment just getting through a tricky zone in that game than at any point leveling to cap in WoW or 50+ levels of GW2, where everything was handed to me. Accomplishment is at the core of this genre, whether it comes from progressing in the story or building your character's stats and gear to the best they can be.

Now, FFXI could be overly punishing at times, but in general I think they will do well to instill a sense of fear in the players,

Edited, Jul 5th 2013 9:40pm by Aasher

Edited, Jul 5th 2013 9:47pm by Aasher

Edited, Jul 5th 2013 9:49pm by Aasher
#23 Jul 05 2013 at 8:11 PM Rating: Good
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Aasher wrote:
[quote=sandpark]
And yet we've all seen what happens when MMOs are turned to easy mode; player interest drops like a stone. Clearly players do NOT want the modern convenience of being given an insta-leveled character who has no problem soloing any mob. These sort of FFXI-like hurdles are accompanied with a sense of accomplishment, which is exactly what you're seeing in this thread. Players want to feel like they accomplished something.

That was another problem with GW2. You were never significantly more powerful than the mobs in any zone... You basically never accomplished anything. The mobs weren't anything to be afraid of, and yet you would still aggro everything in a level 6 zone.

FFXI wasn't my first MMO, yet I felt more of a sense of accomplishment just getting through a tricky zone in that game than at any point leveling to cap in WoW or 50+ levels of GW2, where everything was handed to me. Accomplishment is at the core of this genre, whether it comes from progressing in the story or building your character's stats and gear to the best they can be.

Now, FFXI could be overly punishing at times, but in general I think they will do well to instill a sense of fear in the players,

You are confusing my point of view. I do not want easy mode. My comments were aimed towards the remarks about wanting traveling more dangerous. I would be inclined to agree with you on not any players wanting an insta-leveled character. Yet, some players still partake in power leveling or having a high level cake-walk them through content. FFXI wasn't hard just time consuming and had your resources severely below enemies resources. But I still loved the game.

If you are significantly more powerful than the enemies you encounter there is nothing difficult or feeling of accomplishment. Which is why I like that Yoshi is level capping content. I thought it was fun in FFXI dodging enemy detection throughout all the levels. But I still saw most using sneak and invisible to bypass sneaking anywhere for the most part.

Yoshi implemented it this way. I didn't agree with the ease of walking. But if he reverted on that and sneak/invis made it's way into this game for that purpose. I would be even more agitated and dumbfounded. Just because I don't agree with Yoshi doesn't mean that the decision he made is any worse or better.

Giving players the option to take in the countryside is all fine and dandy. Forcing them to explore the countryside with no option for fast travel regardless of how many times they walked that countryside is asinine.
#24 Jul 06 2013 at 11:06 AM Rating: Decent
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Imaboomer wrote:
ClydesShadow wrote:
Imaboomer wrote:
Jueno trip in 2004 :-D

My first time attempting to reach Jueno, I met a hume red mage also traveling there. Sadly, he didn't make it! That mushroom aggroed and killed him as we both ran to the next zone. It was an adrenaline rush. A lot of FFXI was. Getting AF gear for first time in 2004 was also scary.

I know SE why they wont make it difficult to travel in XIV. Their motto is that gamers these days do not have as much free time as they once did. And I agree. The FFXI or FF fanbase is getting older.





Edited, Jul 5th 2013 11:48am by Imaboomer


Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.

I do think there are generational differences between 20 year olds 10 years ago, and 20 year olds today which preclude creating games which can be considered difficult or "time sinks" by those of us who tend to be more cynical.

Edited, Jul 5th 2013 6:59pm by ClydesShadow

Well, Yoshi-P said it himself so whether you agree or disagree, he is designing the game like-wise.


Beyond the fact that that's a "so-take-that!!!!" type argument, I'll humor you.

I'm just making a point that there might be generational differences... I didn't say whether I like it or not. Parts of it I like, parts of it I don't. There are definite benefits to having a more casually oriented game, while at the same time there are things from the old style that I will miss.
#25 Jul 06 2013 at 9:30 PM Rating: Good
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sandpark wrote:
ClydesShadow wrote:

Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.

I do think there are generational differences between 20 year olds 10 years ago, and 20 year olds today which preclude creating games which can be considered difficult or "time sinks" by those of us who tend to be more cynical.

Edited, Jul 5th 2013 6:59pm by ClydesShadow

Um yeah, in the last twenty five years the world has become a lot busier. The population has grown exponentially. The work load has shifted from hard physical labor to mental labor though. But I don't think he meant actual work when he said that. I think he is referring to the amount of stuff we do when not working.

With every year that goes by more and more new technology fills the gap for recreational stuff as the back catalog of classic stuff grows as well. More movies, more sports, more games, more music, more fantasy sports leagues, more tv channels, more bands, personal pc movie/music creation tools, more entertainment websites, etc. Cell phones do more than just allow voice conversation. We've come from a culture who's only alternative to sleeping after work was reading a book, storytelling, or playing outside. To a culture who can do just about anything and connect at the touch of a button. It all adds up to more stuff competing for our time. That's what he means by busy.


I can't help but feel overwhelmed by all these things to do sometimes. In the past when I was a kid I just knew of a few games I owned or TV shows I watched, but now there's so much around their value ends up decreasing in my mind and I end up barely enjoying anything anymore. Another superficial distraction is the last thing I need...

I don't understand why people keep confusing "difficult" and time consuming though. Except for some special parts like boss fights, MMOs are mostly just monotonous repetition that has nearly zero difficulty. I think this kind of gameplay can easily draw in young (post-WoW generation) players who aren't yet cynical of these kinds of mechanics, but probably not older gamers so much. Experienced MMOers aren't going to flock to a game that offers little challenge to them in large numbers, no matter how little time investment the game requires.

Edited, Jul 6th 2013 11:42pm by Dizmo
#26 Jul 07 2013 at 6:57 AM Rating: Excellent
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Intrepid voyages to far off lands with the promise of death and little to no means of a raise was extremely frustrating in XI, the sound of gob aggro was followed shortly after by the sounds of a smashed controller on several occasions.

******* I miss those days but pretty sure I don't want to relive them again.
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#27 Jul 07 2013 at 7:01 AM Rating: Decent
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I played EQ so traveling will NEVER be dangerous in any other game I play.
#28 Jul 07 2013 at 7:32 AM Rating: Good
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I'd love to see some high risk for greater reward gameplay mechanics in exploration added.

The trip to Jeuno in XI was one of the more memorable moments for me as well. Getting the Chocobo quest done there meant the risky trip could be a one-time thing if I didn't ever want to run that path again.

On the other hand, dying regularly on trips to meet with a party (Qufim I'm looking at you) wasn't fun.

I wouldn't want to see FFXIV ARR travel become risky all the time, but some sense of adventure needs to be instilled every so often when leveling a character, in any game - online or not.
#29 Jul 07 2013 at 7:51 AM Rating: Decent
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SkyRaymaker wrote:
I'd love to see some high risk for greater reward gameplay mechanics in exploration added.

The trip to Jeuno in XI was one of the more memorable moments for me as well. Getting the Chocobo quest done there meant the risky trip could be a one-time thing if I didn't ever want to run that path again.

On the other hand, dying regularly on trips to meet with a party (Qufim I'm looking at you) wasn't fun.

I wouldn't want to see FFXIV ARR travel become risky all the time, but some sense of adventure needs to be instilled every so often when leveling a character, in any game - online or not.

My most memorable trip in XI was doing the first three genkai in an alliance at the suggested level. I think dangerous traveling is awesome as well. What I didn't like was the the restriction put on chocobo usage at lower levels. It's like my character acquired amnesia everytime I leveled a new job. By the third job I was very skilled at dodging enemy aggro and had explored the starter regions already. So having to walk to the dunes when I couldn't get a teleport was just a time vacuum.

#30 Jul 07 2013 at 9:13 AM Rating: Good
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I know who to AVOID mobs because I played XI. That being said, I have SNEAK from miner, so I switch. You walk very slowly, but you get past things.

I also use lower levels to run around and fill the map. I know I'm going to die and be sent back, but that's ok, beats paying gil to port home.
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#31 Jul 07 2013 at 9:34 AM Rating: Good
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Unless it could oneshot me I didn't have any trouble running away from danger. Speed boost came in quite handy while exploring zones I shouldn't have been in. Playing ring around the rosey with Magitek was a relative breeze.

Some select mobs should be given a slightly longer hate distance. "Well, ran away from that just fi... OH HAI, Mr. Magitek"! ~splat~
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#32 Jul 07 2013 at 9:46 AM Rating: Good
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At the end of the day, does it really matter? Does it matter that you got to see an area before you were able to kill the mobs there? Does it matter that you didn't set foot in that zone until you could? Simply because the exploration isn't fraught with "Would you like to Return..." messages doesn't mean it's not worth it. There's still a lot of agro, your skill at avoiding it is still relevant. I really find the whole argument tiresome, because at the end of the day you're not getting anything...at all...for the additional "danger".

Sure running from panthers was a rush in XI, but you weren't playing the game--you were avoiding it. The whole time you were running around trying not to die you were really just sinking time into nothing. The same with trying to get to leveling camps; you lose a couple players to agro and now you're waiting even longer. It's not about instant gratification, it's about having a game that wants to keep you playing it.
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#33 Jul 07 2013 at 9:53 AM Rating: Decent
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There was some commentary from the devs somewhere that mentioned that the full release is going to involve a lot more aggro off the beaten trails and roads, which should add more difficulty to some aspects of travel.

Traveling around can still be quite dangerous depending on where you're going. When I made my run to Hakkue Manor I came pretty close to dying and was only saved when the last few mobs were aggro'd by someone else leaving me room to make a break for it. It is a bit sad that if I rely on the duty finder though it's a trip I won't have to make often though.
#34 Jul 07 2013 at 10:10 AM Rating: Good
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Quote:
Gamers don't have as much time as they did before? The world has become tremendously busier in the last 10 years? I don't think so, nor do I buy that that is the reason.


I know mine has: When I was playing FFXI, I was living with my GF [now my wife], I was in my early 20s, had no real bills, we both worked part time and were able to donate 16+ hours a day to obtaining a single level in FFXI.

I'm coming up on 38 next month. Both my [now] wife and I have 40+/week jobs. Two kids in the mix, extra curricular events for the older and a huge time investment in the younger. Sure, we still game, but it's for maybe an hour or two at night when we have the time. . maybe a binge session on a Saturday. . but it's not the same.

Generational? Absolutely: They realize their core market demographic is aging, and they are taking steps to adjust the game to suit their aging market share.

I'd continue this line of conversation, but speaking of those "diminishing playtimes" my little guy smushed his finger, and I it's time for a wonderful run to quick care. Have a great Beta everyone!!!
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#35 Jul 07 2013 at 10:51 AM Rating: Decent
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I remember when ToAU first released I ran around the new areas to get the teleporting points (staging areas? I can't remember its been too long) I ran past some big scary monsters hoping to outdistance them before their casts landed. My first experience with Flood as I recall. Just when I thought I made it clear a message pops up "you feel an eerie sense of foreboding" then I got hit for nearly double my hp. Ah the good ole days. Still though I've died a couple times exploring in this beta. Once even off a chocobo. If you plan to explore the scenery I don't think the whole overly safe thing applies.
#36Killua125, Posted: Jul 07 2013 at 11:10 AM, Rating: Sub-Default, (Expand Post) I know right. Forget about an immersive experience. Does it REALLY matter?
#37 Jul 07 2013 at 11:42 AM Rating: Good
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You still get the immersive experience. You can explore when you want to explore. You have the option. Period. Does it mater that an area is gated by monsters when you want to see the corners of Ezorea? Does it matter that you have to retry six times to see a waterfall? It doesn't matter to me that you were able to explore a bit more of the world while I was questing or crafting? No. That's what I'm talking about.

There's still agro, there will be agro, the fact that you can run away from it is about the only change. The fact that you can navigate with a little bit more flexibility, how does that hurt the experience? Exploring is just a run around until you can come back later, no so you can take a screenshot and move on with your day. Big whoopitty do that you spent the time at lv23 or 43 when you could kill the monsters. You got to do what you wanted to do. Isn't that what a game's about?
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#38 Jul 07 2013 at 11:56 AM Rating: Decent
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Let me know when you have a mob that follows you through a zone 5 times bigger and aggros other mobs while you are running, these mobs didnt stop coming till you were either dead or zoned. Oh and if you ran by someone they would pick up the aggro after you zoned or died. The life of EQ...
#39 Jul 07 2013 at 12:04 PM Rating: Good
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Mopdaddy wrote:
Let me know when you have a mob that follows you through a zone 5 times bigger and aggros other mobs while you are running, these mobs didnt stop coming till you were either dead or zoned. Oh and if you ran by someone they would pick up the aggro after you zoned or died. The life of EQ...


Oh man you just gave me a painful flashback of trying to level in Garlaige. Traaaaaaaain! Smiley: eek
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#40 Jul 07 2013 at 1:21 PM Rating: Default
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Mopdaddy wrote:
Let me know when you have a mob that follows you through a zone 5 times bigger and aggros other mobs while you are running, these mobs didnt stop coming till you were either dead or zoned. Oh and if you ran by someone they would pick up the aggro after you zoned or died. The life of EQ...


FFXI had quite a few of those trainwrecks too. The Crawlers Nest was horrible back in the old days where players would zone aggro mobs and people entering zone would be raped without knowing it. What made it worse is people kept entering and entering causing more bodies to add up the point someone had to direct traffic to enter the zone. I had one instance where people wouldn't listen so me and another person killed off all the mobs so people would stop dying. FFXI was hardcore until Abyssea ruined it.
#41 Jul 07 2013 at 4:20 PM Rating: Decent
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ShadowedgeFFXI wrote:
Mopdaddy wrote:
Let me know when you have a mob that follows you through a zone 5 times bigger and aggros other mobs while you are running, these mobs didnt stop coming till you were either dead or zoned. Oh and if you ran by someone they would pick up the aggro after you zoned or died. The life of EQ...


FFXI had quite a few of those trainwrecks too. The Crawlers Nest was horrible back in the old days where players would zone aggro mobs and people entering zone would be raped without knowing it. What made it worse is people kept entering and entering causing more bodies to add up the point someone had to direct traffic to enter the zone. I had one instance where people wouldn't listen so me and another person killed off all the mobs so people would stop dying. FFXI was hardcore until Abyssea ruined it.


Ah, so many memories. Nothing like loading a new zone and dying from a 1000HP attack when you only had ~300 because someone zoned the other way with aggro.

I loved the challenge in that game, the dying not so much. Especially with xp loss on death, and there was a lot of dying in XI's early years.
#42 Jul 07 2013 at 5:17 PM Rating: Default
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SkyRaymaker wrote:
ShadowedgeFFXI wrote:
Mopdaddy wrote:
Let me know when you have a mob that follows you through a zone 5 times bigger and aggros other mobs while you are running, these mobs didnt stop coming till you were either dead or zoned. Oh and if you ran by someone they would pick up the aggro after you zoned or died. The life of EQ...


FFXI had quite a few of those trainwrecks too. The Crawlers Nest was horrible back in the old days where players would zone aggro mobs and people entering zone would be raped without knowing it. What made it worse is people kept entering and entering causing more bodies to add up the point someone had to direct traffic to enter the zone. I had one instance where people wouldn't listen so me and another person killed off all the mobs so people would stop dying. FFXI was hardcore until Abyssea ruined it.


Ah, so many memories. Nothing like loading a new zone and dying from a 1000HP attack when you only had ~300 because someone zoned the other way with aggro.

I loved the challenge in that game, the dying not so much. Especially with xp loss on death, and there was a lot of dying in XI's early years.


That is kind of a reason why people were so much better players back then. When you died you would be punished so it forced people to learn how to properly play a character.
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