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Too safe for traveling? Follow

#27 Jul 07 2013 at 7:01 AM Rating: Decent
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~
#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.
#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!!!
#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.
#36REDACTED, 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?
#38 Jul 07 2013 at 11:56 AM Rating: Decent
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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1,622 posts
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
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
37 posts
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
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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