I hope the area redesign will make it into 1.20
I hope the area redesign will make it into 1.20
Also, keep in mind that they said they were also looking at removing mobs' instant ranged-attack moves so aggroing/pulling doesn't mean you're immediately taking damage. Thus, exploring on (vulnerable) chocobo-back might be a possibility as long as you keep moving and don't hit a dead-end.
I like having the ability to explore, but I also always thought it was retarded that sitting on a bird would all-of-a-sudden makes monsters not care about you.
Yeah, especially since chocobos probably look delicious to just about every meat-eating monster on the planet. I mean, who doesn't like chicken?
If they remove the instant ranged attacks from monsters that would get rid of the only possible downside I could think of while reading those notes. Hate that shit. However they need to work on monster response times if they want to make riding a chocobo an engaging experience. Monsters taking 3-4 seconds to turn around after you smack them upside the head isn't gonna cut it when riding past at a fast speed, there's no point to it if you can waltz right into a monster and get away before it can even react. I'm hoping that'll be part of the server code upgrades and whatnot later on.
Chocobos with HP, armour, levels (can't remember if levels were confirmed), being able to fight alongside them if you get knocked off? Sounds like it could be fun to me.
So since WoW added a FF-style 100% safe mount (many years after release), that means I must be trolling when I say a "WoW-ish not-really-safe version"?
I still don't see how anyone could describe this new version of chocobo as "better". All of the announced "improvements" (unlimited ride time, no recast, unlimited calls) solved problems that didn't exist. The actual problems (i.e. the limitations on where they can and cannot be called, tedious raising design) are unmentioned. But we're supposed to see the lack of stealth as an improvement?
Somehow, I doubt any of you were clamoring for stealth removal on FFXI chocobos at any point ever.
I think it's safe to say that at this point - you're just complaining to complain. ^
I don't have a problem with people being happy about chocobos. They are a welcome introduction. But please don't try to sell the story that this inferior rendition is actually somehow better. It's not.
More challenging? Sure, if challenge is what you're looking for in your transportation.
Sounds fucking annoying more than anything tbh. Sounds like yet another "WoW does it so we must do it too!"-feature.
I do approve of the distant "fighting on chocobo" idea tho, and the armor will be bad-ass, especially if it can be customized.
Why didn't Bayohne translate the other Yoshida post? It was more interesting...
Giant cock fights?
I bet they could have released the damn birds in 1.17 but had to work on this exciting new challenging feature instead.
An actual decent post from the official forums that might teach you something:
It's not all about seeing it as a stupid penalty. It's about the gameplay mechanics and options that become available as a result of it.Ohhhhhh, I get it now. Ok, I'm starting to understand why Yoshi P. said that while riding your Chocobo, you can get attacked by high level enemies and after several hits you can be knocked off.
The reason I'm starting to understand this decision was to give emphasis on the huge customization feature myself and many others have been asking for our birds.
With the fear of being attacked while on our speedy little feathered companions means that purchasing, crafting, and obtaining new and sexy gear for our Chocobo will give us more protection and defense against those powerful monsters out in the field.
The speed and defensive aspect of our Chocobo will safely allow us to take those hits and make it past all these aggressive mobs, almost rendering us somewhat invincible in a sense of speaking.
I didn't fully understand at first glance why they would enable you to get attacked and thrown off your bird, but now I'm really starting to understand what benefits in return the players now have at their disposal to combat this. It makes the gear customization feature more relevant and gives it a purpose to bulk up your bird's defenses, rather than being purely aesthetic.
If you honestly think something like that is possible with XI's chocobo system then I have nothing further to say.
I suppose it really depends on whatever system they implement on raising your own personal mount.
For example, let's say as your Chocobo levels up, its Strength and Vitality raise.
Obviously, wherever there are Chocobos, there will eventually be chocobo digging. Intelligence or whatever can factor in here.
Furthermore, as a Chocobo levels up (or you could even do something guild mark-esque in this regard), it could learn abilities to be used while you're riding it.
Example 1: A stealth mode where monsters become disinterested in you in exchange for a bit of your riding speed. This ability could be enhanced by increasing the chocobo's INT.
Example 2: An ability that exchanges some of your chocobo's HP for additional speed (let's say that normal speed riding does not affect HP at all). This ability could be enhanced by increasing the chocobo's STR.
Example 3: An ability that sacrifices your Chocobo's HP entirely in exchange for letting it cast ChocoMeteor on any mob currently aggressive to the chocobo (doesn't necessarily have to do damage, but could provide some kind of decent stun or deaggro effect). This could be a "high-level" ability for people who choose to master their riding skill.
And let's say that if your Chocobo runs out of HP, it can't be resummoned until its HP is restored. This could be done by letting a certain amount of time pass (15 mins sounds okay, same as Return) or by touching aetherite (same 10 min limit that players have on HP/MP renewal).
As for leveling up the chocobo, more riding and performing chocobo-related activities (such as digging) can provide EXP. Leves could also be used as another method for building up your chocobo, you can perform courier-like activites such as delivering goods to a camp or making a quick run to a particular (or several) aetherial gate(s) associated with a crystal where you can activate the leve.
There, a good system that can be constantly improved upon to keep players interested in their transportation more than "No anima? Guess I'll call my bird, lol."
http://lodestone.finalfantasyxiv.com.../gc01.html#gc6
New grand company page update based on materia
how did this get missed? D:
http://forum.square-enix.com/ffxiv/t...143#post300143
i thought everyone loved arguing about the game's UIAlong the lines of the above suggestion, there have been other comments and suggestions that have been made, as well as some answers we wish to post up on the EN forums. (And I'll make sure to pass the above along, too!) The following comes from the main person in charge of the UI, Minagawa.
We plan on addressing these aspects, but since we are unable to implement them with the current system, we will be proceeding with this once fixes have been made to the basic portions of the party member display. As soon as these are finished we will address them.The party members list is too small. I think there are some people who have said if it was made too big it would get in the way, so please allow us to change the size as we like. Also make it so we are on the top of the party member list.
We are actually currently working on implementing this.When attempting to cast Raise on a player who is K.O.ed, I use the up and down key on the gamepad, but I would like you to make so that it skips the players who aren't K.O.ed and only select those players that are.
When the distance in which you are able to target them is exceeded, the cursor is set to return to the action bar. It can be thought that you are right on the border of being able to target/not being able to target, so try bridging the gap just slightly.The behavior for party members that are just slightly too far away is pretty strange. When selecting Cure or other actions and targeting players that are a bit far off in the distance, they are targeted for a moment, then the target is forcibly removed, and the cursor returns to the action bar.
Addressing this immediately is a bit difficult, but in the future we will be addressing this so it is possible to see which area they are in and all of the party member’s information no matter where they are.Not only for the party member list, but also for the information displayed for party members in the system menu, you can’t get any information on classes or HP/MP for players that are far away as it is displayed as ????/????. Can you do something about this? I’d really like it if you could display which area that player is currently in as well.
Though this a feature we're discussing for the future, we will be making it so not only the class icon is displayed in the party member list, but other information as well. We’d like to make it so you can customize what you would like displayed.It would make it a lot easier to understand if you could make it so each person's class icon was displayed next to their HP bar.
The development team is looking into this phenomenon and is proceeding with their investigation. I apologize that I cannot make any promises about specific timing, but whenever there is some progress I will be sure to let you know via forum or topics.Regardless if you are selecting something or not, the orange selection box often remains. It's confusing when 2 or 3 orange selection boxes are displayed.
Thanks for the feedback and we look forward to hearing more.
(also the post about Guard/Refill not being forced into slots anymore)
FFXIV is not the first FF game where chocobos can be attacked (see FFXIII).
If they're actually going to use armor on chocobos like that I really don't mind. Rentals are going to suck though.