Trying too hard etc
Trying too hard etc
Did you an I play the same game? Mobs in XI didn't have agro radius. They followed you to the zone line or till you were a mile away (and even then you weren't safe).
sruon it's Draylo. What do you expect?
I agree with you. It was especially awesome in high danger maps.
-Solo climbing to the top of U. Range avoiding truesight mobs and keeping sneak/invis up for the other mobs was exilirating.
-Running around Riverne for missions or quests and avoiding all of the aggro there, including the truesight mobs. Solo'ing was even better since it was level capped at the time and being able to sleep mobs to run to the teleoports or die.
-Pathing around Promyvions truesound mobs on your way to the top.
-Running around the Sacrarium with sneak on and avoiding the truesight mobs for missions and solo for the exp scroll weekly quest.
-Avoiding magic aggro bombs and low hp aggro mobs.
I thought it was a lot of fun and added a lot of depth and complexity that helped made the game fun and unique.
Remember the RotZ mission (back in the day when there was no CoP) and running an alliance through Ifrit's Cauldron and trying to keep sneak and invis up on everyone and finding your way through to get to the stone monument? :3
FFXI was hard?
I guess the sarcasm went over your head? I know they didn't have an aggro radius, I was referring to how it is in FFXIV where you can run out of their little area and they run back. It wasn't like that in FFXI because they would end up chasing you. If there are true sight mobs you need to sneak around them as someone said earlier "MGS" and there were many different assaults/missions/dynamis (windurst especially) that this was true for.
I hope you are referring to Kuro because generic internet meme doesn't apply here when two other people are saying the same thing lolTrying too hard etc
Don't even LE, lol. FM had plenty of wipe o' ramallamas too. It seems like it was a cakewalk in hindsight when that perfect strat was found and jobs were buffed.
Edit: Pleasssseeee let's not rehash this whole fuckterclust of an argument again though. That was terrible.
Yup perfect examples, CoP back in the day was a good one. I hated Ule range myself though lol, sometimes the damn minotar would aggro as I ran up to do ENM and when I thought it was gone a horde of demons came and raped me as I waited my normal 30m for the ice wall to go down.
Running through Mor Dhona at Rank 25 reminded me of Uleuguerand so I'm confused.
As am I. I'm not sure I understand this whole circle jerk about S/I-ing around mobs being "exhilarating" or even remotely challenging.
If anything the necessity of such things was a waste of inventory space and an extra timesink (but then again timesinks are what define FFXI).
True sight, patrols, and special mechanics (ghrah, zdei) add depth to the gameplay, and I don't think anybody disagree. However, what you guys are calling "stealth" here is the complete opposite. Stealth refers to abilities like sneak/invi that make your character immune to everything, it doesn't say anything about skillfull play to avoid monsters.
Skipping everything can be fun occasionally, but it's a design issue when players are doing it because you have a timer, or because the battle system is boring and unrewarding.
In regards to linkable/clickable items/spells/quests/etc in the chat log:
God damn server issues again. Its amazing the simple things you take for granted in other games that's apparently not exactly feasible here.We know that the ability to link items, as well as quests and maps, into the chat window is an extremely convenient feature, and while it would be very difficult to implement, we will do our best to research just how feasible it will be to introduce.
I am talking about what someone was saying earlier:
The same mechanics that made FFXI more in depth are non-existent in FFXIV. None of that is here, this last line in the quote says it all. It seems really cheesy to me to train everything until you get out of its radius and then it runs back.Seriously? I hope you can figure out the answer since we're about to get a shittier version of it in this game.
I know I liked nyzul when it wasn't about killing everything on the way. Low-hp aggro mobs around you while you try to kill a boss? Pulling a triple gear amidst several single gears while avoiding aggro And linking at the same time (granted the pathing always needed rework, so it wasn't perfect).
You simply don't have these kind of mechanics in this game. Mob is close, it aggroes. Mob isnt close, it doesnt aggro. Thats it.
Standing still should make you undetectable by sound-aggressive creatures. It's little mechanics like that make things fun. Like an event where maybe something(s) sound-aggressive patrols/swarms by and you have to stand still and silent (no chatting in party/linkshell) to let it go by without attracting its attention... or perhaps a better-excuted Zdei-style rotating/patrolling thing your group has to avoid being seen by.
I'm all for these types of things and the more capable we are of just sitting on a bird, or hitting sneak/invis to bypass having to think or pay attention... the more monotonous the game becomes to me. The existing XIV aggro system is a joke and incredibly inconsistent. It needs to be overhauled to make some sort of sense.
I agree that sounds like some sort of fun red-light/green-light type game... but as fun as that sounds. It'll be fun the first 3 times then annoying/timesink afterwards.
Let's also not forget that that level or detection/response time is not feasible with these servers and the shit netcode in this game. "WTF IT WAS A MILE AWAY!!" - actually it was right next to you - you just couldn't see that in time.
Best part about XIV aggro system is the obligatory insta kill range attacks that follow many aggro. I sure love to have no chance to survive.
In about every mmo i played, I can use the environment to kite a monster, and eventually outrun it, but in ffxiv, you just cross your finger and hope that you're out of its range.
I love it when people accuse me of having tunnel vision as they are also saying, "well, I've never seen a mob that can kill me before I can run away from it, so they probably won't exist ever." I can only surmise that this is a corollary of the earlier-expressed argument of "all of those pointless areas with rank 80+ mobs probably won't matter later, anyway."
I'm amazed that I have to explain the purpose of stealth, but here's one example: exploring areas with mobs that are far too dangerous for you to fight. This could be relevant if they implemented something like, say, open-world treasure chests.
Not every activity in the game consists of a party killing-everything-in-sight (or, in XIV's case, running past everything in sight). Regardless of what the mobs might drop, sometimes fighting is not the reason you are there. Stealth abilities allow characters to complete objectives in areas with dangerous enemies (while maintaining your stealth); that is the challenge. Simply designing the game so that there are areas where you can go and areas where you can't is not some sort of breakthrough in entertainment.