This x100!
I swear to goodness I will go to Japan and kick some serious butt if the instances are full of the same damn mobs. Like these new quests, how many damn times do I have to hunt down some angry dodos. 1 quest for wights, 2 for dodos, 1 for crabs, 3 more for dodos..... You would think those damn birds would be extinct by now.
I feel like they spread everything out too much instead of using the landscape to help define areas of the map better. Small little caves everywhere instead of one big connected cave system to one side of the map. Ponds here and there instead of a large marshland area. No large open desert with the occasional oasis or sinkhole.
Would you like the black shroud better if you knew the dense forest was to the east side, the marshy lowlands were to the west and the south was more of an open grassland used for farming crops littered with windmills and rivers?
Some (most?) monsters will be losing their ranged attack in the future:
http://forum.square-enix.com/ffxiv/t...l=1#post112367We checked on this issue with the dev. team and have some details to report about the whole "every enemy having range attack" issue. While it's not a bug, it is something that the dev. team feels isn't very fitting with the rest of Eorzea. When they looked into remedying the situation, they discovered a new issue that needed to be addressed. So the plan now is to address the new issue first so that they're able to make adjustments to the ranged attack issue.
Also, does that "New issue" just scream "crappy programming" to anyone else?
the issue is FFXIV period. it just seems like they are trying to build a brick house on mud. they should just freaking start from scratch. I mean if your entire infrastructure is crap no matter how pretty u make it look its going to become a pretty pile of crap.
The ranged attack just needs to require some TP for them to use it, even if just a little. Being instantly pummeled by something because you barely aggrovated it and ran away is kinda' shitty. At least if it requires TP, it can still have its anti-kiting properties still in tact where it matters (NMs) while allowing people to actually pull and/or actually run away from standard mobs that may be too strong.
Huh? Who said they don't know what kiting is? Sounds to me the "New Issue" is just an excuse to put it on the back burner while they fix everything else. I don't see how anything would stop them from taking away mobs ranged attacks besides just not having the man power to do it at this time, its not like they are not working on 50 thousand other things atm. But then again, I don't know much about programing, maybe its just not as simple as it seems.... But, in no way did I get the idea from that post that "they are not aware of what kiting is".
Edit: After thinking about it a little more, it probably has nothing to do with problems with the code or not having the man power. The new issue is probably the fact if they just remove the ranged attacks you could just kite the mob somewhere it cant cross or climb and blast it with no threat. And with how slow the mobs are to engage when aggro'd there would be no threat at all from mobs that aggro. You could simply just run right through every single mob in the zone 50 ranks higher than you and never die since mobs have the same run speed as us. Pretty sure that is some if not all of the "new issues".
Aww fuck, golden week.
No letter. :/
There's still time! I have faith. :/
This letter is long overdue! Want job system/battle system details![]()
I just sat down with my coffee.....and no letter. >_<
Ehh, if it's coming it'll probably be posted within 3 hours or so. At least 2 of the latest 3 letters were.
I hate to keep bringing this up but i wish more MMO's, especially new ones, would go the GW2 route with scripted events. You actually see these things happen in the world and you go and help. It makes the world feel alive, even if it's just for the short period of time you may be in that specific area. Think of it like every quest being like Campaign. It may get old after a while, but what doesn't and it's a whole hell of a lot better than having mobs standing around not doing what the quest says they're doing. This is also a great way to toss in some fancy cutscenes.
Not gonna see it in XIV, but yeah, just wait for GW2. I had that argument with XIV about 6 months ago about how annoying it was to have these quests describing all manner of things, only to get to the area and see nothing. No countryside homes, no villagers anywhere, no nothing. Just like XI, which is what the "true" fans wanted, apparently.
Hopefully those same "true" fans are sticking with the game 150%; hopefully their 15 bucks a month, which means more to SE than the rest of the world's 15 bucks a month, will save the game down the road.
Feels like one of the classic arguments. I doubt anyone would be fine with what we have now, but they can add those crops and carriages later on. Now if that's enough or whether some people want more, everyone can choose for themselves. Having nothing at all is not acceptable, but whether there is some objects reminding you of the quest or whether there is this fully dynamic event going on at the place... eh.
It seems some people are getting deaspected crystals as drops from mobs. Guildleve counter npc text changed too to note that monsters may drop these "strange items."
It makes you think what may be going on with those factories at Blue Fog. The Garleans could be up to something there that is producing these crystals. But the text refers to Gridania.