Puks, Chigoes, Ghosts, Bombs, Rodents, Toads, Crabs, Drakes, Ahriman, Cactuars, Goats, Antelopes, Wolves, Opo-opo, Skeletons, Gnats, Sheep, Humanoids, Hippogriffs, Ixal, Buffalos, Coblyns, Anglers, Goblins, Funguars, Amalj'aa, Salamanders, Piestes, Raptors, Boars, Malboro, Elementals, Spriggans, Jellyfish, Snurbles, Slugs, Flan, Ogres, Diremites, Imps, Fireflies, Yarzons, Swarms, Goobbue, Antlions, Beetles, Qiqirn, Roselings, Apkallu, Kobold, Bats, Birds, Dodos, Sylphs, Moles...
That's honestly not that bad of a spread for a vanilla pre-expansion (beta, lol) MMO although I know that the mobs being in just about every zone kinda' takes away from the variety. 55 different species, not counting existing re-skins and minor-edits (rats/marmots...anglers/orobon...salamanders/efts...female/male).
Fully expect re-skins. No point in hoping for anything different unless it's a boss at the end of the dungeon.
Its just that they aren't distributed properly. All the majority of players see in their Thanalan world is goats, rats, and coblyns, and when they're in the mines they see chigoes and yarzons. If you venture into Noscea you'll see sheep and jellyfish, and in Black Shroud you'll see funguars and squirrels. All of those other mobs are somewhere else where players don't regularly see them, let alone grind them.
a giant snurble overlord would be both cute and fun. attack of the tangled weave!
Silent Arbor is an aetherial gate north of camp Tranquil. The dungeon is just round the corner from it as though you're going into one of the many caves the Shroud has. It's surrounded by raptors that will kick your ass at rank 50, so I don't know how they expect rank 25s to get in there unless they adjust the mob placement a bit.
Wow, when you type 'em all out in a list like that there really do seem to be a hell of a lot of different mob types. I think I've probably seen most of them, but very few really stick in my head. Classics like the Goobbues and Quiquirn I don't think I've seen since beta. While they're all very nicely modelled and textured, the majority of the mobs are actually not very interesting. I guess they're "realistic" but I'd like a bit of fantasy in my ... fantasy (~_~) I know people don't want glowy weapons and oversized shoulderpads, but SOME interesting special fx on the enemies seriously wouldn't go amiss. I'd say theme them to different areas of the world, but the world lacks that same fantasy feeling. Its altogether too realistic in most places.
Which is why I felt Promyvion was the best idea for zones as a whole, super different art style, zone-specific mobs that looked incredibly rad and unique, completely appropriate music, challenging, etc. I felt their designs were held at a higher regard for a while. I hope we see more of that. It was kinda' a sign of the times to me when they finally recycled Empty mobs' models outside of Promyvion.
I forget who exactly was in charge of Empty monster design... I hope he's on board somewhere.
I have many MANY gloooorious memories of the Promyvions. I never got very far in CoP as I was mainly active in FFXI before they were nerfed a couple of times, and when I came back for ToAU and WotG nobody was doing CoP content anymore, but what little I saw of it I enjoyed -- although this could be partially to do with rose-tinted specs in comparison to FFXIV.
That being said, its probably more due to the fact that I did this content with my LS of five years, only a handful of whom transferred to XIV and none of whom now play it. Being chased across the zoneline by a Craver is just one of many memories from Promys, helped immensely by the atmosphere and music as well as art style.
Tanaka's idea of 'final FANTASY' always seemed to be a world initially grounded with as much realism as possible, which sort of got a bit more crazy the further away from the home-cities you got. I think he took that idea a bit far in FFXIV, where despite having lots of pretty crazy looking airships and things in videos the majority of the gameworld is pretty...standard.
Mor Dhona is the exception to this, but even then it's pretty bland.
There's a lot of talk of there being some crazy shit going on underground though in various areas, something draining the power of crystals into the ground and stories of undead or whatever crawling out of the abyss. So maybe we'll stumble on some crazy-creepy-promy style zones down there eventually.
It seems to me, that when in XI the game started after all this cool shit had happened, here we get to actually play right before shit goes down. Not as shit goes down, though, it must be more realistic this way!
It might work better if they didn't have to focus on rehauling the game at the same time though. Well, slowly but surely.
I don't know what the hell Tanaka's vision for this game was, all I know is that everything was so overcomplicated in how the game was designed. The dev team went to an extreme on certain things, elemental alignment affecting the potency of food, stats affecting crafts/gathers, complications with stats/enmity not working. The reason why SE is moving so slow in the players eyes is because they have to streamline all this complicated crap to where it can easily be edited to have some kind of balance and be able to build for further expansion down the line.
I didn't realize just how bland and limited ffxi's raiding content was until i played rift. It was a bit of a culture shock. Not only did i find myself fighting creatures that weren't reskinned fauna and flora, i actually had to do things other than stand there and activate job abilities every 5 minutes and do a little weapon skill here or there. Even as a melee. It was really shocking. I think once i played rift, i sort of realized why some people who used to play ffxi, and then left for wow in BG flipped out over the time they spent in ffxi.
That is exactly why fanboys suck. People who have never really explored what mmos are capable of and use XI as an expectational "standard" are incredibly misguided indeed.
Many of these people haven't played another MMO than FFXI so they really don't know what other mmos do with dungeons and are happy with generic dungeons with generic mobs.
Seriously, do you realize this is what you sound like? People play stuff for different reasons. Something you find bland and limited might be someone elses interest.
I just think it's hilarious that you think you have "figured" out MMOs, and the people still playing FFXI (or any game you don't happen to like anymore) are somehow ignorant of MMO's in general. It's pretty laughable really.
LOL
lol people on the forums complaining about the Lv25 dungeon not having a level cap because they don't have Lv30s and are going through plow through the content..
It's like all the content in the game is meant for people at end game. Let's balance a Lv25 dungeon with Lv50s in mind. That should work out well.