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View Full Version : Entrance requirements for old and outdated content.



Calipso
09-29-2013, 01:19 PM
Please note, for the purpose of this post, I'm referring to mostly zones like Einherjar, Assault, and Salvage.

TL:DR; make old content more accessible to everyone by removing the 3-6 player requirements off them!

Progression of content is a big part of most MMOs. New zones, battlefields, gear, etc is released, conquered, and grows old. Rinse and repeat. Unfortunately, a good majority of the old (and extremely old as in 7 years or older) content in FFXI is still relevant and needed in many ways, and has a set 3-6 person requirement for entrance. This can be addressed by lessening requirements, or making the battlefield overall more easy. For one reason or another, you need to get these things done, but it can often prove troublesome and sometimes near impossible to gather like-minded people to satisfy the requirements.

I'm posting in hopes that all entrance requirements from old content is removed.

Yes, I realize FFXI is an MMO, and the whole point is to play together. That's where new/er content like delve and skirmish come in, (or older but still somewhat difficult content like Legion and Voidwatch). However, for new players to the game, or old players wishing to take on older content for whatever reason, they shouldn't be penalized or straight out unable to go because there isn't enough interest to get a group together.

As an example, for someone who's made a mythic and is in the process of making another, getting groups together for Einherjar can be very, very troublesome, which is frustrating because myself and my friend could very easily duo any T3 zone (but of course we can't). If I didn't have 4 characters of my own, I'd likely be shouting for an hour or more every day to fill up my groups.

Another example which I see on a nearly daily basis, are people wanting to do Salvage, but are unable because they can't get 3 - not even offering an incentive of 200,000G to help enter and warp away. (I've watched people shout on Odin for 40min and longer trying to pay someone to help them enter salvage).

Getting people together for assaults can be just as troublesome, as ToAU came out in 2006 and most players have long since been finished there.

Just as a comparison, there are many many battlefields that have a limit of 18-36, and in the case of original Dyna, 64 people, but you can enter with only 1 (even if you won't be all that successful). Some of these are (but not limited to) Legion, Dynamis, Voidwatch, and Delve (which is one of the newest tiers of content). Having entrance requirements on some, but not others, doesn't entirely make sense.

Rubeus
09-30-2013, 05:08 AM
I can't, for the life of me, find the post, but this was addressed like a year ago. Matsui said that it wasn't possible from a server standpoint because they're instanced and if everyone and their mother did it all the time as one-man fields then the "instancing" would make the server lag; which is along the same lines as inventory issues. I vaguely remember him saying they were going to do something like "every tuesday you could assault with 1 person and maybe wednesday do einherjar or something along those lines, but not all week long all the time and maybe in waves depending on region" but again, I can't seem to find the post. Maybe Camate will remember the dates better than me.

edit: although I would also love to see this happen, and I don't see why voidwatch and other non-instanced systems should have this problem. I can understand why assault/einherjar wouldn't work if anyone could enter anytime (like how Dynamis is now-a-days) because that would really screw up goal-tracking. But Salvage could DEFINITELY use some respawns and more people running amok with a permanent "get into Salvage" KI.

Twille
09-30-2013, 07:18 AM
I don't see the issue. Just allow X number of instances available. If its full, you have to wait. I'd much prefer that to not being able to do it at all because it takes 4 hours to shout for the other 2 members you need.

Kavik
10-01-2013, 11:47 AM
I don't see the issue. Just allow X number of instances available. If its full, you have to wait. I'd much prefer that to not being able to do it at all because it takes 4 hours to shout for the other 2 members you need.

Fully support. There is a lot of content like this already. Instead of just a general 'please try again later' I think it should tell you how long till one opens like "An instance will be available in 10 minutes" so you can decide to wait or try again at a later time.

Rwolf
10-02-2013, 09:04 AM
I fully support this as well. It's time to remove a lot of restrictions on older content. For the life of me I can't understand why they would instance every battlefield in the game on the same server. However it would do a lot to bringing people back/keeping people around if they could do older content they've always wanted to do but hard to find help for. At least it would make sense to move the new (Seekers of Adoulin and future) instanced content to a new server to alleviate some congestion.

Rustic
10-03-2013, 12:06 AM
Not to mention the rate of people doing Assault/Salvage has to be -far- lower than it was back during the heyday of ToAU.

They can drop the 3-man requirement just fine. And if for some reason it means delays, OH WELL.

Better a wait than being stuck, especially since at this point with the Adoulin level of gear, some of Assault is likely far more soloable than it once was.

Dragoy
10-03-2013, 04:10 AM
I have been wondering about making one or few myself, but haven't really had the motivation to. Even so, I would very much like it if they finally did something about these issues. I do actually do Salvage rather often nowadays still, and I do it mainly for the equipment right now. Being a collector can be horrible... but some of them are actually pretty good for me still (no Adoulin here).

Still gotta get into doing Einherjar, and Nyzul II, too... heh...

So, a status update on said events or any plans whatsoever regarding them would be quite cool indeed.


Anyblue, for those who missed it, here's possibly the most recent (from some months ago, in 2013) official statement regarding this, I maybe guess:


Greetings,

There has been a lot of feedback asking to remove the party member limitations for various content so that it can be undertaken solo.

Below is a reply from Associate Director Yoji Fujito explaining the technical issues surrounding this as well as a potential solution.


In regards to this request, there is one large reason why we haven’t been able to easily say yes to this.
Simply increasing the amount of layer areas would result in an extreme increase in server lag.

I'm sure many of you are thinking, "What? Lag again?" However, we have data to base this on.

With the recent Salvage "Design Plan Drop Rate Doubled Campaign", the number of areas reached the threshold for the server and server latency bugs began popping up here and there.

These bugs were due to our own lack of gauging the settings and we accept the blame for that. However, what we want you to understand is that the creation of layer areas utilizes a vast amount of server resources (you think of it as the power required to run them).

Layer areas are a system used by various content, and the total amount of server resources (power) has been determined. In the event that we were to simply allow everything to be soloed, we predict that the layer areas would increase exponentially.

Especially considering what would happen on the weekends, I think you can understand why we are hesitant to do this development-wise.

However, we have no intention to deny solo play for layer area content and we think that layer area creation could be allowable for soloing depending on the days and times when concurrency (as well as the number of layer areas) is low.
(For example, making every Wednesday a day that you can solo Salvage.)

There are various other methods that can be thought of, but given the opportunity this is something that we would like to try out.

And one from a couple of years ago (2011). This reasoning seems like it might have been given up on quite a while ago, but I feel it's funny enough to mention it again:


We are aware that with the current level of difficulty, it is possible to clear things with less than three people. However, we do not have plans of changing it so that you can solo/duo this content due to the fact that the "cost" of Assault-related content is 3 tags. Therefore, the rewards, and other aspects, are balanced for the "cost" of 3 people or more entering.

And for no particular reason(s), a few older, similar threads from a stumble around over at the archives:

== 2011 ==

Fix Assault Tags Limits!
Ideas to revamp old content.
Soloable Nyzul/Assaults
Adjustment: Nyzul Isle/Assault
Hard to find help for Nyzul Isle
Salavege, Assault, Einherjar, and the acquisition of Mythic Materials.
Make Nyzul Isle able to be entered solo/duo

== 2012 ==

Soloable Assault Missions (can i have it?)
Assault Mission Requirements
Assault and Nyzul Isle entry
Aht Urhagn “Assault” missions – minimum party size
Possible solo enrty into salvage areas.
Salvage Requirements
Suggestions for old content revamps and encouraging EXP outside abyssea.
Assaults
Assault Tags
Please Remove Assault Tags
Remove 3+ man requirement for lvl 75 content.
Update - Assault
Make Salvage soloable please....
To Devs: Salvage / Mythic Suggestion
Suggestion: Imperial Army I.D. Tag/Remnants Permit/Voiddust.

== 2013 ==

Salvage - Drop the 3 person requirement for entry
Unshackle Old Content Already!
Question concerning a possible solution to Assault/Einherjar
Removal of all time limits... serious post is serious.
Solo Friendly Content


Okay, that's a bit more than a few, yet certainly not all of them! I just went for a look-see for any Assault/Salvage related topics I've subscribed to, and then some. If one were to look for the threads about mythics in particular, the list might be about the same size just from those. Or perhaps there would be less threads in total, but they are likely to have more stuff in them.


I'll leave with this (again from 2011):


I'm sure you'll be glad to hear that just as the dev. team is planning adjustments to Campaign and other content, both Nyzul Isle and the Assault system itself will be seeing changes in the future! While there aren't plans set in stone yet, they plan on handling adjustments in the order that the community speaks the loudest about (so keep that feedback coming!).

Regarding the idea of making Imperial Army I.D. tags like Traverser Stones, they said that it'd be quite difficult to implement with the current system. Instead, they're looking into the possibility of reducing the time for I.D. issuance.

Blubb.

Okipuit
11-26-2013, 04:19 AM
Greetings, everyone!

I have some good and much awaited news to share with you from Akihiko Matsui in regards to Assault.



Matsui here.
In the December version update we will be eliminating the participant restriction for Assault.
In order to avoid instance congestion, we had been looking into this extremely carefully; however, we want everyone to be able to enjoy Assault solo and have decided to remove this limitation.

Demon6324236
11-26-2013, 04:41 AM
So with the removal of the 3 man requirement, any plans to change the tag system at all, meaning direct changes or adding KIs to give a higher cap/lower recharge time like most events now days(Meeble Burrows, Coalitions, ect.)?

Zephrose
11-26-2013, 06:13 AM
So with the removal of the 3 man requirement, any plans to change the tag system at all, meaning direct changes or adding KIs to give a higher cap/lower recharge time like most events now days(Meeble Burrows, Coalitions, ect.)?

I believe removing the tag system would result in faster production of the mythic's which in turn means high congestion in the assault areas. Not to defend SE in this matter, but to give reason to why they might want to keep the tags in place.

I, for one, look forward to this change though. This means if I'm bored I can get my captain rank finally. HA! And if you think of it still, this also means your buddies to run Salvage with, can no longer wait for you to help them run Assaults with to get points! Not that I wouldn't help, but it now gives them to the chance to get these points before hand on their own and in greater quantity I would imagine.

Sekhmet
11-26-2013, 06:32 AM
Great addition, now, make salvage soloable, and increase the pop rate for the aht Urghan kings, or at least give us an NPC we can check to see if they are up.

Twille
11-26-2013, 08:31 AM
Greetings, everyone!

I have some good and much awaited news to share with you from Akihiko Matsui in regards to Assault.

This is the best news I've heard in regards to FF11 in some time now. Thank you very much for this much needed change.

Vivivivi
11-26-2013, 08:51 AM
Tags are reasonable, 3 person requirement is not, thanks for the update!

Daniel
11-26-2013, 09:10 AM
I believe removing the tag system would result in faster production of the mythic's which in turn means high congestion in the assault areas. Not to defend SE in this matter, but to give reason to why they might want to keep the tags in place.

Salvage is the major point of congestion for mythic weapons, any change is assault tags should have little to no affect on this.

Zarchery
11-26-2013, 10:54 AM
I, for one, look forward to this change though. This means if I'm bored I can get my captain rank finally.

That should make it considerably easier, though some of the non-combat oriented ones may still be difficult to solo. I can't imagine doing Lebros Supplies solo. I had a 3 man static and we still had to get 3 extra helpers for that one, and we only made it out with seconds to spare.

Demon6324236
11-26-2013, 12:02 PM
Without using Third Party Programs to change your speed, it would be impossible, that, or you would have to have the best movement speed possible in game and get lucky with what they give you every single time basically.

Kincard
11-26-2013, 01:55 PM
People fixate on Lebros Supplies but there's at least that ring one that's almost impossible to do solo (you could get super lucky and find it randomly I guess, but I wouldn't bother myself, waste of time).

Draylo
11-26-2013, 02:56 PM
That one is so frustrating, just did it recently.

Zhronne
11-27-2013, 01:15 AM
So with the removal of the 3 man requirement, any plans to change the tag system at all, meaning direct changes or adding KIs to give a higher cap/lower recharge time like most events now days(Meeble Burrows, Coalitions, ect.)?
Removing the tag system completely might be too much, but making them recharge a bit faster (12hrs instead of 24?) would be a nice compromise imho.

Demon6324236
11-27-2013, 02:12 AM
I wouldn't expect them to remove tags, just curious if they are changing it, I know at one point there was talk about removing the cap, like Voidstone and such, and with more content with similar systems such as Abyssea, VW, Meebles, and Adoulin, it would be nice to see some changes to make it similar. A removal of the need to rerun the Assaults for a Mythic would be nice too but either change gets great results on that front.

Minikom
11-27-2013, 04:45 AM
What about Salvage ? think dev team said something about reducing the number of persons needed to enter

Zarchery
11-27-2013, 09:29 AM
People fixate on Lebros Supplies but there's at least that ring one that's almost impossible to do solo (you could get super lucky and find it randomly I guess, but I wouldn't bother myself, waste of time).

Oh I remember that one. When I did it with my 3-man static, we failed the first try. On the second try, I think we were low on time and I got demoralized and used my fireflies. One of the other guys then found it and the other two won the assault. Because I was a panicky idiot, I forced us all to do the stupid thing over again. Luckily, the other guys had gotten pretty good at that Assualt after 2 tries and we completed it pretty painlessly.

The one where you have to "collect" status ailments was pretty awful too. I can't see getting all 5 ailments in 30 minutes with one person.

Donmega
11-27-2013, 04:33 PM
What about Salvage ? think dev team said something about reducing the number of persons needed to enter

that is probably one of them "dream on" scenerios.

Puck
11-27-2013, 08:19 PM
FINALLY! Been wanting to see all of Roungelouts' cutscenes like forever.

Does this, or might this in the future, include the old Nyzul Isle? Some of us never got to unlock weapon skills from there.

Okipuit
12-10-2013, 05:25 AM
Does this, or might this in the future, include the old Nyzul Isle? Some of us never got to unlock weapon skills from there.

After discussing this further, we have decided to remove the minimum participant restriction for Nyzul Isle Investigation in the December version update!

Please note that at the moment, we will not be making battle adjustments so it will be difficult to clear solo or in low-man groups. The reason behind this is because there are some system-related aspects that will make it difficult to adjust the way lamps function for solo or low-man groups. In the future, we would like to address this with Trust NPCs and make it possible to clear even with a small group of players.

Mefuki
12-10-2013, 05:56 AM
In the future, we would like to address this with Trust NPCs and make it possible to clear even with a small group of players.


Whoa, Trust magic will be able to help us with stuff like that? That sounds amazing.

Alhanelem
12-10-2013, 06:11 AM
Yes, if trust NPCs will be usable anywhere, that will be awesome.

(Can we please have the adventuring fellow more freely usable too?)

Zhronne
12-10-2013, 04:17 PM
Yes, if trust NPCs will be usable anywhere, that will be awesome.

(Can we please have the adventuring fellow more freely usable too?)
That would be a nice Idea but the Adventuring Fellow would need some serious update. (I just recently reached 95 myself, what a slacker I am, right?!)
He's level 95, has no ilevel gear, no increase in attack, accuracy etc. His damage is even more ridiculous than ever and if you're using the mage one he's out of mp within 2 nanoseconds (they should add more autorefresh or something).
Well you CAN sit down to heal but in most situations that's not particularly efficient to do.

Camiie
12-10-2013, 08:53 PM
Yes, if trust NPCs will be usable anywhere, that will be awesome.

(Can we please have the adventuring fellow more freely usable too?)

I have been wondering what Trust means for Adventuring Fellows. Is this the final ultimate deathblow for that system?

FaeQueenCory
12-10-2013, 10:31 PM
I have been wondering what Trust means for Adventuring Fellows. Is this the final ultimate deathblow for that system?
Hopefully it means that the offhand mention by Matsui about adding Fellow to more areas coincides with the areas that Trust NPCs can be called/summoned in.
That would kill two birds with one stone... and they already reduced the wait in Signal Pearls from 20hr to 6hr without telling anyone... (or if they did I missed that memo)
So it seems like they're secretly/incrementally adjusting Fellows too. (I'm betting Trust and Fellowship will be near identical in the end in terms of function.)

Dragoy
12-11-2013, 12:13 AM
they already reduced the wait in Signal Pearls from 20hr to 6hr without telling anyone... (or if they did I missed that memo)

Would this suffice as a memo? :D



Signal Pearl Adjustment(Added on Nov 5th, 2013)
Its reuse time has been reduced, while both the amount of time players are able to call their fellows and the maximum amount of enemies that may be slain before fellows leave have been increased.

RalphTheGalka
12-11-2013, 01:46 AM
After discussing this further, we have decided to remove the minimum participant restriction for Nyzul Isle Investigation in the December version update!

Please note that at the moment, we will not be making battle adjustments so it will be difficult to clear solo or in low-man groups. The reason behind this is because there are some system-related aspects that will make it difficult to adjust the way lamps function for solo or low-man groups. In the future, we would like to address this with Trust NPCs and make it possible to clear even with a small group of players.

Players have been complaining about lamp floors for years. I don't think anyone would be upset if lamp floors quietly disappeared, instead of adding all sorts of complicated voodoo to get around it.

Dragoy
12-11-2013, 02:33 AM
Players have been complaining about lamp floors for years. I don't think anyone would be upset if lamp floors quietly disappeared, instead of adding all sorts of complicated voodoo to get around it.

I kinda like 'em.

~ducks~

Phew. Close one!

I'm being more or less serious though! They add something else to the mix. The issue in my opinion is the time we have to deal with them, which is very short, and not plenty indeed.

I probably dislike the random number of floors advanced more than anything. Or so I maybe guess.


It's cool they are /finally/ changing the entry requirements, although they have not been an issue for me since... something like forever ago.

Alhanelem
12-11-2013, 04:51 PM
I have been wondering what Trust means for Adventuring Fellows. Is this the final ultimate deathblow for that system?
well, you CAN use your adventuring fellow with the trust NPCs. So if you're leveling a job he can still come in handy, he's just no good on a high level job.

Camiie
12-11-2013, 09:10 PM
well, you CAN use your adventuring fellow with the trust NPCs. So if you're leveling a job he can still come in handy, he's just no good on a high level job.

I mainly wonder if they're going to continue to support and update the Fellows system or if they'll just leave it as is since Trust is the hot new thing now.

Dragoy
12-12-2013, 01:44 AM
well, you CAN use your adventuring fellow with the trust NPCs. So if you're leveling a job he can still come in handy, he's just no good on a high level job.

One can not, however, use Trust magic while in a party with another player character, which I hope will become doable in the future (which they did hint towards a little).


In a party with Ayame, Curilla, and Excenmille at the moment (three (3) being the limit for the time being).

Feels weird indeed!


I've said it many times before, and I'll say it again: I'd definitely enjoy updates and upgrades on the adventuring fellow system.


Edit:

Will be interesting to see how this will expanded upon, and which battlefields it can be used in (and how useful exactly it will be).