View Full Version : Trust PROBLEM
Paridise
06-21-2014, 03:13 PM
Ok so there might be some players that like trust so Im sorry.
BUT
Trust is killing the group play of 18 man party,
lagging out most/all players in large group areas,
limited to small group solo, takes up Magic list space,
ECT.
Im sorry but this needs to change, there is so many thing about trust i just hate to see npc out when i roll to a wildkeeper reive just to get DC'd or see NM die in under 20 mins. that used to be Hours, or to go farm items for crafting and 4+ solo trust party are in the area taking all mobs.
Is this a game for groups- delve is 6 man now. AA battles are 6, DM @18, Crafting is easy with Kits to level 55. no need to farm items now.
What are the NEW ideas for trust? :mad:
Rhonda
06-21-2014, 05:03 PM
/hidetrust
Paridise
06-22-2014, 06:24 AM
/hidetrust does NOT fix the fact that the NM dies in under 10 mins today. WTF
Lithera
06-22-2014, 10:36 AM
But you won't see the trusts or lag as much.
Rhonda
06-22-2014, 01:46 PM
http://forum.square-enix.com/ffxi/threads/42815-Reduce-Wildskeeper-Reives-respawn-timer?p=512685&viewfull=1#post512685
Malithar
06-22-2014, 03:14 PM
/hidetrust does NOT fix the fact that the NM dies in under 10 mins today. WTF
Trusts aren't the reason WKRs die in 10 minutes. They might help a few people stay alive for a bit and give out a few baseline songs, until the trusts get one shot by an AoE, but beyond that, they're doing little.
YosemiteYogorockBlondelle
06-22-2014, 04:32 PM
I was looking up Freshly Picked Vana'diel 8 and I came across this topic section of the page and wondering if this (http://forum.square-enix.com/ffxi/threads/42839-%E2%80%9CFreshly-Picked-Vana%E2%80%99diel-8%E2%80%9D-Digest?p=512595&viewfull=1#post512595) helps you out in anyway? Look down into the thread about the restrictions they had to implement for a temporary measure over hidden bug they've found.
On A Side Note: Glad to see these two threads coincide with each other: here! (http://forum.square-enix.com/ffxi/threads/38859-Trust-Suggestions)
/hidetrust does NOT fix the fact that the NM dies in under 10 mins today. WTF
Not Kumhau or Hurkan, or that evil tree... maybe Achuka... but w/e.
Seriously, I am glad WKR don't take so long anymore, that was agonizing just dying over and over again, sucked no good... ugh. Now I can join a WKR and also do other things (inside or outside the game) in the evening.
Trust is killing the group play of 18 man party,
Well, I can't say I agree that it is the Faith/Trust that is killing 18-player content. It's more so Square Enix's choice to just add less of it.
lagging out most/all players in large group areas,
As many others have mentioned prior to my post, /hidetrust and /hidefaith help to reduce this lag issue.
limited to small group solo, takes up Magic list space,
I'm not sure I agree that Trusts are in a position to limit us to a small group or solo play. They actually open up the ability and choice to do so, not limit us to it.
Although they are shared within our Magic Menu, I can't say personally it's an issue for myself. Though I can see why a few people would rather they had their own category. I remember several times I would quickly scroll to bottom of my Magic Menu to select/cast Sleepga spells for emergencies. Sometimes I would put Dispel to the bottom also, but now I just reorganized my spell list manually and have adjusted to the order in which things are listed now, just fine.
Im sorry but this needs to change, there is so many thing about trust i just hate to see npc out when i roll to a wildkeeper reive just to get DC'd or see NM die in under 20 mins. that used to be Hours
Not to sound rude or anything, but it really just sounds like you're wanting to let off steam, but this isn't the place to be doing it. You're placing multiple topics in a thread created for "Trusts".
Wildskeeper Reive can be laggy, sure. Turn on /hidefaith, /hidetrust, and even /ignorepet. That itself should greatly reduce the lag for Wildskeeper Reives. As for the WKR Boss dying too quickly, that is hardly effected by Alter Egos at all. It is more so due to the recent update that they made adjustments on weapon skills. I mean, Samurai alone is a wrecking ball now. Also like many others, I much rather it be 10 or 20 minutes instead of 1 or 2 hours. With work hours dragged out lately, I hardly ever had time for WKR, now I do and I am glad.
or to go farm items for crafting and 4+ solo trust party are in the area taking all mobs.
As for the issue regarding farming your crafting materials. Who is to stop a player from killing those same monsters anyways? Trust or no Trust, people will go out and solo for experience points and/or capacity points regardless. They also might have the same idea as you and are there to farm themselves. So this argument is moot really.
Is this a game for groups-
This is a game for all sorts of playstyles. Casuals and Hardcore players alike.
AA battles are 6, DM @18
If I recall, it's the same player requirement to enter the Zilart Mission versions too...So they wouldn't have a reason to change it really.
Crafting is easy with Kits to level 55. no need to farm items now.
But you see, this is good. Who really has time to go out of their way to farm materials for each and every craft when trying to get your sub-crafts up? To break it down:
- You spend anywhere from 30 minutes to 5 hours to farm enough materials to get 4~6 levels, because well... We all know droprates are "lol".
- You clutter your inventory with several stacks of either 1 item or 4 different items + crystals just to make 1 item itself.
- The Auction House is quite dry of crafting supplies for low-end crafting, this was one of the best additions to the crafting community to fix this issue.
- They only get you up to level 50 with kits, so it's not that easy as you may think. Skill up rates get slower as your level gets higher, not to mention the cost of supplies for higher-end crafting. So regardless, people will have to farm or bite the bullet and pay what people ask for on the Auction House.
So all that said and done, I hope I didn't come off as rude or anything of the sort with my response.
YosemiteYogorockBlondelle
07-30-2014, 01:14 PM
So i was looking for the survival guide in Toraimarai Canal entering from windy walls but I found out I wasnt able to call trust npc's inside with the message cant call this npc in the area at this time. Telacove I had the same ordeal stating that I cant call em forth in that area as I tried to do it before entering the battlefield called give my compliments to the chief with an oboro fish nm inside on a level 81'ish thf/dnc40's. I hope with the elbow grease there giving trusts it fixes this issue as well.
Lithera
07-31-2014, 12:54 AM
Next update they're switching to once you're inside the fights you can use them on to call them then. Instead of outside as it is now.
YosemiteYogorockBlondelle
07-31-2014, 06:15 PM
Next update they're switching to once you're inside the fights you can use them on to call them then. Instead of outside as it is now.
Thanks for the info. (-: This still wouldn't fix not being able to call trusts with in the whole area's of Toraimarai Canal or any area of it like you could in say West/East Sarutabaruta though. I probably should add that I had one friend in the pt in whole different area then me at that time as well. {2-person party.}
Paridise
08-17-2014, 02:10 AM
Raka
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Raka's Avatar Join Date
Mar 2011
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Former Citizen of Ifrit
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Shyuko
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wow just stop attacking me.. if you dont like what i have to say .. DEAL with IT.. I dont care
Karbuncle
08-17-2014, 08:31 AM
TBH if you don't like what they have to say, Deal with it, they have a right to voice their objection to you as much as you have a right to make the initial request to begin with. Thats a two way road, and just because they object to what you say doesn't mean they're picking on you either. I can't find anything in their post I would take as offensive.
That said, Trusts aren't the source of most problems you state, In fact piece by piece...
Trust is killing the group play of 18 man party,
18 Man party has been dead long before trusts were introduced.
lagging out most/all players in large group areas,
/hidetrust solves lag issues.
limited to small group solo, takes up Magic list space,
ECT.
This has been fixed in a recent update, so thats good.
That said, I think one thing they should do is remove the exp nerf when teaming up with other people. When i go to level a new job, ~30-40 range, and i see other people camping there using Trusts, its impossible to team up with them because theres no benefit to it, all you get is -50% Exp for both of you. Teaming up in low levels has been all but abolished due to Trusts. Don't get me wrong, Trusts have significantly more positives than negatives, and I think SE nailed it with trusts in terms of what they do for players, and easing the low level exping experience.... but other people do play this game still and it is still an MMO, I think at least for low levels (Sub 99?), Exp nerfed when partying should be abolished.
So, SE, Pretty please, abolish the experience points penalty when partying with other players, at least at lower levels, so I can have human interaction when i play.
YosemiteYogorockBlondelle
08-21-2014, 02:14 PM
I was going to knock out some really old quests that cant be removed unless there completed but the older quests like echo-warrior there is no point in getting people together for it since the rewards are so miniscule and so only be allowed to solo something like that with a level restriction to it of about 20 and so I went to test out if I could use trust's to complete a task that no one is going to come together to do except your trust's and yourself. My trudt suggestion, hmm well i suppose time to jump to the appropiate thread for it: http://forum.square-enix.com/ffxi/threads/38859-Trust-Suggestions! (http://forum.square-enix.com/ffxi/threads/38859-Trust-Suggestions)