wow... we get all this nice info and people still whine...
Printable View
wow... we get all this nice info and people still whine...
I'd rather a 3 hour time limit, not 2 hour. The rest seems okay. The respawn thing is a bit easy mode but I can live with it since the alternative would no doubt be mobs trained all over the place.
it makes me want to do it again, since its more accessible to everyone not just those who decide they want to steal your time. (Hello Cerberus.)
I'm actually interested in going again now with some friends. I still think this is great news.
Enough with the Abyssea sucks thing. You are just repeating the same lines over and over. If you don't like it then FFXI is dead to you, and it's time to move on. Your whining is more indicative of an immature attitude than any enjoyment that people get out of this new system.
Issues:Quote:
[dev1000] Dynamis Reborn!
Various aspects of Dynamis will be overhauled in the next major version update and beyond.
Applicable Areas:
Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst /
Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard
Adjustments:
Reservations will no longer be required to enter the above areas.
New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.
The key items need only be obtained once.
It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses.
Time restriction for entry will be changed to once per Earth day.
Duration of stay will be initially set at 60 minutes, extendable to a maximum of 120 minutes.
*Leaving the area will render you ineligible for reentry, regardless of time remaining.
Time extensions will be granted via key items obtainable by defeating certain monsters.
*Only one of each individual key item may be possessed at a given time.
*These key items will be lost upon leaving the area.
Monster distribution will receive drastic revisions.
Standard monsters will respawn at set time intervals after being defeated.
Monster groups will each be assigned a specific home territory. Enemies lured outside these designated regions and disengaged will disappear, then respawn back in their home territory after a short time.
Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs).
Battling attestation- and fragment-yielding NMs:
The format will change to standard battles in which a maximum of 18 players face a single foe.
These NMs will no longer use Warp.
Battling boss NMs:
Battles will be conducted in Confrontation format, with a maximum of 18 players able to participate.
*Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
Key items obtained from boss monsters will be awarded to all alliance members.
Monster claim and item drops will work the same way as in regular fields and dungeons.
Monsters will yield experience points (excluding certain NMs).
Treasure:
There are no plans to change the drop rate of Relic equipment.
Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session will be lowered. Overall, this change should increase the Ancient Currency distributed across the World.
Having dyna be open area ( like abyssea?) with timed mobs is a problem in timed event setting. It does not take much to congest something in this game with numbers.
There is little point to go besides collecting coins for currency or doing trails for 85-90 stage ( see over congestion on some NMS)
I do not like changing dyna to be like abyssea, one of the nice things about dyna is to escape from the open setting, are you going to change salvage, limbus, einjar in the same way too? I do not like the direction of making more things into abyssea or abyssea like.
The exit and reentry also bothers me, lowman groups are useally forced to job change when doing Xarcabard farming, you need people on different jobs to get to fragment-NMS/ Dynamis lord then it takes to actually fight them.
Dyna does need drastic changes, but these changes will not fix the issues that dyna has. The main problem with dyna like the other areas is appealing to level 90/99. only appealing to relic weapons and thier trails is not real appeal.
You might have people jump on the change for a few days people go "ok that was fun" then ignore it and just continue to spam aybbsea.
Ways of appealing to people past getting relic weapom currecy:
Make the mobs/ NMs harder for a group of 90.
Have mobs drop some new item to upgrade gear ( like a chance of dropping seals, +2 emp gear items or even new +2 items to upgrade relic gear into something that can appeal to level 90)
Make sure not to have “the good stuff” drop from a few NMs otherwise you will run into congestion problems.
In short I agree dyna needs updating, I disagree with the listed changes. The way I see it the "fixes" is not fixing anything, and in some cases making some problems worse.
i dont get it what part of "Monster distribution will receive drastic revisions." is so hard to comprehend?
what the crap?? 18 people only versus NMs? does this include the dynamis lord? so SE is telling us that we should be able to kill dynamis NMs with roughly 45 less people than were allowed before? yeah thats fair.Quote:
•Battling attestation- and fragment-yielding NMs:
•The format will change to standard battles in which a maximum of 18 players face a single foe.
•These NMs will no longer use Warp.
•Battling boss NMs:
•Battles will be conducted in Confrontation format, with a maximum of 18 players able to participate.
*Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
I have never bought gil and think it is rotten but the best way to stop people from buying gil is to make it easier to a acquire or lowering the prices of basic things from npcs. Like it or not, people play games to have fun, not to endlessly farm gil for three months before they can really play the game.
All the people who say that noobs should just work harder to get gil instead of supporting suggestions to make it easier to ease into the game are creating the problem that feeds RMT. Make it easy on newer players to get the basic gear and spells they need and fewer people will buy gil. Make it so a person needs to farm for three months before they can play the game without being laughed at for being gimp - and people will buy gil.
easy to do with 18-90s
can be done with 6 good 90 i think, back in the day i at 75 i think the lowest was 12 ish? I dont remember, you have to ask that crazy taru that got PLD relic shield as a level 12 PLD.
but like I said in my issue post, that DID REQUERE JOB CHANGE
Since the NM's are going to be KI's that are needed by all players in the alliance to participate in the battle, I don't see this as much of a problem. It will be similar to ANNM where all players in the alliance need the KI in order to participate. It just means that most will farm for boss KI's one day and then pop the boss the next day. Even though it says time extension KI's are lost upon exiting, it doesn't say the same for the trigger KI's. This cuts down on people spamming the same boss NM's over and over because the KI will be lost after the battle and everyone will need to get new ones allowing others to pop theirs.
I don't really see how it makes any problems worse, and it absolutely does fix what it's intended to fix (Barriers to entry, scheduling conflicts and disputes between groups, et. al.)Quote:
In short I agree dyna needs updating, I disagree with the listed changes. The way I see it the "fixes" is not fixing anything, and in some cases making some problems worse.
The problems that exist that will still exist after the change:
dyna being done only for relic weapons.
the new problems the change makes:
NM congestion.
in a timed area NM congestion is a big issue, abyssea should reflect that. that is why NM repsawn time was quicly changed but it does nto change the congestion on some NMs ( the emp NMs need to be poped to much).
This idea of fixing the “scheduling conflicts” should have been done in 05 at the latest. Players fixed that issue with websites. Now the issue is “why should I do dyna at all?” Doing an event that will revolve around one thing only is a bad concept.
I honestly don't get these changes. It sounds like it means we will need more people to enter more times per week to get the same or less currency and now also have the added detriment of other groups to compete in zone with. Right now dynamis can be done with just you and "a few friends". We kill dynamis lord now with 9 people and no job changes needed. Every zone can be done with 6 people or so. Currency prices will go up with more people mistakenly thinking this is a good time to upgrade and supply will not increase in proportion to demand. Is this really what people want? I can't think of one thing this improves for anybody. How much time did the devs spend on this? Were there not a hundred other things that could have used that time? I am not flaming SE or anyone else, I truly don't understand. I have my relics and now I am helping friends get relics. It really bothers me that this will mess it up for them. So what am I missing here? Someone explain this intelligently, I would like to understand how this is an improvement.
Yeah I honestly think they should have upped the currency drop rates not lowered them - make relics easier to get so that people who got them five years ago can stop complaining that they are not the best anymore.
this isn't a problem. If it's being done at all, that's all that matters. It's like saying Up in Arms is only being done for kraken clubs. I fail to see what's wrong with this.Quote:
dyna being done only for relic weapons.
NM battles will be Confrontations, therefore this will not be a problem. Even if they weren't, not enough people do dynamis for this to be a problem.Quote:
NM congestion.
Better late than never, I say. And "players fixed that issue with websites?' What players, and which websites? Calendar sites are useless, all it takes is one group not knowing about them or refusing to adhere to them and the whole calendar is ruined.Quote:
This idea of fixing the “scheduling conflicts” should have been done in 05 at the latest. Players fixed that issue with websites
When I was still doing dynamis, our team got jumped at the area we wanted to do more often than not. It was a major issue.
Any lower rate (I think they're actually meaning to say you'll get less currency because runs are shorter) is balanced by groups being able to enter every day and easier entry requirements meaning more people participating.Quote:
Yeah I honestly think they should have upped the currency drop rates not lowered them
So, now they try to fix dynamis after tons of people left the game? I lol'd.
So... it seems the new nm's, and what they drop, will determine how effective these changes shall be. I'm still on the fence about a relic (time needed to be invested/how effective it'll be compared to empyrean) so I can't comment on that, but since I don't do relic, I see no point to head to dynamis otherwise.
I think a noticeably added bonus to AF3, for having both/either AF2 or AF1 in your possession(mog house/storage/etc), would help to rejuvenate the event and give more reason to explore the "full" dynamis experience. Abyssea made everyone level alot of jobs, but most (if not all) went "meh" to af1 and af2, especially considering the amount of space multiple AF would take up.
Artifact Head Collector:
Collect (Any)2 Pieces of Head Artifact
Reward: +2 to any of the following stats (point distribution!)
Artifact Head Master:
Collect All Pieces of Head Artifact
Reward: +3 to any of the following stats (can not be the same stat as the one chosen for "Head Collector" but moar point distribution!)
It sounds like everyone on the server can now enter your own Dynamis run? The only difference being that your alliance gets claim over these "Confrontation" NMs. If this is true it's a pretty bad idea, why isn't this just instanced already? PS2 limitations? Boring. Although, if I'm wrong about what I've said and it's instanced, then good job. Still a bit unclear to me though, needs a better explanation.
So, by my reading of the post with the updates in red, here's what we get:
-- Dynamis is now going to be a 1-2 hour daily event instead of a 4 hour bi-weekly.
Frankly, there goes our shell. I'm not even sure our LS leader plays XI anymore minus about 5-6 hours on Sunday for the shell. Sometimes, it's pulling teeth to get decent players on there.
-- Time Extensions can be gained from defeating certain monsters, but the key items which grant them can only be one at a time, and lost upon exit.
That's nice. Now, how do you stop people from monopolizing the "certain monsters", preventing other groups from progressing?
-- Boss NM's are Confrontation-style. Attestation and Fragment NM's become standard-style with one opponent, instead of mass spawns or Warps.
Confrontation is not a completely new mechanic. It's used in Fields of Valor NM fights and some WotG missions and quests. Kind of an open BCNM, as it were. Making the Attestation and Fragment NM's standard fights "on-1" indicates they wish to increase the number of people actually completing relics. (Which they plan to update.)
But there's one major problem they don't address yet. How are you going to prevent a cockblocker from literally rampaging the zone and MPKing everybody, leaving semi-exclusivity and the probability that, with enough people cooperating, a smaller group of people can control currency prices -- since it is clear that you probably (short of shout groups) can't do a relic through your own Dynamis anymore after this update.
You should've figured that out when Square-Enix banned most of the prominent players (only to allow them to return) for cheating on the Salvage dupes -- and probably could've banned the rest on other stuff had they actually cared about the game rather than satisfying the customers at the game's expense.
Hence your stand has merit.
Oh nooooes! Now everyone - not just the people a select clique feels are worthy - will be able to experience the content of the game they are paying for! FFXI IS RUINED!
Obvs. only 10% of the subscription paying population should get to do 90% of the content! Stupid scrubs who want to get to play the full game - they are ruining everything!
/sarcasm off.
For serious - anyone complaining about these changes is one of those people who can't feel good about themselves unless they can somehow "prove" they are better than other people. Get a self-esteem.
I just rerolled - and I am really happy to see that I will be able to gear up my character without sacrificing my entire life for it - and being on some ridiculous schedule - and having to spend weeks farming gil... Way to go SE - you're taking this game in the right direction.
Lots and lots of negative feedback. Obviously the update details aren't specific enough. There seem to be major concerns over competition and feasibility of what can be done with a group of people in the zones now.
I would suggest a step by step example of how dynamis is going to work now or better yet a beta test.
Bah, Dynamis turn abyssea v2, well i am sure many will love that idea since they love how it work in abyssea.
*Standard monsters will respawn at set time intervals after being defeated.Quote:
Originally Posted by Starcade
Won't be anymore like dynamis (strategy) but more like abyssea (seek and destroy), so i guess anyone go in, set a camp and kill.
The update sound ~ok, the only thing i find sad is how DEV turn everything in abyssea style, i definitively see jar,salvage,limbus get the same treatment. (God i hope salvage get same change, the stupid idea of unlocking everything form every event is annoying + the alex drop rate is retarded.)
That wont be a problem if you think more about it, monster will respawn none stop... So you can just set a camp and kill the same bunch of monster back to back (no downtime, no walking, no wipe due to bad pull) So ya i can easy see how lowering drop rate wont change total currency per run.Quote:
Yeah I honestly think they should have upped the currency drop rates not lowered them
Anyway the good news is dynamis won't be WoE style...
Or how about it goes live and people figure it out like they have done with the rest of the content in XI since the game started. People are already taking down the bosses with less than a full alliance - so what is the problem again? People might monopolize content? Riiiiight... cause Dynamis is WAY accessible now?
Have you tried upgrading a weapon? experence hearing the objections of doing an event just for you? BCNM is no where near the same level of this. you do not understand what it is like.
Dyna NEEDS to have more appeal then just farming for relic weapons. if you do not beleave me look what happened to mythics. people DO NOT LIKE doing stuff that only benfits one person.
these changes as of now are pointless, it was wasted time of the DEV team to to come up with the ideas they did. dyna NEEDS more changes then this list, just like stuff that is involved with getting mythics.
People in general DO NOT do things for an extended period of time that only benefits one person, that is why mythic weapon count is so low and so much harder to do now than before.
Don't think the NMs will be new. e.g. you'd still fight the same NMs if u want to fight the boss, and they'd drop a KI that lets you fight it, instead of just making it appear. This also likely means you don't have to get the boss pop and fight the boss in the same session.Quote:
So... it seems the new nm's, and what they drop, will determine how effective these changes shall be.
I absolutely DO know what it is like, as I started a relic a long time ago. Also, you are apparently unaware of just how many times you have to do that BC to get a kraken club. That thing is so rare it practically is a relic weapon. That's why I made the comparison.Quote:
Have you tried upgrading a weapon? experence hearing the objections of doing an event just for you? BCNM is no where near the same level of this. you do not understand what it is like.
And no, Dynamis was not done "just for me." In fact, I never sponsored a group (for a while, currency was split among everyone interested in a weapon, who had to pay for it, albeit at a slightly reduced rate from the going rate).
Once again, if people do the event, their reason for doing so isn't relevant.
The mobs depop, just like anywhere else.Quote:
But there's one major problem they don't address yet. How are you going to prevent a cockblocker from literally rampaging the zone and MPKing everybody
That right, it same as it is in abyssea..
New LS schedule incoming:
Monday-Thursday 'we farm Ki / Currency'
Friday~Sunday 'we kill NM'
Because i bet is going to be same as abyssea, initial puller get Ki and you can probably stack Ki for multiple boss, but hey i can see a problem with that too, monopolization of NM. I won't be surprise if you loose those KI after zoning, would be more logic to me... (Anti NM monopolization)
NO! it is not the same. and you are not understanding.
read:
only reason to do dyna NOW is for relic weapon currecy, before people that could not get a relic still got something out of dyna. before dyna was an event as sommething to do and to get relic gear.Quote:
experence hearing the objections of doing an event just for you?
I will say this again:
dyna NEEDS new content to have more appeal then relic weapons.Quote:
People in general DO NOT do things for an extended period of time that only benefits one person, that is why mythic weapon count is so low and so much harder to do now than before.
Nice try, troll, but no, SE did not ban "most of the prominent players." They only banned most of the prominent *cheaters.* Any person could have seen the treasure pool duping had to be a bug, not intended and should not have done it, and exploiting bugs was clearly mentioned in the terms of service. Those people deserved to be banned. Despite this, those people do not represent "the majority of prominent players.Quote:
You should've figured that out when Square-Enix banned most of the prominent players
Not that this has any real relevance to the topic, but since you brought it up....
I didn't say it was the SAME. I said it was similar. "Like" does not mean "the same." I fully understand it.Quote:
NO! it is not the same. and you are not understanding.
You keep saying this, but you fail to provide a good reason why this is a problem. You're forgetting. Dynamis is for 18 people max now. People are going to do this in small groups of friends who want to help their friends, not by giant linkshells that sponsor runs and recruit "free labor."Quote:
only reason to do dyna NOW is for relic weapon currecy,
The metagame of dynamis will change. The peopel doing it will change. And there's no problem with it.
People seem to forget too fast why only 1 person get all currency.... It take 6~12month to get 1 relic done doing it that way, who the hell would plan do dynamis 9~18yr long (splitting drop with 18 player)?
This Dynamis V2 wont change anything about this part... The only thing that gonna change is accessibility.
In other word you wan relic? Is the same deal as it always been and hope you have good friend to support you in it....