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  1. #31
    Player Helldemon's Avatar
    Join Date
    Mar 2011
    Posts
    133
    Character
    Helldemon
    World
    Siren
    Main Class
    DRG Lv 99
    Quote Originally Posted by sweetidealism View Post
    I agree with a lot of what's been said already, but I'll reiterate what resonated with me most.
    • Make entry key items be consumed upon the completion of a battle, not upon entry, and ONLY if enough of a contribution was made to be awarded an item.
    • Allow the quest "Order Up" to be repeated once per conquest tally (assuming that's not already how it works)
    • Make cape drops separate from loot unique to the boss. (In other words, getting a cape should not bar me from getting a unique item, too.)
    • Find a way to further increase bayld and experience rewards for support style jobs that are actively contributing.
    • Remove synthesis items from the loot list entirely. No one goes to a Wildkeeper Reive to try and get synthesis items.

    Furthermore, how about a double bayld campaign to make up for all the people who were robbed of wins, what with all the bugs and maintenances?
    I agree with everything here pretty much. By repeated do you mean killing all the Naakual's again to be able to redo the quest? Some people have suggested just being able to get the items again w/o anymore effort which I don't think should happen considering there is only a few good pieces + it would make it easier to get newer people their wildskeeper wins if people still need to do them even after getting all 5 and completing this quest and if SE doesn't adjust them to make them easier. New events like Skirmish II with new gear/weapons should make the newer ones easier next update and the older ones even easier then they are atm.
    (0)

  2. #32
    Player Kapao's Avatar
    Join Date
    Mar 2011
    Posts
    9
    Character
    Kapao
    World
    Leviathan
    Main Class
    RNG Lv 99
    Please, make it so that when a mob aggros it doesn't share hate with everyone in the reive. This leads to perpetual wipes due to idiots aggroing mobs.
    (6)

  3. #33
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by sweetidealism View Post
    Remove synthesis items from the loot list entirely. No one goes to a Wildkeeper Reive to try and get synthesis items.
    I agree with all but this. This should not be changed for Wildskeeper Reives entirely, however, they should add a very low chance at getting the craft item from that race. For instance, if I go kill the Bee in Ceizak, there would be a chance at getting a Bztavian Stinger or a Bztavian Wing. They are 100% drops from the Delve bosses of the same race, to me it seems fair for there to be a low(5%) chance that a person would obtain one of these upon killing a WK Reive NM. At the same time, for those unable to do Delve Bosses, it would help give more incentive to do these NMs, as well as increase the supply of them so that the crafts are not Legion levels of expensive. All in all, to me, I think it would be a good change for everyone except possibly those doing the boss itself, but the change would have little inpact in that case anyways so I think it would be a good thing to do. The rest of the items though, yes, are worthless for the most part and should be removed, I hate a clogged inventory, especially when on RDM I am lucky to have 5 spaces open outside of my gear...
    (8)

  4. #34
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Did SE really fixed drops on wildskeepers? i went today and got nothing!
    (0)

  5. #35
    Player Babygyrl's Avatar
    Join Date
    Mar 2011
    Location
    Bastok woot!
    Posts
    169
    Character
    Babygyrl
    World
    Ragnarok
    Main Class
    THF Lv 99
    Another event that stinks for xbox players.. well the three original ones are not so bad.. but marjami ravine is so small.. and having 100+ people there and pets galore xbox will crash.. can you stop making these areas so small? We don't have issues if we are not in such a confined area.. Or add aa function where we can turn avatars off so we cant see them..
    (2)
    *BabyGyrl* Ragnarok Server~ 99 THF WHM RDM BLM DRG Husband Doluka <3

  6. #36
    Player sweetidealism's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    86
    Character
    Lumei
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Helldemon View Post
    I agree with everything here pretty much. By repeated do you mean killing all the Naakual's again to be able to redo the quest? Some people have suggested just being able to get the items again w/o anymore effort which I don't think should happen considering there is only a few good pieces + it would make it easier to get newer people their wildskeeper wins if people still need to do them even after getting all 5 and completing this quest and if SE doesn't adjust them to make them easier. New events like Skirmish II with new gear/weapons should make the newer ones easier next update and the older ones even easier then they are atm.
    Ah, I should have clarified. Yes, I feel the Order Up quest should take your crest key items when you do it. Then, after the conquest tally, you should be able to get the crests again by winning the Wildskeeper Reives, so that you can spend them on another item.


    Quote Originally Posted by Demon6324236 View Post
    I agree with all but this. This should not be changed for Wildskeeper Reives entirely, however, they should add a very low chance at getting the craft item from that race. For instance, if I go kill the Bee in Ceizak, there would be a chance at getting a Bztavian Stinger or a Bztavian Wing. They are 100% drops from the Delve bosses of the same race, to me it seems fair for there to be a low(5%) chance that a person would obtain one of these upon killing a WK Reive NM. At the same time, for those unable to do Delve Bosses, it would help give more incentive to do these NMs, as well as increase the supply of them so that the crafts are not Legion levels of expensive. All in all, to me, I think it would be a good change for everyone except possibly those doing the boss itself, but the change would have little inpact in that case anyways so I think it would be a good thing to do. The rest of the items though, yes, are worthless for the most part and should be removed, I hate a clogged inventory, especially when on RDM I am lucky to have 5 spaces open outside of my gear...
    Oh I like that! Remove all the current synthesis items, but add the synthesis items unique to the monster type at a low drop rate. Seems good to me!

    I feel like that, along with allowing Order Up to be repeated, would really add a strong incentive for people to continue doing reives for a long time to come.
    (2)

  7. #37
    Player Chilzen's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    36
    Character
    Chilzen
    World
    Lakshmi
    Main Class
    SMN Lv 99
    You want some feedback? I'm on the Lakshmi server, and recently completed the Yumcax and Hurkan WKR fights and they were some of the worst content to ever grace this game. Never has content so poorly been implemented since the Absolute Virtue and Pandemonium Warden fights, in my opinion.

    Yumcax has literally given my server PTSD, as we engaged in an 18 hour fight with over 100-150 players from Monday, July 16th from about 10 PM EST til Tuesday, July 17th at about 6:30 PM EST, with colonization rate of around 27%. I've yet to see a single shout for that WKR fight since that incident happened, so I sure hope you guys aren't planning to pull a Caturae title to advance to the final boss segment in the storyline ala Abyssea with the Naakuals, since I don't see alot of newer players on my server likely getting that title after the horrible attempt my server had, unless there's some drastic changes and nerfing going on. It took us about 14-15 hours before someone finally pointed out that you have to dispel it's regen with wind magic after it does a certain TP move, which none of us really figured out during that entire time. We kept trying Fenrir as well as normal Dispels and Dark Shots and no success, and even then, it took spamming for 3-5 minutes of wind elements to remove the regen aura it had up.

    Another MASSIVE issue we had in that fight is that there's hardly any room at all to work with, where we ultimately had to pull the NM back into the spawn area and hold him to avoid all the roaming aggro. Even though we had him back there, it seems the smaller mobs in the area would randomly come back at times to attack someone else, possibly a solo player trying to MPK or some form of alliance hate where a DD may have died? Dunno, but it wasn't pretty, and we all were horribly unprepared for that fight as we were mostly SMN and mages with just 2-3 able PLDs and the rest DDs that were completely worthless against NM Yumcax due to his strong AoE moves.

    Basically, the biggest flaw with these open fight WKR seem to be that SE GROSSLY overestimates their playerbase in the working together department, since the first few hours kept having people yelling and screaming about different alliances being the reason why we kept having wipes, and soloers pulling small mobs back to where the rest of us had our mages and DDs, then dying and having those mobs aggro our mages or hit them with AoE silence and other nasty things. My Linkshell feels this might be a better system if it was like a BCNM style fight, capped and scaled down to 18 players, instead of having to micromanage different players who aren't even willing to cooperate with the given strategies /sh out, or have a language barrier since some people refuse to use the auto translate, which is their choice I suppose.

    Another big flaw which contributed to that Yumcax fight as well as going against the opening message in the game about how SE doesn't want players to damage their health or lives over the game, is due to the large time investment that would have been wasted if any of us bailed out after grinding the 75k bayld. That's about 6-8 hours of reive farming for most players, tacked on to an 18 hour fight due to bad job selections and other factors, and that's just some very bad design that needs to be reviewed for an event on this scale. That's basically a regular work shift of time and effort lost if players bailed from that or afk and died, then got auto home pointed, or about a week of effort if they were spending an hour a night for a week to build up their bayld reserves. PLEASE consider adjusting things, since there was some players proudly touting how they were playing for 12 hour straight against that fight, since the last thing this game needs is for one of our players to suffer a tragic accident in this age where it's becoming common in the news for gaming fatigue triggering all kinds of weirdness up to death itself.

    Also, the Hurkan fight the other night I was in with about 75% colonization rate, but due to the very small moving space and other hate issues detailed above with Yumcax, it was about a 7-8 hour fight on my server. Lot of tension going on there between us and the JP players, since both sides had different strategies to fight that one, and there wasn't really an effective way to get across that all players had to completely die to reset alliance hate while people were weakened, since enemies and the NM kept going in and attacking our weakened after the healthier players were dead due to links or strong moves.

    So a few quick suggestions I'd have is the following

    1. Make it unable to join unless the colonization rate is much higher to avoid prolonged fights IE 50% or even 75/80%+
    2. Consider making them a BCNM style fight for an alliance and scaling down mob stats to that level, to keep them challenging for linkshells, but more fair for Joe Blow doing pickup shouting.
    3. Since it's a given you're going to die at least a few times in these things, and possibly get caught without RR up or someone able to raise you, would it be fair to give us a RR Reive Momentum Reward at times?
    4. If SE refuses to make these fights able to be done in a more reasonable time frame due to the "Hardcore" nature of the remaining players, would it be possible to introduce some kind of weakness system to the NMs or even temps, just something where the long fights are more managable and not so impossible?

    Please take the above and give it good thought, since those two WKR fights are now some of the lowest points I've had playing the game in over 8 years, and I don't even know how other players feel about them outside of refusing to do Yumcax ever again on my server from those I've asked.
    (5)

  8. #38
    Player Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    900
    These fights aren't really too friendly for melee that most people just kill adds and not fight the boss. The community has developed a strat where people just use Cor for quickdraw since it isn't effected by col. rate, and smns since it doesn't matter if avatars die to aoe.

    I would have some adjustments to not make the aoe as damaging as it is so people and adjust the damage for non cors and smns.
    (1)

  9. #39
    Player radicaldreamer's Avatar
    Join Date
    Mar 2011
    Location
    Valefor, Bastok, SanD [S]
    Posts
    84
    Other than winning a petrified log for my hard-earned 65K of bayld @ yumcax, (which has supposedly been fixed but that doesn't help me), I have had no other gripes with the system.

    I'm not going to fight Yumcax again because it takes me a very long time to get that much bayld. Colonization reives are pretty unorganized so it's hard to build bayld up. I keep trying to get into colonization reive parties and it seems that most everyone is interested in showing off their solo skills, rather than partying. (do a /sea in your area and look at the majority soloing)
    I get the majority of my bayld from coalition assignments but those imprimaturs take quite a long time to build up too. I wish there were some extra way to accumulate those.
    (3)
    It's important to hold onto your dreams.. Even if it means staying half-asleep.
    -rd

  10. #40
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by radicaldreamer View Post
    Other than winning a petrified log for my hard-earned 65K of bayld @ yumcax, (which has supposedly been fixed but that doesn't help me), I have had no other gripes with the system.

    I'm not going to fight Yumcax again because it takes me a very long time to get that much bayld. Colonization reives are pretty unorganized so it's hard to build bayld up. I keep trying to get into colonization reive parties and it seems that most everyone is interested in showing off their solo skills, rather than partying. (do a /sea in your area and look at the majority soloing)
    I get the majority of my bayld from coalition assignments but those imprimaturs take quite a long time to build up too. I wish there were some extra way to accumulate those.
    IKR?

    Bayld comes way too slow. I don't care how easy it is. It's way to slow.
    (4)

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