Getting CP in Skirmish and Delve wont help the jobs that never get invited to those events.
Getting CP in Skirmish and Delve wont help the jobs that never get invited to those events.
I've tried for groups with being an unconventional job before, simply to have one of the people I invite find a replacement for me, the group dissolves, and reforms without me. The player base will replace undesirable jobs with ones they desire. Outside of a linkshell that is willing to try this, it's hard to get people to break the mold that has been established to work.
There was a double CP event going on over the weekend, that's why CP returns were much higher than usual. The double CP from the event was acceptable, but now going back to the usual amount is a real bummer. They'll be doing one again in May, but really, CP should be doubled permanently for it to be in any way reasonable.
Wow, can I borrow your rose-tinted glasses? It would make the community look so much more pleasant and open-minded when it comes to grouping.
Last edited by Puck; 04-23-2014 at 05:18 AM.
The problem wasn't abby exactly that killed exp parties, it was the fact that they made the entrance level 30 and as if to scream at the player pop to burn jobs in abby they removed exp penalty up to level 30.
The entrance level is effectually what killed exp parties and for the record they didn't merge servers(which btw is ALWAYS a sign of a massive player pop drop and game is dying) until roughly a year after all 3 abby expansions were released. The player pop has jumped back up since seekers or auduian was released but it will never be what it was prior to abby being released. Can you figure out what this means or do I need to spell it out for ya?
Abby was the poison that was slowly killing FFXI and since at that time, they were trying to get players to join the (OLD)FFXIV, it would not shock me in the least bit if they did that was a kind of "lets kill the game but lets do it in style!" kind of idea.
Now here's another question for ya:
Why does a game company release a new expansion?
"Because they want to add more content?"
BZZZZZT! WRONG ANSWER!
"Because they like the FF fans?"
BZZZZT! WRONG AGAIN!
"Because they want to draw new and old players back to the game?"
DING,DING,DING! WHAT DO WE HAVE FOR HIM JONNY?!
so here's another question for ya:
Why would they want to draw new and old players back to the game, if the current content they had was sufficient enough to keep players interested and not leave?
Answer: It wasn't and was in fact causing most current players and even new players to the game to LEAVE.
When the (OLD)FFXIV bombed, SE KNEW they needed to maintain a steady playerbase in their one game that was their prized jewel for nearly 10 years at the time. So they created the new expansion in hopes of holding onto players and bringing new ones in and old ones back until they released "A realm reborn".
Soon after though, they realized that they had two types of player bases, the casuals and the hard cores. So, they are keeping FFXI alive to keep both player bases happy. The casuals can play FFXIV and the players who still want a challenge can stick with FFXI.
So now you(and everyone else who reads this post) know the facts.
This happens because no matter who is leader the primary goal of a group is to win, if they feel a leader isn't leading them well enough to achieve that(or is being selfish enough to go on a weak job that hinders their chances) then they might just make their own party excluding that leader or at very least changing leader and then proceeding. If I made a Tojil run and went on RDM as one of the DDs I'm sure I'd have someone drop before entrance or reform on me just because I went RDM/NIN rather than RDM/BLM & formed the party around that instead.
BungiefanNA's not talking people wanting to play their jobs in a silly way that's inappropriate for the content. He's talking about people not wanting a majority of jobs in the game anymore regardless of gear or subs, not the few dinguses that insist on playing their jobs "their way" at the cost of everyone else in the group.
Your example doesn't really make sense since a RDM is support, not DD, so of course playing your job in a way that doesn't make use of its strengths would cause people to not want you in the group. PUP is a DD. BST is a DD. Neither is considered acceptable in the DD slot. Hell, people barely consider anything that isn't MNK or RNG an acceptable DD nowadays.
No it didn't kill low level parties they were already dead anything under 75 and you were waiting days for for even enough low level people seeking to even think of trying to put together a party. Even then it was level sync to a couple of prime levels or you couldn't even get those few to go. People already had most of the jobs they wanted to level under the old system and were not going to put up with the old system to level new jobs. Abyssea brought back people and people enjoyed it and got to do something other then exp which hasn't been meaningful content in a long time.
The majority finally got too play real endgame for the first time getting to play the content not just grinding exp on the same 3 mob types from 1 to 75 for a few months just to get to the fun stuff. You didn't have to put up with 17 other people you didn't even like just because they were the endgame LS you had to sell your soul to just to wait in line for gear. What harmed the game was for going back to that with only getting content that focused on alliance content and extremely overpowed mobs and insanely low drop rates were no matter how well you did you where at the mercy of the rng. To add insult to that for far longer then really acceptable gear would just get left in the box since you couldn't even add what you didn't want to the party pool. So the Devs reasoning for not increasing the drp rates was that because the party as a whole got 18 chances for a piece of gear to drop the drop rates were fine even if the gear kept dropping to the same person.
Wotg did far more damage then anything SoA or abyssea could ever do and not only to FF11 but the MMO Final Fantasy brand. Taking three years to finish a expansion while diverting resources to a failed MMO is a bad sign to the player base so many people left the brand altogether. It didn't really add much endgame content that was worth doing that provided gear that was assessable to the majority of the player base. A couple of NMs and one being the only way into the fight and a half thought out BCNM that needed the effort of the whole server just to open up.
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