Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 67
  1. #31
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Quote Originally Posted by Alhanelem View Post
    Uhm... yeah, sorry but Abyssea is no better than what you described. WAR covers almost all weaponskill procs easily. You need a few mages for yellow but they're for the most part the ones already most likely to be there anyway. BLU is the only exception really. Other jobs don't really show up except in EXP alliances.
    War Nin Mnk Blm Whm Blu is better than Sam Brd Rdm by a factor of 2. Voidwatch took that even further before people figured out that Blue light was worthless.

    FFXI Damage and Enmity mechanics are so poorly conceived for Endgame that there's really nothing they'll ever be able to do about "making every job wanted", honestly.

    On top of that, there are 20 jobs and 18 slots in an alliance. Requiring 1 job at random for anything in an event means even taking an alliance of completely unique jobs means that you could skill be screwed, and requiring 1 fixed job for certain events just means people will take that one job plus whatever is best.

    SE would be better off making more events where combat is not the only road to success.

    If you want NMs to slow down and be taken more strategically, they'd need to lower their offensive capabilities, increase their defensive capabilities, and vastly improve combat AI. Damage absorbs, stances, AI changes if people screw up. This will mean people will need to pay attention and fewer melees splurging on the NM would be safer unless you're with a really good group.
    (6)

    I will have my revenge!

  2. #32
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,131
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Sparthos View Post
    Which is why Voidwatch expanded on the procs in Abyssea.

    OP wants to throw out proc systems.

    Guess where the game is going with no procs?
    I want them to throw out proc systems too. It's a very poor way to address zerging, and really didn't do much to reduce pigenholing of job selection.
    (1)

  3. #33
    Player detlef's Avatar
    Join Date
    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    Quote Originally Posted by Anewie View Post
    Only place i am against the proc system is in dynamis. unlike abys and voidwatch, dynamis is always tiresome.
    Dynamis has to have procs. Otherwise you'd have people pulling humongous amounts of mobs and cleaving them.
    (7)

  4. #34
    Player Meyi's Avatar
    Join Date
    Mar 2011
    Location
    Seraph/Bismarck
    Posts
    725
    Character
    Meyi
    World
    Bismarck
    Main Class
    BLM Lv 99
    Quote Originally Posted by Sparthos View Post
    If SE wants to promote class diversity then an event where a certain job is required to enter would be one such idea. A run where you NEED a THF to open doors via picked locks, a run where you NEED a WAR and all obstacle mobs are WAR-themed (double attack, MS effect in play), a run where you NEED a RDM where target mobs all have permanent Quick Magic effect or a run where you NEED a BST and target mobs have pets.

    This gets certain jobs feet in the door if they aren't ideal and forces players to adapt to having said job in play. Spread out loot in such a manner that you can't just choose the 'easiest' run and you've got yourself an event.
    The only downfall to this is when people want to go with friends but said group of friends doesn't have the jobs needed to participate. At least in Abyssea and Dynamis (I've yet to do Voidwatch so I can't speak about it yet) any job -can- come, just procs might be lower than anticipated.

    I'd like to see an event where the number of participants was the determining factor in drops. Not their job per se, but the actions they added to the battle that could benefit the group at the end. Mmm, perhaps a perfectly timed nuke from a black mage, or a magnificent Cure from the white mage.

    Most importantly something that changes on a constant basis so that the playerbase doesn't become bored once it grasps the concept.
    (2)
    Quote Originally Posted by Greatguardian View Post
    ^_________________________________________________________________^

  5. #35
    Player Shadowsong's Avatar
    Join Date
    Aug 2011
    Posts
    269
    Character
    Shadowsong
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Quote Originally Posted by Anewie View Post
    TBH, everyone is sick of proc systems. Please keep them out of the toau revamp.
    I, for one, do not like it when other people speak for me. Not only do I enjoy procs, but I would not mind if they were included in every single thing added into the future.

    You are not special enough to speak for anyone besides yourself. Maybe people would be more open to you if you didn't act like king of the world.
    (4)

  6. #36
    Player wish12oz's Avatar
    Join Date
    Mar 2011
    Location
    @marnie
    Posts
    1,254
    Quote Originally Posted by RAIST View Post
    idk... sort of on the fence about it. Having a list of things you can do to ramp up the drop rate vs. the old 1/100 chance of getting the item drop.....at least you have the option to proc or not and take your chances with the lower drop rates. That is, providing they don't make it a REQUIREMENT that you proc to get the item to drop.
    Or we could get that awesome voidwatch system where if you dont proc, you get nothing, and if you do proc... you still get nothing.
    (5)

    http://www.twitch.tv/wish12oz
    http://www.youtube.com/user/r5n/videos

  7. #37
    Player Shadowsong's Avatar
    Join Date
    Aug 2011
    Posts
    269
    Character
    Shadowsong
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Quote Originally Posted by wish12oz View Post
    Or we could get that awesome voidwatch system where if you dont proc, you get nothing, and if you do proc... your mule gets the drop.
    fixed
    0123456789
    (3)

  8. #38
    Player Unleashhell's Avatar
    Join Date
    Mar 2011
    Posts
    302
    Quote Originally Posted by Anewie View Post
    TBH, everyone is sick of proc systems. Please keep them out of the toau revamp.
    You guys need to stop posting stuff that has already been discussed months ago. Please scroll through the forums before posting. I posted this already and got mod feedback.

    http://forum.square-enix.com/ffxi/th...Proc-Systems!!
    (2)

  9. #39
    Player
    Join Date
    Jul 2011
    Posts
    8
    Quote Originally Posted by Sparthos View Post
    Guess where the game is going with no procs?
    Engaging battles against enemies that do not utilize timesinks to artificially increase difficulty, reward players for bringing any sensible combination of Support/DD/Utility jobs, and are set in the context of a points-for-loot system?

    Oh right, this is a a decade-old MMO where minor updates to issues that should have never existed, such as "You will no longer lose items when paralyzed", are a godsend.

    I think the overarching problem is that the game kinda works with 4-6 man parties against single, powerful enemies, but pitting 18 people against one or two walls of HP is just stupid. Creating a series of fights against a single target and slapping on the "Alliance Content!" label is the lazy alternative to designing fights against several active threats that play well with the strengths and weaknesses of most jobs.
    (1)

  10. #40
    Player
    Join Date
    Mar 2011
    Posts
    960
    Quote Originally Posted by echoelman View Post
    Engaging battles against enemies that do not utilize timesinks to artificially increase difficulty, reward players for bringing any sensible combination of Support/DD/Utility jobs, and are set in the context of a points-for-loot system?

    Oh right, this is a a decade-old MMO where minor updates to issues that should have never existed, such as "You will no longer lose items when paralyzed", are a godsend.

    I think the overarching problem is that the game kinda works with 4-6 man parties against single, powerful enemies, but pitting 18 people against one or two walls of HP is just stupid. Creating a series of fights against a single target and slapping on the "Alliance Content!" label is the lazy alternative to designing fights against several active threats that play well with the strengths and weaknesses of most jobs.
    What qualifies as 'engaging'? That's a pretty ambiguous term which can mean damn near anything.

    In FFXI oft means 'do i get loot' and if the monster doesn't have defenses it becomes a DD burn which is partly why procs were designed to 'artificially draw out' battles. 'Sensible DD/utility/support jobs'? You mean the top 1-2 DD and your standard support line because without those timesinks or roadblocks, the game naturally liquifies into stun, run, gun and no fun.

    Like it or not, content needs some elements of a time sink to make certain classes viable. No one is ever going to call upon a PUP unless the content dictates you NEED a PUP to show up or you can't obtain loot. Is it heavy handed? Yup, but that's how you change the mentality the base has with regards to the job pyramid.

    It doesn't mean the content can't be fun but the idea that a mythical 'challenging' monster with no procs is going to naturally work out to jobs like PUP THF DRG BST PLD or RDM being asked to show up isn't going to happen. If it's too easy, you wind up with the above scenario (stun and gun) and if it's too hard you get whining on the boards, a singular strategy that takes hold (throw SMNs at it!) and almost zero variance among the mainstream base. Look at how fast the recent genkai went from any job to 'throw bsts at it' or 'zerg is the ONLY way to win'.

    More assault-style content where you need to use unique aspects of a certain class would go a long way in promoting job variety. An event where you need a RDMs enfeebles to cause monsters to react in a certain way relevant to reaching the goal, a battle where a Beastmasters choice of pet affects the target monster that appears or an event where the goal is simply to withstand a barrage of attacks within X time period.

    I agree that Voidwatch is pretty lazily thrown together but that is because of the declining resources this game is getting from the powers that be. Ideally your alliance content would have proper adds, a WoE style slog through trash mobs to reach the boss and tactical play such as avoiding floor traps, constant repositioning or responding to varying modes or stances.
    (4)

    Sparthosx - Lakshmi - 90 BLU BRD SAM COR RNG DNC PUP BST WAR WHM
    Sig by Kingfury

Page 4 of 7 FirstFirst ... 2 3 4 5 6 ... LastLast