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  1. #1
    Player Anewie's Avatar
    Join Date
    Mar 2011
    Posts
    222
    Character
    Pigmoa
    World
    Asura
    Main Class
    WAR Lv 1

    Proc systems are so annoying. please do away with them forever

    TBH, everyone is sick of proc systems. Please keep them out of the toau revamp.
    (8)

  2. #2
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,979
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    They're not going to do away with the existing ones but they have already said that they will not be using this system on every new piece of content in the future.
    (0)

  3. #3
    Player RAIST's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    2,563
    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.
    (4)
    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not be meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate over validity of said facts without source references may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations. Please take these posts with a grain of salt if you are offended by the views of the player and understand that opinions are like assholes... everyone has one, not everyone wants to hear it.

  4. #4
    Player Koren's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    Are you suggesting a new system in place or saying you'd prefer going back to low droprates we can do nothing about except throw the dice over and over? Granted VW appears to be the second choice anyway, but both Abyssea and Dynamis proc systems are beneficial.

    When the proc system was first introduced, we all loved it. We had a method to increase our drops under our own control for once and it brought jobs that were once unneeded back into a group setting. But as we got used to the system, figured out its pattern and got stronger the thinking changed from "proccing increases drops" to "not proccing decreases drops".

    I agree that for many of us the problem isn't killing a NM or random mob, it's killing a mob before getting it to proc, and in some cases having the job there to get the wanted proc.

    A lot of people will probably come here and agree to get rid of the proc system because it's annoying or makes them have to slow down. They say that in the belief that the drops should stay at the high drop level without having to do anything extra.

    I prefer to keep the proc system provided we are in turn rewarded from the extra effort i.e. not VW. In abyssea we can spend about 2x the time on a particular fight to get 3-4x the drops. Dynamis we can get 3-4 coins to drop per fight rather than just 1 every 4-5 fights. That's not saying proccing doesn't have its flaws. Indeed many of us can just charge through a fight easily and proccing does slow us down as we try to find what works. It makes us pick certain jobs just for the purpose of getting procs ignoring any amount of gear or skill, and ignore others because they don't have the abilities we need. If you don't have a proccing job for the fight, you more or less are considered to have wasted your time.

    Personally, I think that the idea of proccing should be focused less on the drops and more on the actions of the fight. A dragon starts flying and you pull it down with Jump or Stone (throw a big rock at it). Keeping Gravity on it may prevent it from flying at all. Casting Water or Ice spells cools it so it cannot breathe fire but casting a Fire based spell or WS may cause it to become more powerful. Slashing WS may give an Attack Down effect on a player (bladed weapon against a hard surface) but blunt WS is unaffected. Ranged attacks may cause less enmity, but a Skillchain could put the closing player at the top of the hate list. Things like that. If your group is unable to kill it normally, there are methods to weaken it. If your group can, well they don't need to waste their time.

    I'm not sure about how to deal with drops themselves. Trading more items at once for a harder fight like with a few fights in Sea. Having special items only for the purpose of increasing drops like in VW in theory. Things like moon phase or day would just create bottlenecks with everyone there at the same time.
    (5)

  5. #5
    Player Mirabelle's Avatar
    Join Date
    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    Personally like the proc system. Being able to have some control over drop rates rather relying solely on the vagaries of TH is a boon IMO. It also leads to increased communication during the fight as party members cover the various proc options, announce proc's needed, etc. Gives a greater sense of collaboration to a fight.

    Disadvantage has always been the balance which has lead to a number of jobs being favored. But that really has been a problem with FFXI all the way along even before proc systems. Zergs always favored heavy DD, BRDS and WHMS. Kiting strategies favored ranged attackers and PLD's. Meripos favored BRD/COR/SAM/RDM parties. No matter the task, playerbase will cherry pick jobs that make it easier (then of course will complain that nothing is hard anymore).

    Admittedly, having proc system on Aby, VW and Dynamis is enough for now. Hopefully SE can be equally creative with other battle systems to make fights interesting.
    (7)
    Yo Ho Yo Ho, a pirate's life for me!

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    960
    Time to go back to 'zerg everything!' gaiz.
    (8)

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

  7. #7
    Player Meyi's Avatar
    Join Date
    Mar 2011
    Location
    Seraph/Bismarck
    Posts
    725
    Character
    Meyi
    World
    Bismarck
    Main Class
    BLM Lv 99
    I like the proc system of Abyssea. Drops were meh without procs, but possible. Procs just made the drops all the more delicious.

    Dynamis is good too, but if you fail to proc it's a waste of a kill.

    I think player interaction with the monster resulting in more loot is always a positive thing.
    (2)
    Quote Originally Posted by Greatguardian View Post
    ^_________________________________________________________________^

  8. #8
    Player Anewie's Avatar
    Join Date
    Mar 2011
    Posts
    222
    Character
    Pigmoa
    World
    Asura
    Main Class
    WAR Lv 1
    Quote Originally Posted by Koren View Post
    Are you suggesting a new system in place or saying you'd prefer going back to low droprates we can do nothing about except throw the dice over and over? Granted VW appears to be the second choice anyway, but both Abyssea and Dynamis proc systems are beneficial.

    When the proc system was first introduced, we all loved it. We had a method to increase our drops under our own control for once and it brought jobs that were once unneeded back into a group setting. But as we got used to the system, figured out its pattern and got stronger the thinking changed from "proccing increases drops" to "not proccing decreases drops".

    I agree that for many of us the problem isn't killing a NM or random mob, it's killing a mob before getting it to proc, and in some cases having the job there to get the wanted proc.

    A lot of people will probably come here and agree to get rid of the proc system because it's annoying or makes them have to slow down. They say that in the belief that the drops should stay at the high drop level without having to do anything extra.

    I prefer to keep the proc system provided we are in turn rewarded from the extra effort i.e. not VW. In abyssea we can spend about 2x the time on a particular fight to get 3-4x the drops. Dynamis we can get 3-4 coins to drop per fight rather than just 1 every 4-5 fights. That's not saying proccing doesn't have its flaws. Indeed many of us can just charge through a fight easily and proccing does slow us down as we try to find what works. It makes us pick certain jobs just for the purpose of getting procs ignoring any amount of gear or skill, and ignore others because they don't have the abilities we need. If you don't have a proccing job for the fight, you more or less are considered to have wasted your time.

    Personally, I think that the idea of proccing should be focused less on the drops and more on the actions of the fight. A dragon starts flying and you pull it down with Jump or Stone (throw a big rock at it). Keeping Gravity on it may prevent it from flying at all. Casting Water or Ice spells cools it so it cannot breathe fire but casting a Fire based spell or WS may cause it to become more powerful. Slashing WS may give an Attack Down effect on a player (bladed weapon against a hard surface) but blunt WS is unaffected. Ranged attacks may cause less enmity, but a Skillchain could put the closing player at the top of the hate list. Things like that. If your group is unable to kill it normally, there are methods to weaken it. If your group can, well they don't need to waste their time.

    I'm not sure about how to deal with drops themselves. Trading more items at once for a harder fight like with a few fights in Sea. Having special items only for the purpose of increasing drops like in VW in theory. Things like moon phase or day would just create bottlenecks with everyone there at the same time.
    I meant, Please do not add a PROC SYSTEM to events in the future, if its in regards to endgame content. It's fine in abyssea, I actually like it there, and although it's annoying as HECK in voidwatch, I can tolerate that too. As for dynamis.. No comment...

    But please no more proc systems for new endgame events. I myself, do not wanna see proc systems in dungeon crawling, the last stand or any toau revamp. This includes einherjar and salvage revamps obviously (OMG THAT WOULD BE ANNOYING)
    (2)
    Last edited by Anewie; 01-07-2012 at 06:10 AM.

  9. #9
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    I'm sick and tired of damage myself. It was good dealing damage 2003, and it is good 2012. We need content that doesn't rely on damage these days.

    I would suggest triggers, but it would be a little rude considering the topic at hand.
    (3)

    Quote Originally Posted by Camate View Post
    We are currently looking into enhancing elemental spirits.
    Miracles do happen!

  10. #10
    Player Ryce's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    143
    Character
    Ryce
    World
    Odin
    Main Class
    PLD Lv 99
    I wouldn't mind procs in new/revamped content, but they need to be smarter about it. The idea of 1 weapon skill being the trigger needed is horrible. If you don't have a player with the appropriate job/weapon/skill, you're SOL. Worse, it's a difficult pop to farm, so you hold the mob for 10 mins while someone warps, changes job, buys a weapon from the AH, makes his way back to the battle, TPs up, uses WS (dirty), TPs up again, uses WS to proc.

    I'd like to see procs that either:

    1. Are more broad (like Blue, not Yellow/Red) and change as the battle goes on. Maybe the WS type changes with each WS performed...

    2. Proc by landing any WS at the appropriate time (during casting, immediately after casting, etc).

    3. Promote skill chains. Maybe the SC is the proc instead of the WS. Better yet, maybe the MB is the proc.

    4. Procs are cumulative (like VW) but based on the total WS/MB damage inflicted. Again, promoting skill chains and magic bursts.
    (2)

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