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  1. #631
    Player Yinnyth's Avatar
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    Mar 2011
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    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Quote Originally Posted by Alhanelem View Post
    CoP only "doesn't drop a ton of currency" because the time limit was shorter. Every time I did it, we got plenty of currency on a per mob basis (except in Tavnazia). Thse numbers posted earlier are suspect to me. Tavnazia has the lowest rates; but the other three my group had very good numbers on (Mainly Bubirimu since that one offers the most farming time)
    Those numbers are suspect to you because they don't back up your feelings on the subject. You have a feeling based on your previous experiences in Dynamis, I have numbers because I run the linkshell and I keep records of the runs for every sponsor ever since I changed the system. If you choose not to believe my numbers, then let us consider the reasons that CoP runs drop fewer coins instead.

    1. Nightmare creatures, aside from the ones in Tavnazia, are incapable of dropping a hundred-piece of currency, therefore, hundred pieces are less common.

    2. In order to get the time extension, you must defeat the boss (again, aside from Tavnazia). In order to defeat the boss, you must weaken it by killing sub bosses. Sub bosses are stronger than normal enemies in the zone and therefore take longer to defeat. Sub bosses do not drop currency.

    3. Spawn density is lower in CoP zones. That is to say, you must spend more time running between kills than you would have to in city zones.

    4. Enemies in CoP zones are generally stronger and have more debillitating abilities because the zones were released at a later time and therefore designed for players with merits and more complete equipment. From sheeps 30' sheep song in Valkurm to mandragoras 15' nightmare in buburimu- the creatures are just plain tougher.

    5. Movement patterns of enemies in CoP are generally wander patterns, unlike cities where everything follows a pre-set path. The chaotic wandering makes it harder to control pulls to the level desired so you more frequently wind up with more enemies or less enemies than are optimal for your group at the time.

    6. Nightmare creatures can drop a maximum of 3 coins. City mobs (not stones) can drop a maximum of 4. Hydra corps in Beaucedine can drop a maximum of 6 coins.


    So what this all means is that you can kill more mobs in a city zone in 2 hours than you can kill in 2 hours in a dreamland zone, AND city mobs are capable of dropping more single pieces than nightmare mobs, AND there are more chances for a hundo in cities than in CoP zones.

    If you still hold your belief that CoP zones are as good for currency as city zones, then I guess the only tool I have left is to point out that you admitted to quitting Dynamis previously in this thread, whereas I have been doing it nonstop for more than half a decade. But for the sake of argument, let's say that I'm wrong about all of this and CoP runs are actually better for currency per hour than cities are. There's still the problem that city runs are better currency PER GIL by a magnitude of about 300%, which means this update will slow my sponsors down to 1/3 their upgrade rate and increase the cost of them completing a relic threefold if I stick to only CoP runs.
    (0)

  2. #632
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    If the two systems work with difference admittance principles, think we'll be able to do both? Like, CoP Dynamis twice a week and old-zone Dynamis 7 times a week?

    Could be relevant if they introduce AF2+2 and it's awesome.
    (0)

  3. #633
    Player Yinnyth's Avatar
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    Mar 2011
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    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Quote Originally Posted by Flunklesnarkin View Post
    If they don't up the difficulty of the NM's and mobs in the dynamis zones...

    I don't forsee a problem with people overcamping NM's... because they will probably die really quick...

    However it does bring up a good point.. people could try to grief or w/e by holding a time extension NM or a zone boss / attestation NM.

    So maybe have the "Confrontation" status only last 10~15 mins and the NM despawn after that automatically.
    The better option would be to simply allow for multiple copies of the same confrontation to be active at the same time. Some people would hold the NM to grief, others might hold just because they're honestly having a rough go of it. Best to avoid the situation altogether if possible.
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  4. #634
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    That would be ideal.. I'm just not sure if its possible with the way ffxi is made
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  5. #635
    Player Shoko's Avatar
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    Mar 2011
    Posts
    90
    Character
    Shokox
    World
    Carbuncle
    Main Class
    BLU Lv 99
    Quote Originally Posted by Yinnyth View Post
    The better option would be to simply allow for multiple copies of the same confrontation to be active at the same time. Some people would hold the NM to grief, others might hold just because they're honestly having a rough go of it. Best to avoid the situation altogether if possible.
    Very doubtful that multiple confrontations will happen, even though it's a good idea.
    (0)

  6. #636
    Player Yinnyth's Avatar
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    Mar 2011
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    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    If they don't allow for multiple confrontations, then crowding becomes a severe issue. You can't see how bad the crowd is at the particular NM you want until you enter. If you enter, you can't switch zones until the next day. If the crowd is bad enough, it's conceivable that you could spend your entire hour trying to pop the extension NM and never getting the chance.
    (0)

  7. #637
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    Quote Originally Posted by Yinnyth View Post
    If they don't allow for multiple confrontations, then crowding becomes a severe issue. You can't see how bad the crowd is at the particular NM you want until you enter. If you enter, you can't switch zones until the next day. If the crowd is bad enough, it's conceivable that you could spend your entire hour trying to pop the extension NM and never getting the chance.
    Thats why I'm suggesting the NM's despawn after 10~15 mins...

    It shouldn't take that long to kill a lvl 80ish NM with a lvl 90+ group of people ;o
    (0)

  8. #638
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Yinnyth View Post
    The better option would be to simply allow for multiple copies of the same confrontation to be active at the same time. Some people would hold the NM to grief, others might hold just because they're honestly having a rough go of it. Best to avoid the situation altogether if possible.
    Abyssea needs this as is and i do see it being a problem in new dyna, stuff like this IS needed.

    I think the only COP area that can be ok on currecy is tav (more chance of 100), CoP zones for the most part are a lost of money ( glass vs what currecy sells for)

    shocked someone sparked such a debate
    (0)
    Last edited by Rambus; 04-01-2011 at 06:59 AM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  9. #639
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    Mar 2011
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    Quote Originally Posted by Rambus View Post
    I do not understand loling at 75 gear ( game is still 75 if you ask me, and i am still using a level 47 earring, 51 weapons, and so on) but i have a question for you, would you upgrade all the past instance contant so we have more to do then abyssea?

    or you just want "new" stuff and forget the old? then that stuff needs to be deleated ( ps2limtation) and we can have lots of new things.
    I didn't say anything about removing old content to make way for the new. Simply if SE is deciding to redo Dynamis that level 90+ players should be taken into consideration in addition to making the old content doable for smaller groups. I lol @75 gear because frankly most of the relic is macro only and most of the pieces are just pure trash.

    There is no reason you can't satisfy both groups and having the zone serve a dual purpose. Relic chasers would benefit from a zone where people work on lvl95 gear and get currency on the side.

    Quote Originally Posted by Miiyo
    Abyssea didn't crush anything. It gave us somethnig to do when we were desperate to get rid of the days of shouting in wg for hours. Abyssea pwns spam shouting for a party for hours any day. I can ALWAYS go solo something in Abyssea and it'd be worthwhile. You have tons of jobs you can build up. All thanks to abyssea.
    Yet the game cannot rest on Abyssea alone. Tons of content lay dead and the game will get boring when only 9 zones matter. Abyssea was great, it got people interested XI again but the game needs more to survive and with the pace that Abyssea made new challenges available (every ~3months), the game simply cannot afford to return to the style of updates that plagued 2009.

    If anything, the new patches will need to be better now we've had a taste of what exactly quality content is. Standards have risen.
    (0)

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

  10. #640
    Player Seriha's Avatar
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    Mar 2011
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    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Personally, I hope the new mobs within Dynamis aren't level 90+. Part of that is because, yes, it will be some element of chasing old gear, but also the more difficult you make them, the more likely you risk forcing people to seek larger groups where the inequities that entails can surface.

    That said, incentive to enter even if you have all your relic gear needs to be present. Maybe we'll be blown away by the tweak of relic weapon requirements and it'd be something like 5000 currency total to complete one, but that's being optimistic. Realistically, we could anticipate trials involving the zones, potential new drops, or even the currency itself. I know I've mused over the possibility of combining all our various AF combinations into a single piece, and that could very well be possible if SE deemed a means to +2 everything or something as a pre-req, but we obviously know it won't happen until it does, if ever.

    Besides, there's still some element of the random number generator involved that makes Dynamis less appealing than Abyssea on the whole. Nobody wants 20 BST when you need at least one RDM, BLM, or whatever. I guess if they keep job-specific NMs with higher rates and more readily popped, you can kind of get around that, but it also risks congestion issues just like Abyssea's Gukumatz, Amun, and so on if it's found that something in particular is the sole source of something good.

    I guess it could be interesting if they added another currency like cruor, ichor, allied notes, and so on that you'd get after killing mobs in the zone. It'd allow them to slip later level options into the reward scheme without presenting as much of a risk of saturation. Could even tie Relic trials into it much like how some magian weapons needed things from Dominion and Bastion.
    (0)

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