I agree with the sentiment of this thread. Working together in an MMO should always be rewarded.
I agree with the sentiment of this thread. Working together in an MMO should always be rewarded.
I agree with OP. I really don't see any point in penalizing exp on parties vs trusts. At the very least it should be removed for all level synched players below 99.
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It shouldn't be going down by half... the normal share penalty at 2 is 60% and much less in the "gates" zones. So either that is an exaggeration or your kill speed is going down.
Also if things are just dying as fast when you add another player there is something wrong with that. Share penalties were designed to compensate for the much greater kill speed/kill harder targets. Now the differences between solo and pt are much smaller than before due to trust but a 2nd person should still be adding significantly to your ability to kill mobs harder/faster. Especially cleaving since a lot of that is about pull speed and to an extant survivability on pulls. Maybe choose a spot with higher level/more dense mobs? Fight in the zones designed to minimize those penalties?
Last edited by dasva; 01-28-2016 at 03:03 AM.
I'm not sure it's exactly half. As a blu, I'm cleaving and there are other factors involved such as game day (affecting spells)/camp competition. Also, it depends on the type of job of the other player, some can't cleave or can't cleave as fast as blue, so they negatively affect experience. I only do it because I'm trying to help friends.
There are also a startling number of people who can't even make aoe pulls because they don't have -dt/evasion gear and die. One of us has trusts, so we need to stick fairly close so the other person gets a heal as needed.
For sure, nothing I've ever done on blu compares but to the very worst apex parties. Fight difficult enough mobs with geared-enough players, and you're rolling, but I'm talking about cleaving.
It's exceedingly stupid that I can summon 5 healers/refreshers (since they don't aoe, I'd rather them not kill my main target) and get far more exp than I can helping a newbie drg in my linkshell get some silt.Also if things are just dying as fast when you add another player there is something wrong with that. Share penalties were designed to compensate for the much greater kill speed/kill harder targets. Now the differences between solo and pt are much smaller than before due to trust but a 2nd person should still be adding significantly to your ability to kill mobs harder/faster. Especially cleaving since a lot of that is about pull speed and to an extant survivability on pulls. Maybe choose a spot with higher level/more dense mobs? Fight in the zones designed to minimize those penalties?
Edit: I said exp, I meant CP. Obviously I don't care about exp.
Last edited by OmnysValefor; 01-28-2016 at 10:56 AM.
Well if you are basically having someone leech it kind of makes sense that individually you'd get a lot less.... things would be pretty broken if it didn't go down at all and you had a group of 6 all actively contributing not to mention how much that would encourage people to make cleave leech pts again
Last edited by dasva; 01-28-2016 at 11:51 AM.
There are other ways to prevent that:
Idle more than 30 min in an escha zone? Unable to gain exp until you move. Or if that's too hard (might be), you're kicked out of zone.
Make the dropoff happen severely with 7 or more people. That severely cuts down on the potential income selling leech services could earn. As one will be a cleaver and one will be a healer, and other spots might be necessary.
It's an MMO. People shouldn't forced to play with others, but they shouldn't be penalized for it.
Indeed it's an MMO - You still benefit greatly from working with other people in basically every other aspect of the game. The ironic thing is, and I'm not sure when you actually joined FFXI but people normally tried to do things with as few people as possible for quite the longest, especially before they added incentives to go back and help people with older content. The thing is, as explained, the penalties doesn't exactly come into play in certain spots and I can guarantee it's likely a blanket fix for burning (since you know how big burning for leveling and such was during the Abyssea days to the point it funded most people's Relic/Mythics and then some) so it honestly doesn't surprise me. It sucks, especially for someone coming back and trying to get caught up quickly, but at the same time the "adjustments" wasn't reduced as much where they added the apex mobs (something said newbie wouldn't even be able to touch.)
I'm also pretty sure every other MMO I've ever played reduced exp (and any variant thereof)/certain items earned the more people you have with you in the overworld aspect compared to the dungeon (instance) aspect. For example if I recently returned from before they introduced JP and Gifts, the zones you even get CP from are still on the "I can barely kill these" end of the spectrum and "I can't do content until I have tons of JP and Gift combos" that while it does suck, newbies can't skip straight to the "end" like previous content design because it's literally impossible, like if you were going through the RoV storyline there's a good chance if you caught aggro in the shrine zone you could die, even with trusts, because it's a zone taking into consideration current players, rather than newer/returning players.
Heck, exp was always reduced in a party by a % and CP is just another form XP, it's far more important to a capped player, but considering the "burn" style of progression is most popular as I said, I'm honestly not surprised they put a decent % cut from it while partying with actual players but even then it's not really a penalty.
Really though, the burn mentality shifted the way players perceived things, which is why so many people struggled with Legion content after being weened off of Abyssea.
Dark Knight ~ 90: Yes I actually use a Scythe.
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