They could always increase the cost of sands/oils. But this game has too many caps on everything as it is.
I'm not sure if you have reading comprehension issues or what, but let's look at the definitions of balance first.
Balance - a condition in which different elements are equal or in the correct proportions
So unbalance would mean to be not equal.
The issue here is you can only get 1 sand or oil every 4 weeks in Coil, 1 oil in ST weekly, but for hunts you can get as many weekly, as there is no cap like on soldiery.
The issue is if hunts are so unbalanced, it makes people not want to do other content. This leads to long ques for dungeons and people just quitting in general. Looking at the wide view of the game, it slowly kills it. In order for it to prosper they should either buff the other content or Nerf the hunts. People not playing 90% of the game is usually bad for the game in the long run. Its not that they're available, but the quantity.
Used to be like that in Masamune.....
Nowadays, ppl will just pull. Hell I seen Mindflayer been pulled by 2 PTs today, which are not full yet.
There will always be "that guy" that went ahead and pull, even when there are ppl gathering and waiting. Ppl still try to wait at times, but there will always be "that guy" that pulls, triggering a mad rush.
The major problem I have with hunts now, SE has somehow turned a really good game that had near no incentive to cheat into a game where a whole damn lot of people are cheating. Now I can't say for sure, but how people find these hunt mobs so fast has to be... Well it just seems really fishy to me is all. I've heard of some sort of radar program but I'm one of those casual players that won't invest in such a thing, but from my limited doings with hunts I can tell something's not right. The same people in hunt parties always seem to be the one to find the mobs. I hate that there has been incentive to cheat put in the game.
The cap and balance about stuff, although I care, is less important to me than the bad community that emerged from it.
It just shows the true nature of some people that had to be kept in check, and like a bird's cage, now it's open loose, there's chaos in the fields about waiting times to pull, not warning and pulls, someone else pulls even if you found it first, if you hit first as you should, you get the wrath of 50+ others..
That's what I find to be the sad part of it.
You want all of your class iLvl110? Good for you; it won't make you a better skilled player though: you will still fall from Titan EX.. among other things.
I'm just waiting for the iLvlcap raised to 120 (I am quite shocked it's not there yet, seeing how fast it goes) - then everyone will use allied seals for glamour stuff, ignoring hunts..
You cannot change how some people are: you will always have those that has been put aside all their lives by their mamas, and being 'anonymous' on the Internet or Online games gives them a fake sense of power, to fill up that empty shell.
I've joined a Hunting LS, and they seem to be fair enough with everyone, in and out.
Let's wait and see ^^
First of all, I didn't attack you whatsoever and secondly, if I'm wrong about the post you quoted, prove it.
Caps exists for a few reasons. Keeping people playing and balancing the pace at which you get upgrades being two of them.
Oh look, this thread again :P
SE has already shot themselves in the foot this tier. The only way this is going to be fixed with the least collateral damage is by just not implementing things the same way for the next tier. Basically, don't expect any changes until ilvl increase.
You fail to understand. The soldiery cap is pointless.
Hunt marks over reward when compared with other content. You receive a massive amount of Myth and Soldiery from a single elite mark kill. You receive a minimal amount of Myth/Soldiery by doing a full hard mode dungeon run in comparison. Hunts are unbalanced with the rest of the game.
Do you get it now?
lets put it into perspective:
A full hard mode dungeon clear gets you 50 myth and 45 soldiery
you can hunt and get:
B Rank: 5 Allied Seals, 30 Myth and 10 Soldiery.
A Rank 20 Seals, 80 Myth and 20 Soldiery.
S Rank 50 seals, 200 Myth, 40 Soldiery
which is going to take you less time, less effort to get what you want?
See the imbalance?
Seriously the only reason why they're even relevant is because their is nothing else better to play. When summoners couldn't get credit at launch from FATES and they allowed FATES to be the best experience in the game beneath dungeons like prenerf Qarn and AV, i knew it was a matter of time before others felt this crappy system. I've been approached for help with bot programs and macro makers. Seriously? Perhaps I"m just too old from MMORPG if this is the path they are taking. Back in my day, we actually played the game with adequate risk vs reward. Nothing sucks more than joining a Hunt mob at half health while you are just coming out of a duty, hop in and participate and get 1 blood seal on your scholar. It's not our fault they can't write code like the devs in RIFT or GW.
2.35 would probably be the earliest that some degree of minor change will occur. To be honest, the monopoly mentality from the player base with hunts seems like something Yoshi-P and/or the devs really don't see as a bad thing. I would honestly not be surprised if it were something they want to encourage more of, because of how much people WANT to participate in that content (despite the morale decline from those who don't enjoy the ethics/morals of Hunt LS/FC groups). Their silence on the matter, or in the case of the LL questioning, their lack of input, is something of a flag regarding the lack of understanding.
They most likely want to wait it out until the next tier of group content is released, under hopes that the player base with actually balance it out despite being the problem lol. If hunts end up minimizing participation of group instanced content in 2.4, due to their most likely change in currency drop to the (probable) upcoming new tomes, they'll probably start to view things negatively and change it to be less appealing for people to do, but until then... make do. So unfortunate, as late changes would simply make something wonderful into a nerfed mess that no one cares about, but it's not unusual with many developers.
I'm looking forward to an exponentially increased degree of complaints towards lockouts from coil gear, after folks have become accustomed to access to best gear somewhat raining from the sky with current Hunts. Who knows, maybe this is a precursor to some changed philosophy about lockouts and potentially removing them to appease the changed norm with the player base.
Working as intended.
Don't know what recent means for you but:
And then:Quote:
It is not widely known when instances were first used in this genre, however The Realm Online (1996) is sometimes credited as introducing the concept.
Quote:
The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, in 1997.
Instances have been around for a long time now. Hardly anything recent. Though they weren't quite as prevalent outside of "raids" or "end game" content as they are in XIV though. The majority of this game's content is instanced. Personally I'm a little tired of instanced content, at least when it's all able to be done relatively quickly.
People wanted Open World content, a reason to roam around the world maps and now we have that. I generally have a pretty fun time doing Hunts and the rewards are pretty nice.
My Smn was i99 at the start of 2.3, is currently i107, but will probably hit i109 before the weekly reset. I only wish the Soldiery cap was doubled or lifted so I could gear up my other jobs without having to wait so long. Would make this gear last longer on my secondary jobs before they go and add even higher ilvl gear in 3-4 months. By that time I might have another job at i100+, but it's doubtful I can do anything more than that with only being able to get 450 Soldiery tomes a week. :/
Really? I capped myth and soldiery faster in dungeons. And I would still do them if I wasn't sick to death of them. And soldiery cap is what keeps it out of hand. So what if someone has all i110 gear on one job from hunts? I am sure that is the idea behind adding oils/sands from seals in the first place. For people who aren't doing coil to catch up.
And, no, I still don't understand why people are complaining. What exactly is the problem with having 500 sands? How does that hurt or affect anyone when they can't be utilized.
Hunts are simply this patches "busy work" content, they won't be fixed or worked on till 2.4 when we get that patches "busy work" content
There's almost nothing they can do at this point, the damage is done with the flooding of the game with tomes and seals.
Not to mention all the animosity the whole thing caused between players on the servers.
Hunts were a horribly executed idea that did more harm to this game than anything, and the next couple of patches may put a few more nails in that coffin if SE doesnt get its head out of its arse and think before they put in more stupid things like this.
Alright, but it doesn't change what I say. In older mmropg instanced were the exceptions, not a common commodity. FFXI had "instanced" in the form of Dynamis (well, one per server, but still), but they never felt like that. I'm not including BCNM because they took place in an arena and you could even see what happened from outside.
A world of instances accessible with instant-teleport with DF is not a world for a mmorpg.
What's wrong with the flood of tomes? Did people really like SR brayflox so much?
Beside, it will hardly matter in 2.4
Another post showing the sign of this game's decline....GJ SE for ruining another potential game with mindless content......Good Job!
Flooding the game with tomes at a pace far quicker than even speedrunning Brayflox handed them out was a stupid thing to do. You arent looking at how that affected the overall economy for things like Myth materials and such, along with speed buffing the playerbase with gear that they didnt even have to really earn. It was just handed to them for mindless running around with a pack of 100 people killing mobs designed for 10-20 people. Thats poor execution on SE's part, and the damage done is likely permanent.
And since we have no clue just exactly whats going to happen in 2.4..... all you're doing is guessing.
The flood of oils/sands myth and soldiery shouldn't have happened until 2.4 not before.
What we get now is hunts which are have far greater rewards for time/effort, devaluing all other content in the game. It's simply unbalanced in the grand aspect of the game.
I myself join hunt parties, I've upgraded a few pieces of gear. I only queued for duty roulette twice since 2.3 hit. TWICE in a month. And that was with a premade party to do expert dungeons. I can cap soldiery within a few hours of weekly reset thanks to hunts. This would be all good and fine when 2.4 hits and introduces the next set of iLvl gear. But that's still at least 60+ days away.
Remove Myth from hunts? Really? I don't fancy doing 270 Brayflox speedruns to upgrade Atma to Animus, that's why I ignored the whole Relic upgrade quest until after Hunts came out. If Hunts didn't give all the Myth they do, I would still be ignoring the Relic upgrade quest.
For anyone who doesn't realize it, 1,500 Myth per book x 9 books = 13,500 Myth. You used to get 50 Myth from one Brayflox HM. There actually were people who grinded out 270 runs of Brayflox to get their Animus before 2.3, I salute those crazy people.
This hunt thing is very bad across almost all servers, at any given time of day.... It's impossible to join, or get anything done for hunts, or outside hunts since most people either so sick of running dungeons, or just don't bother doing any other endgame stuffs since Hunt went live last month. This is just bad game design overall, and zero responds so far from SE. I came to resubs with the welcome back campaign, now canceling the sub after seeing this. Perhaps another year lol.