oh no, you want to camp again, ehhhh ill pass
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Im in favour of this it would add variety in how we gain ranks. If we have leve's dungeons, sp parties, maybe bring back the xi MM parties. Gaining levels and skill should be a fun an intuitive process so if we have options and variety those are things i would definitely be all for.
like it like it
Yeah sounds interesting. Also it could be fun if you could have different types of chains going on with different requirements, on top of different tiers of an exp-bonus chain (they don't have to be mutually exclusive)
As someone pointed out you could trigger damage bonuses, def bonuses, regen and refresh buffs on top of exp-bonuses,for example. Nothing too spectacular, just little add-ons that make the party run smoother and add challenge and incentive to fight efficiently.
thanks for the feedback guys.
I made a separate thread for this idea with a dev tag on it so it won't get lost.
>> http://forum.square-enix.com/ffxiv/threads/10097-dev1015-EXP-SP-Chains?p=128539#post128539
If you would like to see it considered by the developers, please 'Like' it and add any comments you have on it over there.
I loved XI chains. It made a static party camp to have a challenge on at all times. But I hate the fact that in XIV in order to grind I have to keep running around all the time. I usually grind for very small amounts of time because of this. In battle the most important things should be your mp/tp consumption and the choice of spells to use. Just running around is the least fun part about the whole experience.
Spoke with the dev. team about the discussion going on here regarding SP/EXP chains (and your ideas behind them). They wanted me to relay to you that there are plans in place for chains, but the specifics will be looked into once the main battle adjustments have been made.
One foot after the other, as they say!
Nice!
In any case that will be a great addition.
Good news as usual :)
Bayohne, you posted yesterday stating that "something is coming". What exactly do you mean by this? ;) You got my curiosity taking me all over the place with ideas! Maybe the Instances info being posted, or the battle adjustments being posted. Maybe even both. I'm curious now!
I wonder if they'll be radically different than FF11 & FF12 chains.
Every time I see this thread I can't help but think of a certain Salt'n'Pepa song.
Fantastic!!! Thanks for the info and it looks like we will be getting some chains! Woot! I hope they give them a nice visual boost... Also, looking forward to all the updates and changes they have planned after the battle system is done... :)
Your attempts to justify the class' state by naming a bunch of solos (that should and would have been nerfed under any rational developer team) and lowman attempts simply show how clouded RDM's image is to some. The class is a hybrid with multiple roles available to them. Except that in the party-based game that was FFXI, this meant nothing because people needed heals and the class was further boned by Refresh being on its spell list because no one had an inherent way of regenerating MP. Instead of changing RDM to better fit a chosen role within a party (a RDM choosing to play like a melee DD in a party and being beneficial, a RDM choosing to heal and being beneficial, a RDM choosing to nuke and being beneficial), SE decided to trash the RDM concept and turned it into a enfeebler whose real value was Cure, Haste and Refresh in party play, AKA the play style that the game was built upon.
The solos don't and have never mattered, because the game was built from the groun up on partying. Yes, there are individuals who talk about the devs' own innaction to oversights in design as if it were a feature of the class when in reality it simply perpetuates a problem and creates more the further we go along. And as long as RDM is still a cure/refresh/haste bot in party play, my point will continue to stand.
HNM somehow made it alright that you could do nothing to level SMN short of playing as /WHM (not even SMN/WHM) for 70 levels until you got the lv70 blood pacts? And the fact that scaling for Blood Pacts was horrible until they actually decided to help those scale with Summoning Magic Skill? Broken ways of skilling, the still-broken spirits, not to mention how long it took them to realize how asinine it was to have a universal timer on Blood Pacts, leading to the split of Rage and Ward? The job was a joke below 70 except under the effect of Astral Flow. That doesn't say "proper design" to me. The more I look at it, the more I realize that this job got boned by player dynamics because of how it was designed and now close to a decade after the game was released it is finally starting to look like it should have right out of the box on launch day.Quote:
We can speak about SMN.
<snip>
There's an actual psychological take to why I say what I say. People are less prone to be in a hurry when there's no visual cues to cause them to hurry along. The chain timer nagging at you constantly is what in part created that "go go go-!" mentality, and this is not helped by the fact that if wearing your underwear on your head out in public gave you a 5% bonus to exp certain players would do it just for efficiency's sake. I'd rather exp per hour be affected entirely by how players pace themselves over focing everyone to set themselves to the exact same metronome mark just because it gets them more exp/hour due to chain multipliers. The sense of urgency in gaining exp is not really necessary (and in my case, completely unwelcomed).Quote:
Take exping most payers do not like it hence they want to do it as fast as possible and get to the content where ever it resides, mid game/end game. So in exp pt's most parties were fairly open to getting any job once they filled certain roles tank/heal/buff/nuke pre ToAU, post TOAU there was fast DOT melee, healer, buff was what players looked for to get maximum exp in minnimum time.
Even in XIV everything is fast and less grindy over all compared to xi, but to bring back systems that made the monotony of grinding a little more fun is not a bad thing. Also in XIV there is much less strategy, much stronger pc's, and weaker mobs making sp'ing very easy and worth doing between resets. But why bother when we are still waiting until the meaty content comes? right now unless you really want to you don't need strategy to kill stuff fast and efficiently while using resource management.
Read my signature. Oh well. I can only hope they come up with something better than the system in XI. I liked people not being complete efficiency mongers for once.Quote:
rdm anything and you'll see rdm was not a poorly developed job
Think it was in reference to Prestige post asking 'PLEASE give us somthing' inside the "No New Dev Teackers" thread. Almost immediately after Bayohne had just explained that it was golden week and that caused lack of communication between the mods > devs. Think it was half joking/serious by Bayohne.
Bayohne's been owning as of late though, the recent posts have had a lot of humor and you kinda need to have that to deal with the majority of people on these forums.
Keep up the good work Bayohne :D
Yeah, its pretty cool that we get to shape a few ideas into the game, whether or not they are completely ours or just a little. However, I am also sure that they will be careful of what to implement and what not to implement. We're not looking at trying to get to Rank 50 as fast as we can, we do like some sort of goal while grinding though, except the part where you level up. :P
How about Individual Chains based on consecutive, successful Spells that Mobs are weak to but broken when a Spell is resisted.
and
Individual Chains based on consecutive, successful Weapon Skills through The Art of Incapacitation
and Damage to Body Parts but broken when a WS misses or is evaded.
Speed is not as important as accuracy, timing and knowledge of enemy weaknesses. Basically just add SP/EXP Bonuses to an existing system which some may be unaware of. It's actually pretty cool. I have fun with it on my Archer, anyway.
Check it out in the Battle Regime section on Loadstone here: http://lodestone.finalfantasyxiv.com.../battle02.html
and Bonuses for successful, consecutive Battle Regimes would probably be cool too, although I have never done one...
...if fact I have never even PT'd outside of Behest. (You really need to force people like me to Party).
Agree!
I would also love to go to a 'camp' with my party and fight monster at one spot (i dont care how they do it and i dont want a copy of FFXI). The reason for that is that i dont like how it is atm. As DoM it is terrible to heal, because the party is running from one mob to the next and everybody stand in different positions and not close enough. Buffing is nearly impossible without calling everyone to one spot ...
Imho for more tactic fights i would love to see ppl more focusing where they stand and where the monster is...
P.s.: Sorry for my bad english -.-
I think we can get a sense of where the direction of FFXIV is going when the new battle system is released. If the demand calls for this, then it will most likely be implemented in its own way. It does sound a lot like FFXI, and we don't want to have to go through that again. I don't mind the running around, but when the battle system comes, I think the positioning will be more stable for you mages out there ^^
Basically they need to focus on bringing this back:
http://www.zam.com/Im/Image/159900.jpg
Party positioning and making attacking enemies from different angles/positions truly beneficial. Also more enemies with the possibility of debilitation.
I wish the whole battle system was built with the chains taken in consideration from the start. And not the chains added after a while, on top of the system.
I fear it will become like the current EQ 2 chain system: nobody uses it anymore.
Bayohne, wonderful news absolutely wonderful. Doho and I were discussing that any chained action for parties would come after the battle system was finalized. Keep up the good work.
Duelle, as its friday and I am tired. I will say this thank goodness I do not play this game of xi with you. You have the most pessimistic perception I have so far encountered. But I will make a quick remark, in xi yes it was a party orietnted game you are right. However not everyone or every role was pigeon holed into one specific role, it did happen to most but not all classes. Reason i say this is because xi was not only a exp grind game, there was other content. I am taking into account all the content in the game not just exp. Ya in a exp party fighting rdm was not a melee dd there. But a GOOD rdm knew when to magic burst on a skill chain. That is as you put it a useful use of a skill.
I am done arguing about this, but I would suggest you look at the bigger picture and not just one portion of the game.
I'm fully aware. ;)
I'm just excited, even if it's in the planning stages that's good news. I don't expect to see it at 1.18 or even for a few months, but I'm looking forward to hearing more info on it as well as the other planned updates.
I'm really excited for when they wrap up development on the battle system so other items can then become the priority, but for that time frame, can't way when that will be. :)
I just hope once the new battle system hits, people have more reasons/lean more towards fighting enemies out in the field/dungeons, rather than just leveling primarily by guildleves.