im concerned that if anyone can attack a mob but only the person that initiated gets the reward could be abused for PLing. not that it is a huge concern of mine, what ppl do is their own business, just thought i'd bring it up
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im concerned that if anyone can attack a mob but only the person that initiated gets the reward could be abused for PLing. not that it is a huge concern of mine, what ppl do is their own business, just thought i'd bring it up
I think most are waiting for that particular shoe to drop. There really are a lot of things that will effect how we react once the system goes live. I can potentially see a lot of interesting content being placed in the game and some of the old stuff taking on new life due to the changes. But as they say the devil is always in the details.
Mob respawns are going to have to be a hell of alot faster with this change.
Are we gonna see a random stranger/s butting in NM fights and accomplishing tanks?
Edit: I vote for /blockaid
honestly this system could work very well, however it doesnt look like they are going the right direction with it, it would have to be a complex change that gave rewards to not just the first person too touch it, or it serves little purpose.
Also what is "rewards" is it exp? drops? quest credit? all of the above? If its all, the whole claim system serves no purpose at all, if its only drops, it seems like it will suck and cause problems for any NMs of value.
It also doesnt seems like they will make any interesting battles requiring large teams, because with first claim system, you are essentially still competing, and only 1 party will profit from the fight.
The multi mob thing is necessary for the linking and chaining, but it didnt have to accompany the claim system they are talking about.
Just seems like the way they are going to execute the system will have no benefit. Everyone who participates to a certain level should have a chance at rewards, otherwise you are just making a system that encourages people to just hope people die for big monsters. With this execution id like to see what advantage they think multi claim will bring? What is their vision for this change, as they execute it?
Are you saying the system should allow anyone and everyone who participates to have a chance at the item/exp?Quote:
Just seems like the way they are going to execute the system will have no benefit. Everyone who participates to a certain level should have a chance at rewards, otherwise you are just making a system that encourages people to just hope people die for big monsters. With this execution id like to see what advantage they think multi claim will bring? What is their vision for this change, as they execute it?
Because that's stupid. It'll just encourage people to mob around every enemy they come across. Parties would be non-existent. Idiots would just throw in a few punches at the last minute just so they can have a chance at the rare drops. Imagine spending a large amount of time and effort on that NM, only to have a bunch of people join in at the last moment and take all your stuff.
I think their intent is pretty clear: only the people who targeted the monster first will receive the rewards. Rewards as in all exp/loot.
Why is this bad?
Because certain players, particularly RMTs, will power level their characters by initiating mobs and then having their more powerful allies finish them off for them. There's so many ways this can be abused, and it throws off the game balance immensely.
The biggest question on the PL front is; will experience points be the sole focus of leveling our character? Character level seems like it's taking the back seat to the materia system.
To me, it has the potential for an excellent blend of systems. Just like the plans for recipe changes; easy to start, difficult to master. This way everyone can be at cap and experience content, but only the most dedicated will grind enough to have multiple tier IV materia on their gear, thus making them significantly better than cap.
Just as the original concept of the game was to "level as much as you want," this seems to continue that vision while adding so many more layers to the game.
As far as NMs and things of that nature go, I've mentioned before and I'll say it again that I hope they do away with open world NMs as endgame content. Making them something to occupy small parties and or solo players is fine. But if XI proved anything, it's that HNMs bring out the worst in people. And on top of that, there was no challenge whatsoever. Initially there was, but just like Darkhold, after a few weeks it just became a matter of having enough people and having those people just pay attention.
From the bots to the drama to the low drop rates to the wasted idle hours to the griefing it all can just be done away with by giving people equal chances to fight the battles. And I'm not say "Herp easy mode derp." The drop rates could be .00001% for all I care. As long as I can take a few tries now and again at it with a few friends instead of staring blankly at my screen for three hours, I'd be happy.
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what is the point of a system where multiple parties can participate if only 1 team gets the rewards? There is no point, that is the problem. And yes if they made world NMs that were actually difficult enough or scaled in some fashion to the amount of people fighting it, then it would serve a purpose, in creating new and interesting content that many people could participate in, in the open world.
Go look at guild wars dynamic event fights, everyone who participates to a certain level can get rewards, it takes place in the open world, and the reason people work together is because they need to, in order to win. Its not just a zerg fest, because they dont design the fights to be that way, it has multiple levels and multiple strategies.
Im not saying they have to go this way, but there is no advantage to this system of having multiple parties participate, if there is no bonus for participating, in fact, the system as they describe it, the only advantage you get is if the other party dies, so what type of world do you think thats going to create?
at best people will sit around hoping you die, in which case, why have them be able to participate at all.
basically you have to either incentivize or deincentivize behavior if you want people to do something, the incentive is currently on the other party failing. In that case, why give people the option to partcipate at all
as far as having people take all your loot, they shouldnt design the system in a way that has you competing for the same loot pool. Or, the fights drops should scale up with the player involvement, as well as the difficulty, or number of mobs.
Now that monsters can link or summon, the monsters could summon other NM, or could upgrade themselves.
behemoth becomes mega behemoth if 16 people participate for example, and drops 2x as many behe drops and some special drops if he is defeated.
It could be interesting, but only if its not half assed, the problem with this system is if it doesnt incentivize multiple participants succeeding together its a total waste of time, and as it is it incentizes other parties failures, bad idea.
I don't know why people are complaining that this update will allow power leveling. It's been here since the beginning, you just have the R50 in the party. If it is just the R50 and the lower rank person there is no SP loss and only a minimal decrease if you add more people to the party.
The party's SP isn't dependent on highest rank in the party like FF11. Unless that changes in the future, it will still be more efficient to PL with the R50 in the party since they won't have to wait on the lowbies to claim first.
no one understands what subject to change means im guessing xD it isnt even in stone yet...
What you are talking about would require SE to make NM's that are nearly unbeatable. What about the other NM's currently in place? The normal monsters? What happens at PS3 release when every new player crowds around Rank 1 camps fighting for mobs?Quote:
what is the point of a system where multiple parties can participate if only 1 team gets the rewards? There is no point, that is the problem. And yes if they made world NMs that were actually difficult enough or scaled in some fashion to the amount of people fighting it, then it would serve a purpose, in creating new and interesting content that many people could participate in, in the open world.
Go look at guild wars dynamic event fights, everyone who participates to a certain level can get rewards, it takes place in the open world, and the reason people work together is because they need to, in order to win. Its not just a zerg fest, because they dont design the fights to be that way, it has multiple levels and multiple strategies.
Im not saying they have to go this way, but there is no advantage to this system of having multiple parties participate, if there is no bonus for participating, in fact, the system as they describe it, the only advantage you get is if the other party dies, so what type of world do you think thats going to create?
I'm not against massive PvE events like the ones in Guild Wars, I'd love to see that.
But changing the entire claiming system just to implement a couple megabosses (your solution)
OR
changing the claiming system so we don't lose exp on unclaimed monsters (their solution) seems like opening Pandora's Box just so you can kill that coworker you hate. It's a huge can of worms and - I agree with you - ultimately a waste.
For those complain about PLing you can alrdy do that in game lol get your R50 invite someone to an pt thats 1-20 and kill shit for them its insane how fast they lvl can get 500+ exp per kill
Seeing how it's Saturday right now we wont get a dev post about this but i hope they tell this to Dev. We don't want this type of system. How hard is it to make it like FFXI? i attack 5000000 mobs but only 1 is red and i still get the reward for all of them not if someone take some of my mobs then i wont get reward.
FFXI system seem way better then what there trying to do on here i know this is ffxiv and not ffxi but it work just fine in ffxi why not here -.-
I like it. I think this game needs some type of social pressure. Right now everybody simply play together in peace, with most conflict limited to verbal insults. The grief is an essential part of any game. We can't be forced to all like one another. We need someone to hate, and that someone is the griefer. And with every griefer comes retaliation. It may get you pissed, but that is the beauty of online interaction.
As for the whole PL argument... casual. One feature of this game: casual.
Crystal Tools.Quote:
How hard is it to make it like FFXI?
I don't see the beauty in one-sided anonymous bullying, and I'm certain many share that sentiment.Quote:
We can't be forced to all like one another. We need someone to hate, and that someone is the griefer. And with every griefer comes retaliation. It may get you pissed, but that is the beauty of online interaction.
? Are you calling people who hate PLing casuals, or are you calling PL casual? I don't get it. Is PLing somehow hardcore? Sucking the life out of a game by using cheap tricks to win your way to the top - that's your idea of hardcore?Quote:
As for the whole PL argument... casual. One feature of this game: casual.
I sincerely hope MrKupo there is a troll. Griefing is a quick way to get people to quit a game. People already have to deal with jerks and bullies all through their real lives, games shouldn't have systems that allow people to harass others just to include "the griefing element". This is especially the case when these griefers are universally too high level for the griefee to fight them off like you might do to a real bully (this game doesn't even have PVP in the first place after all), and GMs are swamped as it is without responding to each of these cases.
As far as this claiming system, I'm not sure. I think, in theory, having a system where the xp is killed if a lvl50 damages the mob in any way while the original claimant still gets the mob like ffxi would work okay, but as MrKupo just illustrated, it only takes one lvl50 jackass in a low level zone to completely ruin someone's day by continually hitting a mob just before it dies to nerf the xp.
That said, this isn't a WoW PVP server, and there are probably less people overall who would actually do something like that. Maybe a system that would nerf xp if you hit a mob, but still allows you to kill it and save a friend or person you see in trouble if it comes to that, would be a good thing. This might work better than the not-often-used Call For Help system in FFXI, since the person in trouble would at least get something for their time and effort. I can see people needing help a lot more if mobs are going to be constantly calling in adds now.
The other thing ppl are not talking about, is that when the Rank 50 tries to power lvl the low rank, the Mob will do a call for help.
This will not mater for the low rank Mobs, but is will mater when an Archer gets 4 Grass Raptor's on him. Owned
Do we get the option of passing official claim for exp and loot to another party engaged on the mob if we feel like it? It's going to be obnoxious if people have to strategically disengage and run to pass claim around in LS events.
*UCK THIS SYSTEM.
YoshiP's response to PL with this new claiming system: http://forum.square-enix.com/ffxiv/t...l=1#post316605
yeah it essentially boils down to, I am for PLing. Honesty I dont care that much about it, but it will probably make it so leveling normally from like 1-30 will be very rare. Then again, maybe it is now, so ehh. My major problem is it seems like there is no point if it is still first to touch it only gets the rewards. May as well just allow multiple claims per party, and not open claims for the world. at the very least you should be able to get quest credit from helping. I simply see no point to giving people the ability to help, if they get no reward at all, except for making pleveling easier.
Maybe its just about making pleveling easier.
So basically PLing is OK according to Yoshi-P. Personally I believe "helping" someone and "doing everything" for someone are two different concepts, but it's clear that Yoshi-P views them as one and the same, to an extent.
Overall, I'm disappointed. But if this leads to most players opting to get PLed instead of forming parties I will be extremely disappointed. I play MMOs to play with others, to work together to accomplish goals. I don't play to have someone do all the work for me. If this destroys the party aspect of FFXIV and turns the game into a solo PL grindfest I think I may throw in the towel.
It's a shame, so much good is coming to the game soon, yet Yoshi-P decided to make this decision and risk destroying what made its predecessor so great. I would have preferred a level-sync system over this, and even that I wouldn't think we'd even need it until the game is 5~ years old and the amount of new players joining is steadily decreasing.
+12130123812 for all the other updates
-12387219381273128301293 for viewing PLing as a reasonable way to "help" players.
Reading the official translation (Thanks, Bayohne, and thank you, Reinheart as well for the previous translation) a few more things stuck out.
First is this quote:
This is why I originally started this thread:Quote:
Future content will be heavily instanced
http://forum.square-enix.com/ffxiv/t...world-content?
It seems to confirm my disagreement with the new system. Instanced content is great, but it seems that there will be a very limited amount of open world content for us to enjoy. Yes, I noticed the part about large scale PvE content that requires multiple parties, but how much of that content will we see compared to instanced content?
The other thing that I'm taking from this translation is that it seems the game will be more focused on the destination, and not the journey itself. This is just my interpretation of course, and is yet another thing I disagree with.
Another note about PLing.. FFXI had a great PL system. High level players could not kill mobs for you, but they could still help if you needed it. With them curing from outside your party, you still had to kill the mobs yourself, but could focus more on pure DPS than survivability. This is how PLing should work if you ask me. I know PLing will never be something that can be completely excluded, but this new type of PLing is by far the worst type in my humble opinion.
I hope that Yoshi P and the Dev team are a bit flexible on this decision and would be willing to adjust it if it begins to destroy the party system (reading the post, this seems to be the case). If we start to see people reaching level cap in less than a week because of it, I hope they fix it, and quickly.
I'm... hesitant about all this but one things for sure is that this wont be equal across the board unless Yoshi is planning to implement a simmilar system across dol and doh?. Wheres my PL 1-50 for miner/alchemist etc etc? SE wont do that because that would destroy the economy even more so surely? I can relate to the wanting to help newbies catch up but i also know that whenever i did anything for others as a high lv job in xi that took away that players chance to enjoy that content.
So pretty much you allowing us to PL -.- so pretty much everyone would reach max level. So at the end it be a solo fest with everyone just getting PL. So at the end there no point in making party and making a camp and fighting mobs when you can get 1-max with a PL? is this what i'm hearing or i'm reading this wrong?
What about some of us who think level up is the main point of the game? and getting max level is not fun? but then again if there a way for everyone else to get max level you have to do it too or you miss out on endgame events with friend you like doing that? i guess you can't make everyone happy so at the end it you helping out Casual you could have take little more time to come up with a better idea but then again even tho you play a hardcore game and such this world now is casual.
I guess i can deal with the PL and get my gf to pl me to her level then we party together but then it would feel to slow so it better of just pl ourself to max level then really playing together in a party this is how i see the pl issue what the point in playing together in a party when you can just pl each other to max level then play together. I find level up with your friend the best way for a player to learn how to play the game.
Why not just make level sync? so i can play with all my friend in the same party? without making everyone PL each other? Seeing how this is not FFXI where you have to level up each skill like healing, your hand to hand skill and what not this wont make anyone gimp and still allow us to play together and fight together and learn together then just pl? The point is by doing this everyone going to do the quickest way because everyone else is doing it. But if you add level sync then a level 50 can help out a level 1 level up and in a way it's like pl but in a party together i can enjoy that more with friend then they just outside the party killing everything for me :(
If i read this wrong then please someone tell me what he mean.
If Power leveling stops or makes grind parties not happen.. I'd be very pissed. Finally we are actually having parties do stuff together as a team.. This PL bullcrap will hurt the game, I can see it now >.> I just hope I'm proved wrong
Wow am I the only one who thinks helping other players in trouble will be a lot more fun with this system than XI's help command that basically meant throwing away the XP reward altogether.
So everyone getting to r50 as fast as they can without the knoweledge of how to do their job is rewarding?
I have to disagree. All the work that I've put into the classes I have now could have been avoided by waiting to PL because somebody wants to use up (waste) their time PL me? No no no. Ranking up is EASY enough as it is right now, and PL would make things ridiculously, stupid easy.
Yoshi says "First Attack" claiming to secure the rewards, i wonder does this include stuff like Provoke etc. because if it does later on i would believe we'd have the same claim bot woes we had in FFXI, Although i know they wanna instances most stuff which i believe would negate most claim competition but any open world stuff would fall subject to potential claim botting.
I fully support what Yoshi-P said. If this wear a game that had yet to be released, it'd be a different story. But a lot of the population already has their classes of choice at or near 50 and are multimillionaires. All an arbitrary grind would do is create a difficult point of entry for new players.
This allows the dev team to focus on fun and challenging events rather than waste their time coming up with new grind locations.
In the end its a personal choice as he said, play the game and grind it out or be that guy and get plvled to 50 it's your choice, if majority of the community wants to be that guy and get a ride to 50 then blame the community not the mechanics, because there should be options to help your friends as it does tighten the bonds of community..
I'm not really seeing the point anymore to all the party changes changes and xp changes if you are gonna allow PL to be so ez. Oh well, I feel bad the group of players who puts the time and effort to make a sp party to only get their spot ruined by a PL party killing everything in 5 seconds while it takes the sp party 40 seconds to kill. This seems like it will not end well.
It's not personal choice you still be force to do so. Everyone would have a pl and get max level faster then you. so you be force to do so, just to get to there level to do the event there doing because if you don't then you have to find other linkshell who doing the event your linkshell stop doing months ago due to new stuff.
This is why i request a level sync vs powerleveling
http://forum.square-enix.com/ffxiv/threads/22665-dev1026-Please-reconsider-level-sync-Then-allowing-power-leveling?p=317260#post317260
I powerleveled people/groups in FFXI. This is something that is possible to do in most grouping MMO's so there is really not a lot of proof that it kills grouping. They seem pretty intent on improving group play with the linking system, xp chains, and more party areas they have planned.
I don't see this as a big deal, you still have to have someone willing to powerlevel you which not everyone will have. There were still plenty of real groups in Yuhtunga/Yhoator Jungle despite all the people who powerleved people/groups there.
Thanks Bayohne for the official translation. It does not really matter it took some time to get translated.
I am looking forward to all the content being implemented, hope is near rather than far ^^;
Ill be glad to test out how this will work out.
The sad part is how much time they had to spend making this response to people. How much could have gotten done?
They're gonna do stuff that works, folks -- the game will only get easier and more streamlined as time progresses It will not get harder and/or more complicated. Just get used to it.