http://forum.square-enix.com/ffxiv/t...17#post3524617
Discuss everyone.
I for one is excited about the mentor system. I have a feeling to be in the mentor system you gotta have like "Grandmaster of war/magic" achievement title.
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http://forum.square-enix.com/ffxiv/t...17#post3524617
Discuss everyone.
I for one is excited about the mentor system. I have a feeling to be in the mentor system you gotta have like "Grandmaster of war/magic" achievement title.
At least the achievement have something useful for sheet music for Orchestrion. I can't wait to see it :D
Anima's are gonna stay the same, super duper long grind. I feel sorry for anyone doing more then one.Quote:
Just as I mentioned previously, there are three ways to obtain equipment in FFXIV.
Obtaining items via difficult raids
Obtaining items through tokens that have weekly limitations
Obtaining items by spending a long period of time
Anima weapons fall into the third path above.
All the information bores me.
It's nothing amazing, the pvp modes sound good, but it'll just turn into triad/verminion where people fix the ranks...
Have you expected them giving a relic a 2 day quest?
Even during 1.22, in the original first relic quest, people invested weeks into the first step (get from hamlet defence 3 beastmen seals from every hamlet).
but don't worry. While the latests steps of the relic quests will remain a time investment, the older steps get nerfed.
gotta love the comment about hydra and chimera...you are so bad that not even GIT GUD will save u !Quote:
In regards to the feedback asking for challenging content similar to the Dhorme Chimera and Hydra battles for the relics of 2.0, I still feel that there would be those that are unable to clear such content
Who even cares about Relics at this point? This quest opened with "Lets burn your old one!", which is possibly the worst way to start such a quest chain... Forget the stats on these things being lackluster, the very first quest puts in your mind that this weapon you're working on will one day just be burnt to skip "Atma 3: They still haven't f*cking learned". They're shameless time sinks that you wont even get to keep when the next version rears its ugly head. It's a shame that, as terrible as the quests are, they're really the only good piece of long term content this game has... I don't mind having a long grind, I'd prefer the grind itself to not be rubbish (which things like FATE grinding are 110%), but I very much want a long term project to work on in the game. A sh*t grind with a sh*tter reward is quickly losing its appeal...
No idea why they stick with a "For the casuals!" mentality for Relics... Would it be so hard to have a Relic quest that has different paths? Someone who does raiding can work on the raiding version of the weapon, while someone who was never going to raid can work on the tomestone replacement version of the weapon. Then you can very much make them the ultimate weapons, with perhaps some interesting bonus... You wouldn't have a situation where raiders cry because a Relic is better than their A4S drop, you'd have a situation where raiders did A4S and have a stronger version of the Relic as a result. You'd have the "casual" FATE grind version and the "hardcore, actually plays the game properly" version. Win Win.
Of course they were wrong... SE never reduces the amount of turn ins requires, they boost the rate at which we get the turn ins... That's almost always how it works... You still need the same amount of Atma for the Atma weapons, but Atma drops like candy now, for example.
What's really sad, is that I don't even want a trial like Chimera/Hydra. I want a trial like Balrahn. Say what you will about XI, they knew how to end a questline... The Zodiac weapons seemed to be building up to something like that, they spoke about the original Zodiac Braves slaying a demon to finish their weapons, but rather than giving us an awesome 1v1 trial against said demon, we had a stupid grind to make fake demon blood...
Even ignoring the finale, I want something "new" on top of the old, more like Alexandrite. I'm with everyone on hating the materia part of that, but the Alexandrite grind was OK, what I mean by that is the Alexandrite Maps. I don't mind doing old content if it gives me something "new" to do (yes, maps aren't particularly new, shhh!). Why was Alexandrite the closest we got to that? Slap Treasure Coffers in Beast Tribe areas that we have to look for, which have some (soloable) Lv60 enemies spawn to defend it, and remove buying Unidentified items with various stuff, and instead have us buying Coffer Keys, and I'd be a lot happier with this quest...
I am not impressed. A jukebox and a training dummy, and yes I am saying that they both are dev times wasted.
For the jukebox: Most players are listening to music or other things outside the game, and if these are meant to stand in a single spot, how many players will stand next to them in order to listen to the music? And 20-30 new songs per patch? Really? Now I know that those working on those songs might not be able to do anything else in the game, but people will still need to be payed to get this done, that is money which could have gone somewhere else. I predict that most players will ignore this feature, dead on arrival.
The dummy: Seriously, this instead of letting people use a parcer? Seriously? I lack words for how much of a obvious waste of dev time this is. Is this one of the reason we get a mere 2 dungeons and 1 trial this time around again?
This hall of the novice also seems like a waste of dev time, most players are long past that point in the game and those that could use this will most likely not, seeing as they don`t realize it themselves or just don`t care for maxing out their job. Either you know how to move out of an aoe by now or you never will. Either you read what your skills are doing or you don`t. By level60 you will know your main job or you just don`t care. Not everyone is interested in maxing their job, which is fine as long as you don`t raid... or wait is this feature there to turn casuals into raiders? So the hardcore crew will have more to chose from? If that is the case, it will not work, most who stop hardcore raiding does it because they lack the time to do so, or simply want to do other things in their life beside the game, introducing this feature will not change that.
For me this looks like a raider + pvper patch, sprinkled with some features that hardly anyone will bother with using.
Come on SE, do a pull, ask the player base what we want to see in the game, the result might surprise you and might make it possible to avoid wasting time on feature you think people want but that then gets ignored.
Honestly I have this feeling it would be better if they listened less to the forums about a lot of things
I'm not excited for the mentor system, bad players will have their egos inflated, believe their gods gift to this game, and then pass unlock that attitude and lack of skill to newcomers. SE, I beg you, tred carefully with this addtion!
I can't speak on the part of what most players want or don't want, but I'm personally looking forward to the jukebox. But then I tend to do chunks of crafting at a time in a housing ward and don't like the housing ward music...
Hmm, a portable music player would be good too.
the jukebox was added to garrison and u could choose the whole zone music with it...but wow players do a lot of things in garrisons the most important is AFK :P ,but this jukebox will probably need a house to begin with , be it FC or Personal....and how long u stand there?
So Anima is so worthless that they can't be bothered to create any even mildly engaging content for it and just rely on a huge time sink involving old content most of us already find boring as hell.... Lovely.
In other news; Yay for more furniture slots for houses and 512, which seems to be, limited spaces for apartments - for the first 512 people and their alts who manage to purchase them?
It's for everyone, though I guess your point still stands, who the hell spends time in their Inn room? Most have probably forgotten it exists...Quote:
We’ve kept you all waiting for quite some time now, but the jukebox-like system, the “Orchestrion,” will be implemented in Patch 3.2. This can be placed in the inn, house, and private chamber, and it will play music if you have the sheet music for it.
Personally though, I spend a lot of time in my house, though even if I didn't I'd still really be looking forward to this, because the music is certainly one of this games high points. Collecting and listening to the music is a big plus point in my books.
I really don't get why they didn't jump lump this in on Inns... Just give us a bleedin' customizable Inn room that are identical to Private Rooms... We'd have 512*4 (4 Inns) rooms per server, slap the Chocobo Stable for everyone somewhere (there is a whole section of Ishgard that would fit nicely...), and then maybe slap a Free Company Workshop, for Free Companies without a House, somewhere like Mor Dhona. Done. Then everyone has the benefit of Housing. All Housing becomes is a central location for all this stuff, plus the House itself. People without a House still get the Private Room through Inns, they still get the Chocobo Stable, even the Workshop, all Housing does is put all those things in one convenient locations.
The jukebox is obviously intended for crafters. Should make the grind less annoying being able to listen to different tracks
http://na.finalfantasyxiv.com/lodest...m/fb89cfa5683/
Not sure if I've seen a recipe for adventure log.
...also not sure why you need 3x Toy Box schema to craft a toy box. You'd think one would be enough.
My house has a marketboard and summoning bell outside it. I am normally in my house while waiting for queues or talking with people.
Is it the greatest feature that is going to add endless gameplay? No. But it probably isn't very hard to develop and I think it is a nice addition.
i always wanted bards be a mobile jukebox ....job perk ;) ....the jukebox would be awesome as item u can put on the ground anywhere (treat it like minion? ppl only hear the music if target the jukebox to avoid 3000 ppl spamming songs everywhere)
The horrid thing is, we keep getting catch up patches, or patches catering to "new" players.
Please, we need content to keep the current playerbase to stick around, instead of getting a few months sub out of a new player till they get bored, and hoping for another new person to replace them.
They should have trials for the new relic, goals. If people can't clear certain content...so what?
Item Level. I'm personally sick and tired of hearing about it and honestly think it's an absolute waste of time. No word about skill balancing, no word on secondary attribute numbers, just item level numbers all day to make the raiders feel better about themselves. I want to see the development crew veer away from such ludicrous superficial numbers and start really making the secondary stats MEAN something for once. Seriously, the formula needs to change to something meaningful and give us a reason to want those numbers.
Also, I would like to see the game go into a direction of like relic armor that you have to level up almost the same way you would for a weapon. How cool would it be if every job had something to look forward to for armor instead of always worrying about weapons. Tank would have to absorb certain numbers to be eligible to be upgrades, in steps to unlock the next tier. Healers would have to heal, dps would have to dps, ect. That would really give people a reason, and make the armor last longer than the next level. Make it end game stuff, give me a REASON to do my job outside of the constant treadmill. I would spend months to get armor that meant something and looked amazing. Let the raiders have their stupid item level numbers, give me some shiny glowing artwork to wear that I had to burn numbers to get and are actually relevant.
I wanted a jukebox feature since 2.0. Now we have it coming next patch! But, only in the in the bedroom? Tell me I read that wrong. I'm pessimistically unsubbed and waiting on the sidelines for any reason to play again.
that's what the other pieces of content are for.
if people can't clear Savage ... so what?
if people can't clear Thordan ... so what?
if people can't clear Relic quest ... so what?
there are already many pieces of content they expect some people not to clear. the purpose of the relic quest is specifically to address that. the issue isn't if people can't clear "certain" content, the issue is if people can't clear "every" content.
I have to hope that it's not some stupidly boring achievement like the tank mount achievments where you had to tank 200 end-game full party instances to obtain them. If the intention behind the tank mounts was to encourage more tanks to play in DF/DR to help others it failed dismally. If this Mentor system amounts to the same sort of thing for other jobs as well, it will fail just as hard. You can't measure a person's suitability as a mentor based on their willingness to farm high level content.
Unfortunately it's abundantly clear that there are many forum participants (and by extension players in game) who - as you're pointing out - do not believe that the relic is that third path where you can obtain decent gear through long term effort, and instead feel it too should be gated behind raid difficulty content. I'll never understand the need that some folks have to disenfranchise other people to make themselves feel better.
Only in the interior of houses, personal chambers and Inn rooms. I'm note sure what happens if you place it in the Free Company House. Presumably the music is heard throughout the house, but not in private chambers or the workshop. That would mean your FC could place on in their house, and you could place one in your personal chamber allowing you to hear different music there vs the main part of the FC house.
Yes please. Secondary stats that mean something, how about attack affinity and vulnerability, and status attacks and resistances, and even elements too? I'd like to see it possible to change your stat build and see some meaningful change in the performance of your job. I know it might be harder to balance, but simplifying everything in order to make balance easier just leads to homogenized jobs and roles.
I'd like to see some kind of item affinity built into the gear, similar to the Grand Company gear. For example, if you have the artifact armor set, and wear it as a set, each additional piece from that set should amplify the power of the other pieces, such that a player equipped with full artifact gear should be more powerful than you would think if you just add the stats on the gear together. I'd also like to see some kind of random gear affinity applied to dungeon drops and Tomestone gear. but make the affinity itself hidden, so you can only find through trial and error which pieces have an affinity for each other and amplify each other. Weapons should also factor into this. It would make a great long term objective to piece together a gear set with strong affinity that on paper might look to be weak, but due to gear affinity is stronger than it looks.
512 per block. They didn't say how many blocks would be available, I would think that as all the individual rooms are instanced, there would be next to no limit, and it would grow dynamically with demand.
lol, I've spent a lot of time defending players who might not be the most skilled people on the planet, but good lord if you can't best Chimera and Hydra, heaven help you. If he'd talked about Titan in the terms he discussed the Chimera and Hydra trials I would have been onboard, but even back in the day when we were all appropriately leveled and geared (and not over geared at all) these two trials were still typically one and done deals. Hell I ran Chimera recently for my Bard relic (I figured I ought to go back and get it at least) and we burned the thing to the ground where it spawns. For that matter, Garuda was pretty much burned to a crisp before her sisters even hit the ground...sad really that what are described as trials are more trials of patience while queuing than they are trials of skill.
I don't get why they can't be both... Just have two paths for completing a weapon;
Path A, pretty much what we get now, but we get it earlier and it never outclasses the current top raid reward until new the new top raid is on the way.
Path B, requires challenging content, including the final raid, and rewards a weapon superior to the top raid reward.
You know, pretty much exactly what they did with Alexander. People who just want the story go through and get i190, people who want the challenge go through and get i210. I wont say that will make everyone happy, because I know for a fact that the majority will likely cry over their Anima weapon not being as good as the Anima weapon of someone who put more effort in, but it's a start. "Casuals" would essentially get exactly what we're currently getting, people who actually want to play a challenging game can get something for it. I'd certainly be more interested in raids if something like that was attached to it... I hate Alexander, but I'd much rather run through that for a relic, than grind FATEs. Adding such an option doesn't really take anything away from the "casuals", they'd still get exactly what they're currently getting. At worst it gives them something to aspire to, a reason to get better and try playing more of what the game has to offer, though apparently we're not allowed that in this day and age... Everyone needs their medal for playing, and when everyone is a winner, nobody wins...
Funny thing, they actually had the perfect recipe for setting up something like this in 2.1... Primal Focus... I'd love to upgrade Balmung as the "hardcore" relic option...
Why does it need to be? there are three paths to decent weapons, at least one of those fits what you want to add. I mean, you're saying you want multiple paths to good gear, and Yoshi described exactly that. Adding what amounts to a short cut to what is meant to be a grind just seems pointless. Why should you be able to avoid the long term grind just because you can beat Trials X & Y? Just as Raiders would rightly demand to know why the raiding weapon could be obtained through a long grind. Keeping each weapon in it's own separate path, distinguishes each from the other.
I find the relic process far more engaging than anything else the game has to offer. It's a long term goal, just right now I'm not too pleased with the long term goal being a mindless and easy chore.
Yoshida is simplifying things somewhat, IMO. We have "hard" content and its rewards, then we have "easy" content and its rewards. Then we have long term goals, like relics. I much prefer having a goal like that, to clearing Thordan and getting a weapon for it. I like long term goals, I just don't like the difficulty of the current long term goal. Arguably clearing a raid is a long term goal, but the process by which that is long term is not something I find as appealing. I'd rather clear Alexander, then work on something new, than clear it and kind of fizzle out of interest.
Right now it's kind of a middle ground thing. One group steps up to grind a relic, the other steps down to grind it. I'd rather have an option both groups step up to grind. This isn't about me wanting to laud something over other people, it's more about just wanting better content, something which is more suited to my tastes. I preferred the Primal Focus weapons to Zeniths for that exact reason.
How is it a shortcut? How would it even upset raiders? I specifically said it should involve the raid content... This would be something to give raids added meaning... Right now we have two easy options for gearing, one takes less time than the other, relics obviously being the time consuming one. All I'm saying is we should have the same thing for people who actually want to be challenged... A long term goal which requires you to play the game, rather than a long term goal which requires you to switch of and grind FATEs...
We'd have easy weapons from regular content, then relics from regular content. Then we'd have hard weapons from raid content, and relics from raid content. Arguably we can get better quests for both as a result, because right now relics are trying to please everyone, and doing a terrible job of it. Have them tailored to what people enjoy in the game though? People who are "casual" get a quest more suited to how they play. People who are "hardcore" get a quest more suited to how they play. Arguably, everyone would be happy.
My FC is looking forward to it actually. I'm planning to get one ASAP and for us to farm music for it together. We spend a lot of time in our FC house and I'm hoping that it lets you change the background music for the entire instance inside your house. ^^
PS3/4 players can't use parsers at all, and many PC players don't use them either because they're against the ToU (even if there's kind of an unwritten "don't ask, don't tell" rule about them) or because they don't think they need one. People have been asking for an ingame parser for a long time, but the devs understandably have concerns about people using it in a discriminatory way if the numbers were visible to others. I for one am glad that they're trying to compromise.Quote:
The dummy: Seriously, this instead of letting people use a parcer? Seriously? I lack words for how much of a obvious waste of dev time this is. Is this one of the reason we get a mere 2 dungeons and 1 trial this time around again?
You... haven't noticed the influx of new players recently after ARR was on the Humble Bundle twice? o.OQuote:
This hall of the novice also seems like a waste of dev time, most players are long past that point in the game and those that could use this will most likely not, seeing as they don`t realize it themselves or just don`t care for maxing out their job.
I know that I certainly have seen a massive amount of sprout players and new player bonuses lately.
All of the items you've mentioned are things that have been asked for multiple times on the forums... >.>
Anima doesn't take anywhere near a month to finish. I'm on my second one just doing daily roulettes, beast tribe quests, some hunts, and a very small amount of Alexander farming when I actually feel like doing it.
I feel like people are just going about it all wrong.
In terms of the three paths, the first two can be started at the beginning of the raid tier. Relic is delayed and released later.
In addition to being released later it replaces skill with grinding the same content over and over, as if that isn't what we have been doing at the release of the raid tier.
Also, the end result isn't as relevant as long than the other two paths. I had the antiquated eso for a while, and my efforts for relic so far is the same weapon than the one I got a short while into eso farming. The end result may be relevant for a month assuming I dedicate every night from here on into roulettes and get lucky with the items. So of course the two methods aren't equal. How can they be, when gear is consider "not something to be cherished" the that is updated last, requires considerable effort, and is not as good, is seen as the least valuable.
I read this and wondered if they were going to nerf Gordias at all. Are they leaving it the same and then making Midas easier to complete? I assume we have to complete Gordian to get to Midas. Did I miss them saying they would adjust the difficulty or was this supposed to be some obvious conclusion?
Sadly all of this just says one thing: There will be no innovation or changes in the near and mid future.
Guess Subscriptions really have to tank for that to happen. I`ts sad, is like having solid foundantions and nothing built upon then and stubbornly call it a finished house.