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  1. #91
    Player
    DrynnCabal's Avatar
    Join Date
    Aug 2013
    Posts
    2
    Character
    Drynn Cabal
    World
    Leviathan
    Main Class
    Thaumaturge Lv 20
    HOWEVER...

    It simply cannot be mandatory.

    Dungeons should yield greater rewards for seasoned players, but at a cost or risk that makes those rewards elicit a feeling of accomplishment. XP Parties, FATES, Questing, and Leves should provide comparable leveling options for players who are not yet experienced.

    FATE Trains are simply this incarnations version of the Abyssea zerg alliances. XP in exchange for carpal tunnel caused by holding "W" back and forth across a map - now that's dumb.
    (0)

  2. #92
    Player
    Balzaque's Avatar
    Join Date
    Aug 2013
    Posts
    50
    Character
    Maki Makki
    World
    Famfrit
    Main Class
    Bard Lv 80
    IMO fates should scale with the number of players doing then, it really sux when you can't even land a couple hits in a target cause everything is dieing too fast.

    the bonus that you get from chaining mobs doesn't give enough reward for it to be "viable"? i don't grind fates, i do a couple if they are close by, maybe when i start to lvl my second class i will change my mind =P
    (1)

  3. #93
    Player
    Dianoia's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    59
    Character
    Red River
    World
    Balmung
    Main Class
    Ninja Lv 90
    XP should be rewarded based on the difficulty of the encounter, not based on an arbitrary "this is what we think you ought to be doing." Add in super tough zone monsters (like BAMs from Tera) and it should go:

    Zone bosses -> Dungeons -> Guildhests -> Levequests -> FATES
    (0)

  4. #94
    Player
    EmeraldSerenade's Avatar
    Join Date
    Aug 2013
    Posts
    189
    Character
    Roxie Revolver
    World
    Balmung
    Main Class
    Goldsmith Lv 100
    They would have to tweak monster experience and difficultly for this to work well, and probably add new monsters for people 40's+ to grind effectively, So, well...

    Hmm.. I don't think FFXIVs current build would mesh with this at all. I mean, I loved FFXI's system, I loved fighting hard monsters (Ose was so fun) but it only worked in XI due to everything being so damned hard to kill. I mean, you were afraid to go anywhere solo. I haven't had that feeling at all here.

    It just sounds like it would take too much work to -do well-.
    Edit:
    Maybe down the road when they start releasing expansions, they could raise the monster levels considerably higher than our own and tweak experience to reflect that, but in the now, I don't see this happening anything soon.
    (0)
    Last edited by EmeraldSerenade; 09-05-2013 at 01:41 PM.

  5. #95
    Player
    Luvbunny's Avatar
    Join Date
    Jun 2012
    Posts
    691
    Character
    Coralie Moonseeker
    World
    Belias
    Main Class
    Arcanist Lv 60
    Just make it so that outside mob gives you scalable xp to higher lvl - just like WoW - so that people have solo grind - small party grind or repeatable quest grind - slay 10 mobs, get xp bonus, auto repeat - aka FFXI Ground of Valor. This way people are not forced to do FATE, Dungeon, and Leve as their only 3 main source of xp.
    (0)

  6. #96
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Shiyo View Post
    Party grinding scales with skill(because of skill chains) and actually required teamwork and a real party set up. It let you play your class, meet new people, and was good at teaching you the basics. Fate grinding doesn't teach you anything, isn't challenging, requires no teamwork, and is just spam aoe.

    Why can't we have traditional experience parties again? They have no downside, and if people don't want to do them they don't have to, but they should be a viable option.
    The devs have already proven they fold like origami. Start a petition and keep the topic active and changes will come.
    (0)

  7. #97
    Player
    Furio's Avatar
    Join Date
    Aug 2013
    Posts
    95
    Character
    Furio Noctis
    World
    Odin
    Main Class
    Thaumaturge Lv 50
    Fates are simply ridiculous. They're a poor incarnation of GW2's dynamic events and those weren't that good to begin with.

    The problem with ARR is the lack of quests. At some point you'll be forced to find alternatives to questing because all quest hubs are exhausted. This worsens as you start new classes.

    Just to give you a break down of the current state of affairs:
    - Quests as they are, are pretty bland. Kill that, collect this, talk to her, etc...
    - Quests aren't enough for your first class, start your second and you'll be stuck without hubs as soon as level 11.
    - Leves are bland quests with another name.

    - Guildhests are like WoW secenarios but better. The only thing I would change here is their difficulty. 'Move out of red circle' is getting old. They're far too easy.

    FFXI leveling techniques were mind-numbing. But hey that's an opinion right? If they could implement that without breaking other ways of leveling why not. But quite frankly, they already have: Dungeons. It's same same principle in an instanced area where no one is bothered by your grinds.
    (0)

  8. #98
    Player
    Fornix's Avatar
    Join Date
    Aug 2013
    Posts
    645
    Character
    Fornix Amygdala
    World
    Odin
    Main Class
    Gladiator Lv 60
    I personally don't feel FATE grinding is actually the fastest way to level. At lvl 45 per hour I pulled in about 300k experience on grinding FATEs in Northern Thalanan. Quite a decent amoun, yes. However! That is including an 80k exp chain bonus for 12 minutes of work on the farming FATE. So excluding that, I gained roughly 220k experience on FATE grinding itself. Whereas with grinding mobs I gained 80k per 12 minutes or if continued for an hour could have gained up to 400k.

    Taking exp chaining to your advantage, party grinding mobs for leveling up may very well be the fastest way to level if done effectively. Thing is, it takes time and effort to put together a good group for that. But if players would actually sort themselves out, be willing to form a fixed team and jump in on a good spot with high spawn rate, the outcome may be surprising.
    (0)

  9. #99
    Player
    Datu's Avatar
    Join Date
    Mar 2011
    Posts
    61
    Character
    Datu Agimat
    World
    Gilgamesh
    Main Class
    White Mage Lv 60
    Bumping because more people need to see this. FATEs and all other forms of Zerg fests are not challenging or fun, why is it the most rewarding in terms of exp and seals?

    Bring back exp parties as a viable, supported option in the game.
    (0)

  10. #100
    Player
    Slickpig's Avatar
    Join Date
    Aug 2013
    Posts
    78
    Character
    Sibian Dragonspire
    World
    Malboro
    Main Class
    Gladiator Lv 60
    Bumping because I think this would really make the game better in several ways, better ways to level alt jobs, and teach people how to play their class role in a party.

    Last night I had to grind my conj to level 15 so I could unlock pld, omg that was horrible, I've done almost all the quests at that level, I had to run around to fates, levequest, and grind mobs, it was horrible. I can't imagine taking another job from 1-30 at this point, it's just not worth it to me, I thought grinding in ffxi was bad, this is worse because there is no exp party system setup. Yes I can get on with a few of my friends, but 100k+ per level in the high 20's takes FOREVER to grind.

    Please! instanced exp party areas! thanks.
    (0)

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