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  1. #21
    Player
    VisionHolder's Avatar
    Join Date
    Mar 2011
    Posts
    168
    Character
    Kilea Maky
    World
    Seraph
    Main Class
    Marauder Lv 59
    Quote Originally Posted by Aegis View Post
    Yeah, I said that too. Tell me, where do you stand on open world mob grinding? Where should it stand in relation to these FATEs and Dungeons? Shouldn't it be an option too?
    I'm fine if open world mob grinding is an option. I enjoyed it in FFXI, so why not. Unfortunately, the majority of the community has always been of the mindset that there is only one way to do things. Whichever method gives the most exp per hour (or is perceived to do so, whether it does or not), that becomes the cultural norm, and just like religions, it generates the zealot mentality of "only this way is right".

    I'm definitely in favor of options. FATE parties are fun really late at night when fewer people are on, and I wouldn't want them to go away. But not finding parties for dungeons sucks, especially since that is how I would prefer to exp.
    (0)

  2. #22
    Player
    Noata's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    270
    Character
    Kazari Uiharu
    World
    Balmung
    Main Class
    Pugilist Lv 50
    I am n the flip side of this opinion.

    I would rather not have dungeon grinding, I really know of only one game "WoW" that even really supports this. Dungeon's are for treasures not experience in my opinion. and quests, FATES, Hunting Log, Leve's (Normal and Grand Company) for XP. I really do not see the need, outside of skipping most of the content designed to be explored or utilized to increase XP from dungeons. Also most core learning about your class comes from leveling, this comes into observing what works and combo's well on mobs, having high HP group mobs makes the Optimal combo harder to even notice or use. I find that people who just dungeon grind tend to know less about there class then everyone else, as they have no real experience in using their class not fully supported by a group, they tend to lean and depend on the group.
    (0)

  3. #23
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    This may mostly apply to new players but....

    well once you obtain your first lvl 50 class/job all the other class/Jobs that are not lvl 50 will be given 150% exp bonus from Leves.

    However, the 6 leves per day restrictions still applies so Fate grinding and joining dungeons are still the 2 best way to get exp for your next lvl 50 class.

    I say once you get your first lvl 50, apply a 100% exp boost to all dungeon kills for any class/job not lvl 50 yet like that 150% exp boost for all classes/Jobs not lvl 50 once you obtain your first lvl 50 class/Job
    (0)

  4. #24
    Player
    Kyarra's Avatar
    Join Date
    Aug 2013
    Posts
    104
    Character
    Mallory Quinn
    World
    Coeurl
    Main Class
    Dancer Lv 80
    Some of my best memories of DAoC was party grinding in Darkness Falls. I met so many new people this way. I am sick of today's games where everyone solos and don't talk to each other unless they have to. I learned my class so much better when I was in these grind groups also. There was no getting to level cap and not knowing your class then either.
    (3)

  5. #25
    Player
    Yoko_Kurama's Avatar
    Join Date
    Aug 2013
    Location
    Riverside, California
    Posts
    107
    Character
    Yoko Kurama
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    I think the big thing here is a very old philosophy that new developers don't get. "If it isn't broken don't fix it". In other words, open world grinding has been a staple in mmos for years and people (the majority) were content with this because it promotes finding a group of people at an early stage of the game and basically levelling with them all the way through to end game, which usually causes said people to become great friends and probably become a core group to start their own guild which becomes successful because said core group members have spent weeks leveling together...

    My point here is I understand these developers want to create next generation games and you know what, in theory Fates and Duty Finder aren't bad ideas, but to create them in a way which totally destroys the old ways of levelling and playing completely ruins the experience. Think about it, with duty finder and fates, what out of these two activities cause you to want to remember the people you do them with? To make them long term friends? And i'm not talking about end game, i'm talking about the GAME from beginning to end. Nothing in those activities promote friendship. It's a ridiculous oversight to have gotten rid of open world exp grinding in my opinion.
    (1)

  6. #26
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    So far, I enjoy the mix of FATEs, Leves, Hunting Log targets, and quests for EXP. I agree, though, that dungeon EXP could use some bumping up outside of storyline duties. Scaling back EXP from FATEs is the wrong approach, however, and could lead to a drought of people doing them where a lot of people are needed.
    (0)

  7. #27
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Yoko_Kurama View Post
    -----
    I believe the kill grinding is still there but only for class/jobs that has not reached the same level as your current main.

    Exp bonus for class/jobs not the same lvl or lvl 50 of current main class/jobs is...

    All Class/Jobs lower than current highest class/jobs

    +50% exp for killing monsters (Also apply to dungeon monster kills)

    All class/Jobs not lvl 50 yet once you get your first lvl 50 class/job

    +150% exp from leve

    (I don't know about FATES since I have yet to compare the exp gain between a player who has not obtained a lvl 50 and a player who has 1 lvl 50 class/job)
    (0)
    Last edited by EdwinLi; 09-07-2013 at 12:35 AM.

  8. #28
    Player
    Noata's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    270
    Character
    Kazari Uiharu
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Well its too early to judge these features, your dealing with a game that is not even a month old, economy wise, its still building, players leveling speeds are still spreading people about and things like FATES and Duty Finder are getting heavy usage beyond what will eventually become a norm. In reality its hard in a month or 2 down the road to expect 200 people leveling in the same zone. So zerged fates are likely to not be something you will see down the road, as its going to be a "group" aspect of open world. Also Duty Finder will likely be used more for finding a missing role of the party then an entire party. People trying to speed to max level are what is creating this lack of teamwork, they are using FATES and DF to get the group aspect with no interaction. These are also the same people being jerks in the group play of the game. I am a big proponent of Group Play, I just don't think mindlessly grinding dungeons should be viable, Grouping and doing open world content works very well, increasing XP in dungeons would just serve to steer others away from using these designed features. and I would rather not see the players using so many different ways to level that each area is lacking, making everything viable is how you spread people so thin its hard to get any feature fully utilized
    (0)
    Last edited by Noata; 09-07-2013 at 12:45 AM.
    “Even the finest sword plunged into salt water will eventually rust.”
    ― Sun Tzu, The Art of War

  9. #29
    Player
    RicFlair's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Ric Flair
    World
    Cactuar
    Main Class
    Thaumaturge Lv 50
    The "old" style mmo dungeon is dead unfortunately. Game designers seem to have the same ADD issues that players do, as well as a severe lack of creativity.Fast paced instanced dungeons with mindless pulls leading to a boss fight with some random gimmick. The social "massive multiplayer" aspect went right out the window at some point.
    (1)



    Inqguild.net
    http://inq.cbhx.com/

  10. #30
    Player
    Yoko_Kurama's Avatar
    Join Date
    Aug 2013
    Location
    Riverside, California
    Posts
    107
    Character
    Yoko Kurama
    World
    Adamantoise
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by EdwinLi View Post
    I believe the kill grinding is still there but only for class/jobs that has not reached the same level as your current main.
    Re read what you just said, you have still admitted, that initially (assuming you just wanted to play the game as a single class 1 time through to level 50) exp open world grinding does NOT exist. Everyone keeps saying well after you get your first class to 50...bro, many of us want that to be within the mechanics from the first time you download the product till the time you get to max level. Why should we have to play solo for 50 levels before we have an excuse to make friends?

    Also, to people saying it's because people are rushing to level cap, first off, the fact that people CAN rush to level cap alone and without grouping (except for the random duty finder/fate here and there) is the problem. It shouldn't even be possible to rush to 50 on your own, if there were mechanics that made solo leveling a much slower process than levelling with the help of friends constantly helping you then you wouldn't even see threads like this.
    (0)
    Last edited by Yoko_Kurama; 09-07-2013 at 12:46 AM.

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