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  1. #51
    Player
    JayvirDeforte's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    464
    Character
    Jayvir Deforte
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Grundy View Post
    I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.

    Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.
    This is exactly my worry. It's kinda exciting to have to learn your hate as an Archer. At the moment, it's what helps separate good and bad archers
    (0)

  2. #52
    Player
    GabbaGabba's Avatar
    Join Date
    Mar 2011
    Posts
    253
    Character
    Gabba Gabba
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Physic View Post
    how they describe it it, how much hate you have compared to the one getting hit at that moment, say the tank is the one being attacked, and you have 20% it means your pretty low on the list.
    soooo it should be fairly easy not to get hate now, if you dont want it. Unless moves are very high hate, and you have to act anyway, like if someone is dying and you cure.

    In one way it opens up strategies, like the healer calling out 90% and then maybe a back up or lancer.archer might throw a heal, or letting your hate slide so someone can tank for a little bit, but on the otherside, i can see everyone just trying to stay below it. ehhh we ll see how it works out
    i think it should help with someone whos backup tanking. i dont think its going to make the game super easy but it should open up a lot of dialogue; especially when ur talking about numbers and not trying to play a guessing game with how has the most hate and who almost has the most hate and all that mess
    (0)

  3. #53
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    oh by the way, everyones getting nerfed, see when they said solo people fighting things their level? That implies we are going to get a lot weaker lol
    (2)

  4. #54
    Player
    Tremain's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    64
    Character
    Tremain Woolacott
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Solo Play

    Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.
    (0)

  5. #55
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by JayvirDeforte View Post
    This is exactly my worry. It's kinda exciting to have to learn your hate as an Archer. At the moment, it's what helps separate good and bad archers
    Yeah, but that's funny. I know everyone wants to feel bad ass or special, but wouldn't you rather ONLY play with "good" players limited in number or "bad" players masquerading as good players due to tools at their disposal that make them indistinguishable from "good" players?

    I mean I get what you're saying. I like feeling like I'm the best at my job and I like when people notice. Everyone likes that. From a development point of view, though, I would want everyone to enjoy my game equally and if adding a hate meter pulls some "not so great" players up to "average" or "good" then it's more players feeling bad ass, and more available members of your team at a higher quality.

    I am for the change, but I agree it will take something away from the game play we're used to in XIV, XI and MMO in general.
    (1)

  6. #56
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Character Development

    * Battle Attribute Allotment

    When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

    In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

    The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.


    ; ; I love you! This made my night!
    (3)

  7. #57
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Tremain View Post
    Solo Play

    Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.
    exactly, right now, i can take on mobs 10 levels higher than me solo. But in the new world, people will be looking to fight stuff thier level, soooo yeah we re going to be weaker if thats the case. i hope they buff exp then, because fighting mobs your level is like what, 60-80 skill points? We ll see how that turns out
    (4)

  8. #58
    Player

    Join Date
    Apr 2011
    Posts
    82
    lol c.c Think I died and came back from heaven when I saw the info... Soooo Excited that now I'll be to able to jump on White mage & Black mage once again, and they didn't even have to get rid of the old classes either... Yayyy baby Revamping XIV into FFXI 2.0 FTW!!!
    (6)

  9. #59
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Drunk-Bandit View Post
    lol c.c Think I died and came back from heaven when I saw the info... Soooo Excited that now I'll be to able to jump on White mage & Black mage once again, and they didn't even have to get rid of the old classes either... Yayyy baby Revamping XIV into FFXI 2.0 FTW!!!
    I dunno, this seems like XIV + XI as it doesn't look like they're getting rid of the original class system.

    And I'm all for it.
    (2)

  10. #60
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    This will be a looong looong moth ;_; i would have a time machine
    (2)

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