Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
I'm not. That was the argument that the other posters were making.
I know why they added the party buffs. I'm just saying that from a design and gameplay perspective, it doesn't address any kind of problem, and it encourages poor behavior.
And if, somehow, party content requires a group to defend a crafter conducting repairs to an airship, should the party not get the bonus for having the requisite crafter with them?Noted and agreed, but at the same time, why remove it? Fix it.
As a person, I don't like having a feature added just to have it removed arbitrarily, be it for a game or console, software, hardware - the human mind just isn't wired to like that. So instead, one takes a system that seems a little rushed and easily exploitable and makes it worthwhile by adding two or three simple checks. Is the 4th/8th person in the same zone? Are they an acceptable level range with regards to the party? Are they DoW/DoM? If any of these are no, poof no buff. There, problem fixed.
I think the bonus is artificial and silly. I'm all for checks and balances on the application of the bonus, but would rather see it go away with the new combat system once party play actually means something other than massive leve-linking bonuses.
I'm not exactly sure how EXP/SP is distributed, but this is how I think it should work. There should be a range around a monster that you have to be in, in order to get EXP/SP. While in that range, your party members effect your EXP/SP per kill, and you effect theirs. Likewise, players have their own range from one to another. If you are in range to a player, you gain a small buff, scaling with the number of party members around you. That way people who AFK effect the EXP/SP of the party so that it can't be abused by those just wanting to get the buff. One person = No buff, Two people = 1.25%, Three = 2.75%, Four = 4.5% or something along those lines. Anything to actually promote players to play with eachother.
Stick it in my Balmung.
hmmm I see your point now, yea I have no idea in this regard tbh.Is there any particular reason why a 5% across the board boost somehow makes dungeon content balancing easier? No, there isn't. It's a 5% global boost. It's not specific to anything.
It's subjective yes, but that doesn't mean one can abandon all sense of logic in one's analysis of what it is to have good gameplay.
If someone honestly thinks that being rewarded for adding an AFK person to your party is an example of "good gameplay", then that person needs his head examined.
Thank you.
So the mechanic can be exploited, oh noes!
Other than that you are whining about something that AFAIK, hasn't been proven to have any impact on whatever little content there is now.
Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
It's not whining, it's analysis. I've been careful to word my posts in a logically consistent and meaningful fashion, but it that still sounds like whining to you, then I don't know what to tell you.
Throughout the thread I have already shown it to have a detrimental impact on the area of player incentives. It is not good design to reward players for actions that would have otherwise be detrimental to themselves. Another example of this phenomenon occurring in-game would be getting benefit from failing your leves on purpose.
We know the point you're trying to make, but you're coming off as others have said. If you don't want to be perceived that way, try changing your attitude.
Stick it in my Balmung.
I come off as whining and crying like a baby, in your opinion? Using proper grammar, sentence structure, and organized paragraphs is usually not a common tool of whiners. Addressing each counter-point with my own reasoning without resorting to name-calling is not a common tool of crybabies.
Care to find a particular quote of mine that embodies this bad attitude I seem to embrace?
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