they were designed to be claimed and killed by one party. not a who ever type thing. thats why they had single claim rule for that stuff. Campaign was for everybody.Player perception.
Dynamis Jeuno, Sandoria, Windurst, Bastok, Beaucidine and Xarcabard had a 36, note, 36 player cap. That was a lot larger than a lot of MMO raid caps, the only issue with this is, the alliance that doesn't kill the boss won't get the ending key item, which may or may not have been changed given the recent dynamis changes.
Dynamis Valkurm, Buburimu, Qufim and Tavnazia had 18 player cap. So showing up like a job? That's a player induced thing, a lot of XI events and HNMs were designed to be done with just whoever wanted to do it, players decided to turn it into a clique type thing like other MMOs cuz remember, the linkshell system was merely designed as a worldwide chat channel between friends.
Assault tags were great. They prevented gear flooding all at once and players from plowing through all content. Restrictions in MMOs exist and will always exist. The issue was they were very limited, only 5(6) can be held in total.
Short, fast paced is what's killing the MMORPG genre in terms of challenges. They can't blame themselves for duping as it's like blaming the home owner that got robbed because he went outside for a few minutes to get fresh air. If you can use an exploit it doesn't mean you have to use it, they didn't hurt from having an exploit in the game, the group of linkshells that got shattered and thousands upon thousands of players who got banned were the ones that got hurt.
Campaign has restrictions, which is why I find it odd you'd call it great when it employed Assault restrictions. Huh.

You didnt get my post, i said restrictions are good, but there are BAD ways to implement them.Player perception.
Assault tags were great. They prevented gear flooding all at once and players from plowing through all content. Restrictions in MMOs exist and will always exist. The issue was they were very limited, only 5(6) can be held in total.
Short, fast paced is what's killing the MMORPG genre in terms of challenges. They can't blame themselves for duping as it's like blaming the home owner that got robbed because he went outside for a few minutes to get fresh air. If you can use an exploit it doesn't mean you have to use it, they didn't hurt from having an exploit in the game, the group of linkshells that got shattered and thousands upon thousands of players who got banned were the ones that got hurt.
Campaign has restrictions, which is why I find it odd you'd call it great when it employed Assault restrictions. Huh.
Dynamis was, as others mentioned, a MASSIVE event when it came out and to even get half of the people something for their effort you had to make sure to run it on the SPOT everytime you could enter. Not missing a Minute if possible. This was not a restriction made by players. If you could have entered it once a day like it is now, it would have been much more relaxed. Why you think 99% of all fully upgraded relic holders where early Dynamis LS leaders?
Assault tags where restricting multiple events at once, one of the worst ideas ever. Not only did you get just one per day, no, you also had to decide between doing Assault, Nyzul isle or farming Assault Points for Salvage. That was the most retarded restriction conceived by SE so far. Your argument of gear flooding ad plowing through content is silly because it can be restricted in other ways than not letting people PLAY WHAT THEY PAY FOR.
Let me put it another way so it is more understandable. Events (or Gameplay) should not be restricted, the rewards should be scaled towards the maximum possible. This is called game balancing.
If i want to fish for 10 hours. I should be able to do so, unrestricted. If i want to experience for 5 days in a row, 6h each. Should i be able to do that without getting "Bonus Experience"? Yes, of cause and i should get more exp and rightfully so.
If Developers put in restrictions to circumvent bad balancing on their part then it only hurts the active players (the ones that pay for a long time).
If i want to do something in a game i pay for i should be able to do it unrestricted. Should i get rewards and max level easy mode, NO, i never said that.
Is 20 dmg for the hit like 30 dmg if a RNG shoots?
No DRG for party, camp spot site with 30 dmg, but is it for 20 like 30 dmg when you no hit be it for dd, for 30 dmg instead? or half is 10 for 20 dmg?How i mine for fish?

Because relics were ridiculously expensive. That doesn't really have anything to do with this argument though.You didnt get my post, i said restrictions are good, but there are BAD ways to implement them.
Dynamis was, as others mentioned, a MASSIVE event when it came out and to even get half of the people something for their effort you had to make sure to run it on the SPOT everytime you could enter. Not missing a Minute if possible. This was not a restriction made by players. If you could have entered it once a day like it is now, it would have been much more relaxed. Why you think 99% of all fully upgraded relic holders where early Dynamis LS leaders?
Assault and farming AP for Salvage were the same thing. The only conflict of time is Assault vs Nyzul, and Nyzul was added pretty late in the game after everyone had complained that there was no reason to do Assault anymore except for Salvage AP.Assault tags where restricting multiple events at once, one of the worst ideas ever. Not only did you get just one per day, no, you also had to decide between doing Assault, Nyzul isle or farming Assault Points for Salvage. That was the most retarded restriction conceived by SE so far. Your argument of gear flooding ad plowing through content is silly because it can be restricted in other ways than not letting people PLAY WHAT THEY PAY FOR.
Putting a 60-minute time limit on an event is an entirely different subject from surplus exp and gathering fatigue. I'm not sure what you're arguing for.Let me put it another way so it is more understandable. Events (or Gameplay) should not be restricted, the rewards should be scaled towards the maximum possible. This is called game balancing.
If i want to fish for 10 hours. I should be able to do so, unrestricted. If i want to experience for 5 days in a row, 6h each. Should i be able to do that without getting "Bonus Experience"? Yes, of cause and i should get more exp and rightfully so.
If Developers put in restrictions to circumvent bad balancing on their part then it only hurts the active players (the ones that pay for a long time).
If i want to do something in a game i pay for i should be able to do it unrestricted. Should i get rewards and max level easy mode, NO, i never said that.
Dungeons are 60 minutes, we have no idea how often they'll be repeated but probably at least once a day. I don't see what's so bad about them. If they're made to be 60 minutes once a day, then they're probably designed and balanced for 60 minutes once a day. That's what game balance is: designing the encounter to fit its parameters (ie, level and time).
To bring this back on topic: do you think Assault and Salvage were ruined forever because they were limited to 30/100 minutes or because you only got 1 tag a day?
My name is a killing word.
(Seriously: "Caerith" was a forbidden name when I signed up on the forums.)
Eorzea should be a world, not a lobby.



It's pretty obvious the time limit is to reduce instanced based server lag.
Can you imagine the first day when everyone and their granny is trying these dungeons out and if they stay in their for hours nobody is guna get to play the game because the servers will be crashing ever 2 seconds.
Last edited by Jinko; 06-24-2011 at 08:32 PM.
Or:
As in the HNMs and events were designed to be done with anyone who would want to do it, which is like how it was back in 2002 where we just went around and if we seen roc up for instance, we just grouped with whoever and tried to kill it. The "job" aspect only came around when people took linkshells from a world chat channel to a clique where you had to put in applications to join the "top" shells.a lot of XI events and HNMs were designed to be done with just whoever wanted to do it, players decided to turn it into a clique type thing like other MMOs cuz remember, the linkshell system was merely designed as a worldwide chat channel between friends.
It's pretty easy to understand.
I'm sure I have to explain this as well:
World Chat Channel = chat you can read and participate no matter what zone you're in, which is what linkshells were for between groups of friends. Not referring to the RMT spam channels of generic MMOs.
There's going to be epic amounts of delay with the interface still being serverside regardless.Can you imagine the first day when everyone and their granny is trying these dungeons out and if they stay in their for hours nobody is guna get to play the game because the servers will be crashing ever 2 seconds
What I am really curious about is, how often are we going to be able to run through the dungeons?
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