Immature? Lol im not complaining about a game now am i or putting up "Mr. Producer... You make me a sad panda" like a 5 year old that doesnt get a lollypop.
Just play it if you dont like it play something else.. plain and simple issnt it ?
Immature? Lol im not complaining about a game now am i or putting up "Mr. Producer... You make me a sad panda" like a 5 year old that doesnt get a lollypop.
Just play it if you dont like it play something else.. plain and simple issnt it ?
Sounds good to me.
The producer did say (although it was not officially translated as such) that the exp gains may see a short-term drop as the game takes its intended shape. That is exactly what is happening.
Now you can either QQ about this short-term hindrance while the game is being taken to the right direction, or you can quit. Which would be hilarious now that improvements are finally being made. But alas.
You don't need to be a wizard to realize that as the SP is divided between different activities instead of being exclusive to only one, the activity losing the exclusivity status is going to be toned down, while everything else will see improvements in SP gains. Right now that means quests and raids, later on that means stronghold battles, chocobo escorts and hamlet defense battles. These activities replace (or rather, complement) guildleves and the SP is divided among them.
Now, I myself had a preference for all activities having their own unique rewards (which means that when you do decide to level up, its fast, but exclusive to only one activity as the downside) but this will do. "Leveling up" is no longer exclusive to guildleves and behests, and the SP changes reflect this.
Oh yeah, and one can't really ignore the removal of fatigue either. Now that exp bonus will take its place, casuals are going to be the ones suffering from the change. Fatigue hurt hardcore population, exp bonus hurts the casual population.
And the community rejoices, haha.
Player
As far as I can tell... He's basically padding the game by forcing you to do all forms of SP gain in order to get the same output you may have gotten from one activity alone rather than letting you choose what you want to do. Not a good thing in my book by any means, as one of the staples of any good MMO is choice. It's ironic and sad one of the headers in his latest letter is "Play how you like." That is clearly not the case in the current state of the game if you want to rank up sometime this year.
Look at it like this: He introduces a game changing mechanic alongside a game breaking nerf. People like me who came back excited about the new changes are completely turned off by the SP gimping. Further degrading our perception of this game ever bearing fruit. This is NOT something he should have done in the current state of the game without properly and fully implementing whatever idea he has for ranking up. He essentially used the introduction of auto-attack and instances as a cushion for a hefty nerf. It was honestly a bad move as he got people to come back only to find out the game is still unplayable.
All of you "hardcore" players may sit there and blindly praise this game to no end. But the cold hard facts are:
1) This game released in such a terrible state that they were forced to make it free to play till it was fixed.
2) It's been a year and there have only been MARGINAL improvements at best.
3) The Producer just spat in the faces of any player that returned upon hearing the introduction of auto-attack by making it virtual torture to rank up.
4) He clearly made a hypocritical move (in the current state of the game) by nerfing ranking up. And it might not have ticked people off as much if he had not made a post talking about how he was not going to nerf ranking up mere HOURS before the patch...
5) Square Enix is not a charity foundation. At the snail's pace the improvements are coming, there is a growing chance that they'll eventually cut their losses. The economy is in the can, I doubt they can afford to continue to bleed off cash developing a MMO that is literally going nowhere.
Last edited by MookiesPM75; 07-24-2011 at 06:54 PM.
You never had a choice to begin with, if that's your mindset. Nobody is forcing you to play the game the most effective way. And SE can not force you not to play the game that way.
The only options there are: Either there is one activity that yields the most SP or a combination of activities yields the most SP. There are no magical choices to be had as long as you want to progress most effectively.
People that have not experienced the previous progression system won't even have a problem to begin with.
You could say the same about any addition. Unless you wanted to wait another few months, its not a practical solution, although a very effective one.Also... I dont understand why the SP normalization took place before the camps/settlements were fully introduced. Could this nerf not have been introduced in patch 1.19 at the same time as the camp quests lessening the negative impact on the perception of this game? Honestly the quests currently available are dependent on level, scarce, and they are OFTEN not worth the effort time/sp wise.
This game is a construction yard. And it will be for some time to come. Now is not a good time to start playing if this bothers you.Honestly, look at it like this: He introduces a game changing mechanic alongside a game breaking nerf (that may have future implications but for now it's a nerf). People like me who came back excited about the new changes being made are just being completely turned off by the SP gimping. This is NOT something he should have done, it will hurt the image of the game, and it will further increase the chances that this game falls through the cracks.
They could release everything at once, but they chose not to because it takes too long and the current population is bored. Everything they do has a downside, and someone will be upset. If this time it was you, I'm sorry for that.
At the end of the day the changes are moving this game to the intended direction, and that's all that matters at this point. You can choose to wait until the transformation is complete. You don't need the developers to stall the content until it is fully completed and working just so you have no choice but to sit in the sidelines.
Player
I wont lie. I had fun in the level 25 instance. It gave me hope for the game. However, the content being released is minimal at best. This is as far as I know the biggest content release since release no? What was added before this in the year of "development" we have been in?
And I am NOT talking about bug fixes and tweaks.
600+ ????? FF XI sure have changed >_>
It took me 2 years and a half to reach level 75.
You forgot the reward of quests (not much yet but still) AND REWARD OF LEVES.
Give them time !!! Its just the begining !!
But for me, FF 14 was never about soloing so the solo outcome does not bother me but the group exp is ..... i aggree not cool
But they know it and if you want you can create a weel builded feedback (not like this one) to remember them and proposing solution.
Ye shall be as Gods ...
@FF11
Actually you can get up to 1200 xp on chain per mob with the exp rings lol. It doesnt last long but its still pretty cool. Each mob type in abyssea has an xp cap, it varies but most are in the 590-650 range.
@FF14
Honestly... A fair solution would be implementing some sort of exp/sp chaining system like that used in ff11. Obviously not the same exact numbers, but perhaps a percentage based increase that goes up the longer you maintain the chain. I understand there is a party bonus if the members are close in level but it's just not enough after the new changes.
Last edited by MookiesPM75; 07-24-2011 at 07:51 PM.
I think it would be more beneificial if you actually went around looking for the ideal mobs to kill as I get 250-300 sp a kill on this certain group of Amaalja @ R40. I'm sure there are decent SP mobs at your Rank as well![]()
Retired FFXI character: Ranok of Sylph
Speaking as a developer for another company, adding new content during development is relatively easy. You can test everything in a controlled simulation, and you have time to fix game breaking bugs that occur. On the development end, it's quite easy for one seemingly minor change to cause a game breaking bug, too. Once, by changing a single line of code, I completely screwed up the AI in our game, so the enemies just stood around and wouldnt even attack.
Now, on the other hand, releasing a change to a published game, with many players, has other complications. If the change causes one of those game breaking bugs, the players wont be happy. Many players tend to lack the understanding and patience when you take their games away from them. So, far more care and testing is required. This slows things down.
But to implement large scale changes, such as the overhaul to the battle system, introduction of raids, etc... If there is no previous system in place (such as adding in instanced content for the first time), a system has to be developed, and it has to require extensive testing, as above. Additionally, major overhauls have the same issue. Changing something that already works to that extent is hardly any different than adding something completely new. In fact, sometimes when a major overhaul is required, it -is- easier to just throw out the old code and start fresh.
With the changes done now, and the framework set up, it is quite possible we'll start seeing more content at a faster pace.
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