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  1. #11
    Player
    Akuryu's Avatar
    Join Date
    Jul 2014
    Posts
    168
    Character
    Aku Ryu
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    *Any and all new dungeons need to continue the trend towards smaller groups of sturdier enemies as well as barriers that can only be deactivated after defeating said enemies.
    Frankly this is why I have stopped doing dungeons completely. I ran the 3 new ones in 2.5 a few times each, then almost never again. I can't even recall the last time I queued for expert roulette. The dungeons are already too easy and offer weak rewards. Making them more tedious and take longer just makes me not want to do them.

    It is so dreadfully boring to pick apart 3 easy enemies, because there is a wall in the way and we can't move on until they are dead. Wall goes down... here are 3 more enemies and another wall. ZzzzZzzzZ

    I'd be curious to see the data on dungeon participation. Be willing to bet more people ran dungeons back in the speed-run era of Brayflox and Wanderer's Palace. People even formed PF groups to run them. Those dungeons were not hard, but at least you could get through them quickly.

    Now if SE would design dungeons that weren't braindead-easy, and actually posed some challenge... and if the rewards were actually interesting... I'd be more willing to take my time and trudge through them. But we all know the community would never stand for that.
    (10)
    Last edited by Akuryu; 05-15-2015 at 11:24 PM.

  2. #12
    Player
    Spiritreaver1217's Avatar
    Join Date
    Jul 2014
    Posts
    115
    Character
    Spiritreaver E'kenere
    World
    Diabolos
    Main Class
    Rogue Lv 50
    OP, good stuff!

    Quote Originally Posted by Amatsuhira View Post
    ..You can always give us moves like SATA or you could add odd number to grouping system allowing a support player class with an aoe that reduces enmity for himself and raises it for tank or even an aoe reduction for all non-focused members. As well as other fun tools to gift his/her party.
    Please no. SATA was a pain and a half in FFXI and its battles were no where near as fast as in XIV. Not forgetting 90% of the playerbase won't know how it actually works. Let's just leave the XIV way of separate SA and TA be, as its already 100x better than having to stack them and position a whole party the FFXI way.
    (0)

  3. #13
    Player
    Amatsuhira's Avatar
    Join Date
    Sep 2011
    Posts
    102
    Character
    Remmy Palazzo
    World
    Behemoth
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Spiritreaver1217 View Post
    OP, good stuff!



    Please no. SATA was a pain and a half in FFXI and its battles were no where near as fast as in XIV. Not forgetting 90% of the playerbase won't know how it actually works. Let's just leave the XIV way of separate SA and TA be, as its already 100x better than having to stack them and position a whole party the FFXI way.
    What if stacking was a 3rd option on top of the 2 you already have? When i used the work like I was leaving it open to ideas as well.
    (0)

  4. #14
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    Honestly, I'd love to see some puzzles in dungeons. Blowing up waves of mobs is fun and all, but spread them out or make them a punishment if you fail to get past the trap. Let us take missions that require finding a certain number of mobs to kill as the goal for extra tomes or something.
    (3)

  5. #15
    Player
    AdamuKun322's Avatar
    Join Date
    Aug 2013
    Posts
    684
    Character
    Sinon Everglade
    World
    Ultros
    Main Class
    Gladiator Lv 80
    I support a Weekly Hunting Log for the Hunts.
    (0)

  6. #16
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,547
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 100
    I fully support a lot less RNG in crafting and gathering. I'm tired of having the gear/skill to do something and seeing fails because of awful RNG.
    (0)

  7. #17
    Player
    Ghastly's Avatar
    Join Date
    May 2014
    Location
    Abalathia's Spine
    Posts
    1,146
    Character
    Ast Eryut
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Please keep the "walls" it's the reason I like the expert roulette a lot.
    (1)

  8. #18
    Player
    Naliee's Avatar
    Join Date
    Jan 2014
    Posts
    367
    Character
    Siru Kissaki
    World
    Ragnarok
    Main Class
    Astrologian Lv 70
    Let's all hope they learned on ARR launch that 90k is no joke.

    Have them servers ready for us!!!
    (2)

  9. #19
    Player
    Spiritreaver1217's Avatar
    Join Date
    Jul 2014
    Posts
    115
    Character
    Spiritreaver E'kenere
    World
    Diabolos
    Main Class
    Rogue Lv 50
    Quote Originally Posted by Amatsuhira View Post
    What if stacking was a 3rd option on top of the 2 you already have? When i used the work like I was leaving it open to ideas as well.
    Fair enough.

    I just just have so many bad memories from having to deal with parties that just couldn't understand positions for a full SATA-or even split really-in FFXI. I just got through a horribad LCoA run where it took me watching us wipe 3 time before they listened to my suggestion that we use the mechanic(AKA-the doors) and not try and burn through Ruinous Omen with two fresh 50s and i shudder thinking about explaining SATA positioning to a group like that......
    (1)

  10. #20
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60

    Weighted / Progressive RNG System

    Definitely agree with the need to have a better RNG system. A suggestion from a while back:

    Pure RNG is just awful. We need a change to the Drop System:

    A Weighted Random Number Generator System. A bunch of people brought this up a while ago, when Atma were first introduced (and the % was even lower than today). Specifically:

    * RNG Drop Rate + Increase Percentage(%) Chance for [Item] drop for Every Successful Clear (FATE, Dungeon, etc.), Until it Finally Drops.

    For example, let's say the starting Drop Rate is 1% for an Atma. If you do a FATE and nothing drops, Square should add, say, +2% to your chance, so the NEXT FATE you do now has 3% (Base 1%+2%) chance. So at the most, you'd have to do 50 FATEs in the zone (+2% x 50 tries) to finally get your Atma Stone (if you had the worst luck).

    This allows Yoshi P to keep that "Random Number Generator" / "Lottery" feel and grind (ugh), while providing a safety (and sanity) net for Players. So if you have bad luck, at least eventually you'll get the Item to drop within a reasonable amount of time. The Actual Bonus Percentage per Win/Clear can be balanced to whatever feels fair (+2%, +5%, etc.).

    This Hybrid approach is the best of both worlds. It's frustrating that Yoshi P and the Dev Team refuse to consider something like this; and just stick with a simple, archaic "Pure RNG Only" system (just keep banging your head against the wall, "rolling the dice" and hope one day it drops). It's awful.

    One other aspect to note is that Pure RNG's effects are felt even more severely due to Yoshi P's pure Vertical Progression style philosophy: Gear / iLevels get invalidated every ~5-6 months, so for most players, fighting RNG, they might not see drops until gear becomes OUTDATED, and at that point, it's worthless (just for glamour).

    This needs to change in 3.0.
    (2)

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