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  1. #1
    Player
    lawlHT's Avatar
    Join Date
    Apr 2015
    Posts
    65
    Character
    Sonata Grayce
    World
    Hyperion
    Main Class
    Monk Lv 60
    How is standing around doing nothing for 2+ hours less tedious than actually actively doing something in hopes of a drop?
    (1)

  2. #2
    Player
    JudgeN's Avatar
    Join Date
    Mar 2011
    Posts
    52
    Character
    Judge Nightstriker
    World
    Hyperion
    Main Class
    White Mage Lv 60
    Quote Originally Posted by lawlHT View Post
    How is standing around doing nothing for 2+ hours less tedious than actually actively doing something in hopes of a drop?
    Because I didn't have to pay attention and deal with idiots like I did in world of darkness. Besides LL could spawn after 5 minutes of camping, may RNG be with you.
    (9)

  3. #3
    Player
    Luciano_Bozzelli's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    242
    Character
    Luciano Bozzelli
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by lawlHT View Post
    How is standing around doing nothing for 2+ hours less tedious than actually actively doing something in hopes of a drop?
    It's not the standing around we remember... It's the waking up in the wee hours of the morning to see if somebody was at your camping spot, hiding around a rock to monitor that man running around killing lizards. Should I come out of invisible and show myself... Should i let him keep killing lizards and stick around to see if leaping lizzy pops? Who is that guy? I wonder how he got that earring? (might I add that is something that never gets wondered around ffxiv, we know how to obtain everything).

    And might I add, camping for 2+ hours in hopes of getting that drop, meant you had an item that would last for a very long time, and get a lot of use from it. Over years worth of use, not just I beat Alex regular I got my body peice tokens, and a week later that body peice is avg and damn near useless even though it took me 4 weeks to get it!

    Working real hard to camp NM's to upgrade my Law gear to 180 for it to get replaced the second i step in Alex normal, that hard worked upgraded jewelry was outdated within days!! Days!! You know how fast I had to run to those NM's before they died, how I had to keep my ear to the linkshells, and the area shouts... I spent a lot of hours doing that kind of camping too, but I don't use that gear anymore do I? What's the difference?
    (5)
    Last edited by Luciano_Bozzelli; 09-17-2015 at 08:26 AM.

  4. #4
    Player
    Xeonerable_Mizu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    96
    Character
    Akame Mashiro
    World
    Jenova
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Luciano_Bozzelli View Post
    And might I add, camping for 2+ hours in hopes of getting that drop, meant you had an item that would last for a very long time, and get a lot of use from it. Over years worth of use, not just I beat Alex regular I got my body peice tokens, and a week later that body peice is avg and damn near useless even though it took me 4 weeks to get it!

    Working real hard to camp NM's to upgrade my Law gear to 180 for it to get replaced the second i step in Alex normal, that hard worked upgraded jewelry was outdated within days!! Days!! You know how fast I had to run to those NM's before they died, how I had to keep my ear to the linkshells, and the area shouts... I spent a lot of hours doing that kind of camping too, but I don't use that gear anymore do I? What's the difference?
    This. The gear became obsolete so fast honestly what's even the point of the 180 gear nowThis. The gear became obsolete so fast honestly what's even the point of the 180 gear now when you can gear alts in 190 alex gear? what's the point of law? I've been sitting at 2000 law for forever now and I've already geared at least two more classes without it. I wish I had something to work for like we did in XI but then I remember what they did to the relics and it makes me weary of dropping millions customizing my very own masterpiece for it to be outclassed for some P.O.S dungeon drop that I never used for more than 2 levels.
    (5)
    Last edited by Xeonerable_Mizu; 09-18-2015 at 08:18 PM.

  5. #5
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Xeonerable_Mizu View Post
    snip
    The time you spent to upgrade gear is still a drop in the bucket compared to a typical NM drop in alot of MMO's. Sure you could get lucky every once in awhile, but alot of things were under a 10% drop rate. Now if it worked on a claim system like how most rare spawn style monsters work then only one person in the area get's the benefit. So lets say that some monster drops this awesome shield that I really want for my PLD. It spawns once every hour to two hours. I'm obviously not gonna be the only one camping it because it's a good piece of gear, so there's about 5 people waiting around for the spawn. Now the first person to get the claim gets the chance to get there gear, but only 1 in ten times. So lets say we are have the same ping and system specs ( this would SCREW people with lower end systems, PS3, people with lower bandwidth) so I get the claim 1 in every six times he spawns. Of those times 1/10 times I'll get the drop. So that becomes something like 1/60 times he spawns that I'm in the zone I could get the drop. Thats a 60 hour average spawn time. Hunt's spawn every 2 hours and benefit a whole group. Trying to equate these two things is quite impossible. It's two completely different approaches to a game.

    IMHO rare mob spawns and drops are just a way to create additional difficulty through a time sink. One that also further inhibits users with lower end systems. It's just a bad idea in my opinion.
    (2)

  6. #6
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by karateorangutang View Post
    snip
    You know how many people gather to kill a hunt mob when it is desired? Imagine hunting Leaping Lizzy with the population we have in each server. This was a pain even in FFXI that had much less people (was a lot at that era's standards). It leads to frustration, drama, and people quitting because they cannot get a mob faster than someone. People are frustrated enough not getting a hunt they need. Sitting there for a long time when you could be doing other activities just to get one piece of gear off one mob. Doesn't matter how much longevity the gear has, people today with the population we have will not go for it.

    Hunting HNM's was the most toxic experience I had ever had in any MMO. It led to using third party tools to get claims and people were very quick to attack one another or cheat to get the mob. This set up creates all forms of toxicity in MMO's.

    I still find it funny that people's ideas of success in an MMO is how to add more mindless grinding time sinks, when developers should focus on more difficult content for end game. Who hunted Atma and said "Wow I sure do enjoy spending all day in one area grinding FATE's for one out of twelve items!" When these time sinks are put in, its the same people complaining they wanted this that SE put mindless grinding in. People don't know what they want.

    Quote Originally Posted by FizzleofHyperion View Post
    Why is this thread not flagged with a crown for the devs to peep into but a thread about how cool the soundtrack is and getting a fat cash plush toy is? Arent we all discussing stuff here to help improve the game?
    SE has already come out plenty of times (especially during beta) and discussed why they went in the direction they did, even addressing FFXI players on why some features and mind sets from that game would not work in FFXIV/modern MMO standards. At this point they are beating a dead horse if they keep giving the same explanation over and over. Like I said in a previous post, developers listen to suggestions that work more into the context of FFXIV. It is extremely unlikely they will alter how the game's progression system works and not sure why people think it will change any time soon.
    (2)
    Last edited by Velhart; 09-18-2015 at 10:45 PM.

  7. #7
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Velhart View Post
    I still find it funny that people's ideas of success in an MMO is how to add more mindless grinding time sinks, when developers should focus on more difficult content for end game. Who hunted Atma and said "Wow I sure do enjoy spending all day in one area grinding FATE's for one out of twelve items!" When these time sinks are put in, its the same people complaining they wanted this that SE put mindless grinding in. People don't know what they want.
    I don't think most of the sensible people who're asking for more things to do necessarily want more grinding time sinks. I hope not, anyway. We just have a few very loud, persistent voices who are looking for that in particular, rather than just going and finding a game where that's the actual design intent.

    I know I wouldn't mind more ways to advance my main job outside of Savage (especially now my only remaining upgrades come from A3S and A4S) and I'm vehemently opposed to long, boring grinds.

    Personally, I'd like to see something along the lines of ZNMs from XI; force-spawned mobs all over the world, with several tiers, with each tier being more difficult and the upper tiers requiring larger groups and consisting of tougher fights. A lot of the infrastructure is already there with the treasure map system, and the main difficulty of implementing something like that would probably come down to deciding how the reward structure would work.

    Quote Originally Posted by FizzleofHyperion View Post
    Why is this thread not flagged with a crown for the devs to peep into but a thread about how cool the soundtrack is and getting a fat cash plush toy is? Arent we all discussing stuff here to help improve the game?
    As someone else already noted, the crown just means the thread already has a Dev post in it somewhere. Threads that have a quick, simple, fact-based answer are much more likely to get a Dev post, simply because of the nature of the thread. Threads like this, or the GC thread, or the Paladin in Savage thread don't have a quick, simple answer that the Developers can provide, which limits their options in how they can usefully respond.
    (2)
    Last edited by Ibi; 09-18-2015 at 11:01 PM.

  8. #8
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ibi View Post
    snip
    Exactly, people should be asking for multiple forms of hard content, not ways to create longevity through mindless grinds. To be fair to developers, they only have but so much time to put into making content before patch dates. I would suggest balancing content in other places. Like I said in a previous post, making Alex(Normal) on Final Coil level and Alex(Savage) harder than it currently is a good start. Going more in depth with treasure maps, do ZNM content like you mentioned, make EX Primals more challenging, and so on.

    Was really awesome how 2.0 handled the ilvl80 relic weapon quest. Involving hard(at the time) boss fights like Chimera and Hydra. Then having you fight Ifrit > Garuda > Titan during their prime to get items. Sure some padding, but it was well paced and not that frustrating and took a good while to obtain. Now developers think all you should do now is slam your head on a rock till you get an item to progress.

    There is a major imbalance in this game right now. Everything up to Alex(Savage) is faceroll easy, and makes content boring because everyone has beaten everything else to death at this point. 3.1 will come, people will faceroll Void Ark and the next EX primal and be back here complaining they are bored again. It still disappoints me that we have to make end game content so ridiculously easy except one piece of content. People and developers should go into the mindset end game that if they cannot handle what is given to them, then they need to wait till the next patch to get it nerfed. I am likely the unpopular opinion on that, but I don't recall people playing video games to have everything handed to them, people play them to be challenged. That is why I think things like a ridiculously easy Alex(Normal) is terrible game design and can't believe developers catered to the people who don't want to be challenged.

    It is understandable everyone is at their own skill levels and all should be catered to a certain extent, but as we have it right now is horribly balanced towards people not wanting to put the effort. The content should be hard in it's prime, then worked down to be easier over time with higher gear and echo buffs/nerfs when they are no longer in their prime.
    (2)
    Last edited by Velhart; 09-18-2015 at 11:52 PM.

  9. #9
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ibi View Post
    I don't think most of the sensible people who're asking for more things to do necessarily want more grinding time sinks. I hope not, anyway. We just have a few very loud, persistent voices who are looking for that in particular, rather than just going and finding a game where that's the actual design intent.

    I know I wouldn't mind more ways to advance my main job outside of Savage (especially now my only remaining upgrades come from A3S and A4S) and I'm vehemently opposed to long, boring grinds.

    Personally, I'd like to see something along the lines of ZNMs from XI; force-spawned mobs all over the world, with several tiers, with each tier being more difficult and the upper tiers requiring larger groups and consisting of tougher fights. A lot of the infrastructure is already there with the treasure map system, and the main difficulty of implementing something like that would probably come down to deciding how the reward structure would work.



    As someone else already noted, the crown just means the thread already has a Dev post in it somewhere. Threads that have a quick, simple, fact-based answer are much more likely to get a Dev post, simply because of the nature of the thread. Threads like this, or the GC thread, or the Paladin in Savage thread don't have a quick, simple answer that the Developers can provide, which limits their options in how they can usefully respond.
    FFXIV is packed full of mindless grinds.

    - Tokens.
    - Leveling 1-60.
    - PvP Ranks.
    - MSQ Quests.

    None of these things are fun at all. They are boring mindless grinds that suck the life out of you.

    Quote Originally Posted by Velhart View Post
    Exactly, people should be asking for multiple forms of hard content, not ways to create longevity through mindless grinds. To be fair to developers, they only have but so much time to put into making content before patch dates. I would suggest balancing content in other places. Like I said in a previous post, making Alex(Normal) on Final Coil level and Alex(Savage) harder than it currently is a good start. Going more in depth with treasure maps, do ZNM content like you mentioned, make EX Primals more challenging, and so on.

    Was really awesome how 2.0 handled the ilvl80 relic weapon quest. Involving hard(at the time) boss fights like Chimera and Hydra. Then having you fight Ifrit > Garuda > Titan during their prime to get items. Sure some padding, but it was well paced and not that frustrating and took a good while to obtain. Now developers think all you should do now is slam your head on a rock till you get an item to progress.

    There is a major imbalance in this game right now. Everything up to Alex(Savage) is faceroll easy, and makes content boring because everyone has beaten everything else to death at this point. 3.1 will come, people will faceroll Void Ark and the next EX primal and be back here complaining they are bored again. It still disappoints me that we have to make end game content so ridiculously easy except one piece of content. People and developers should go into the mindset end game that if they cannot handle what is given to them, then they need to wait till the next patch to get it nerfed. I am likely the unpopular opinion on that, but I don't recall people playing video games to have everything handed to them, people play them to be challenged. That is why I think things like a ridiculously easy Alex(Normal) is terrible game design and can't believe developers catered to the people who don't want to be challenged.

    It is understandable everyone is at their own skill levels and all should be catered to a certain extent, but as we have it right now is horribly balanced towards people not wanting to put the effort. The content should be hard in it's prime, then worked down to be easier over time with higher gear and echo buffs/nerfs when they are no longer in their prime.
    How about, for example. Adding big contested dungeons with tons of bosses and make the mobs dynamic and wander around and drop loot themselves as well as the bosses. So you have to fight through content and avoid dying or getting ganked by multiple mobs and having to body pull and be careful about how you enter a room.

    =3

    Drop Rates can be random and there can be placeholder nameds that spawn as well. With 10-20 minute respawn timers.
    (4)
    Last edited by Nektulos-Tuor; 09-19-2015 at 12:37 AM.