Make gathers loot available in the treasure loot pool. Solved ^^
Make gathers loot available in the treasure loot pool. Solved ^^
unless I misunderstood the posts in this topic alone, any chest that a gatherer unearths and opens grants loot pretty much like a treasure map by allocating any basic stuffs randomly within the party and allowing all party members to lot on anything good. So, doesn't that mean that the problem is solved? Unless you're saying that literally every scrap of material the gatherer harvests from nodes must be shared too. I think that's an extremely unfair and arguable point.



Could you explain how it is unfair?unless I misunderstood the posts in this topic alone, any chest that a gatherer unearths and opens grants loot pretty much like a treasure map by allocating any basic stuffs randomly within the party and allowing all party members to lot on anything good. So, doesn't that mean that the problem is solved? Unless you're saying that literally every scrap of material the gatherer harvests from nodes must be shared too. I think that's an extremely unfair and arguable point.
How is it fair to the combat focused people that the gatherer has access to everything they work for, yet a gatherer can just go solo from the group, make a crap ton of gil, and have access to all of the combat equipment? All the while making the combat focused people have to work harder to get credit.
Side question to all:
I've seen a couple of places that mark credit is 100% based off of damage, not emnity like standard hunts. Can anyone confirm or deny this? If so, do you have a link?
Last edited by Whiteroom; 11-13-2015 at 04:24 AM.
Yes. Yes I do =D
Bolding emphasis mine =)
A: I’ll explain using gameplay.0:33:50
Q: You mentioned that we would be in instances with other parties, but does that mean there will be struggles to claim monsters or treasure chests?
While not an answer to the question, we made adjustments to the party list UI so that party members that are not nearby have their names greyed out. When they get closer, their names will appear as normal in the party list. Additionally, information will be displayed in the mini-map regarding which direction your party members are.
As you can see, the map is very large, and up to nine parties will be able to enter the instance. Think of it as a field area that fits nine parties. You’ll be able to communicate with others as well through shouts and such. During a test play session with the developers, we saw various shouts asking for help, and we would go over to their location and give a hand.
In regards to reward distribution, since there are nine parties, while there may be situations where you are uniting with them to fight, the fundamental design is that of a field area, so the concepts are the same. In field areas, the first to attack a monster will secure drops, and those who attack afterwards will be entitled to rewards after dealing a certain amount of damage to the monster’s HP. This same rule will be applied to Exploratory Missions, so we’d like players to team up with other parties and defeat a large number of monsters. However, unlike the FATE system, there is no system in place for earning rewards through generating enmity. If we had this kind of system in place, it would like to situations where players just continuously use Flash to get rewards.
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