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  1. #101
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    To be fair they did say that Diadem was an experiment. I think it's a matter of content being designed for the Japanese side of the fence and working out successfully there but not working out on our side of the fence. On Japanese servers when a Hunt pops there's a lot of people waiting patiently and not abusing the system/pulling early due to impatience. Over here you're lucky if you get five minutes to head to a Hunt once it's been spotted by a party tracking them down.
    (2)

  2. #102
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    They could just make diadem like abyssea from ffxi. Farm for pop items for different NMs for different areas in the zone. All the NMs would drop specific gear. The pops can be farmed from normal mobs around the specific NMs spawn point or their is some kinda trigger pop they work towards, not rng. Even mining or logging could aquire certain pops. Give diadem some actual reason to explore and do stuff in different places. This was the only side of abyssea i enjoyed. The exp zerging prolly killed it for me though.
    This would require PF/FC groups only though cause of NM pop goals and coordination. Doesnt sound like diadem is working in DF anyway.
    I might even do diadem regardless of trash farming if it had some appealing NM fights on the level of mega bosses. Just my 2 cents.
    (3)

  3. #103
    Player

    Join Date
    Aug 2013
    Posts
    158
    Quote Originally Posted by Mycow8me View Post
    They could just make diadem like abyssea from ffxi.
    Honestly, Diadem is basically everything they did wrong with Abyssea in XI.

    I agree, pop it items (I personally think key items would be best) would be better than the current method. Hunting, exploring, trying to find items or discover items throughout the diadem realm is how they should have designed it. Key items that pop mobs, mobs that could potentially spawn another tier of harder, for more intense battles.

    These could be key items you lose as you leave so you're forced to re-explore, and find new items, and fight new bosses every time you enter. These key items you could randomly get through doing objectives, fighting monsters, mining, fishing, finding ??? throughout the zone (in caves, and holes) -- the list goes on. Diadem has so much potential but they really missed the mark.
    (0)

  4. #104
    Player
    Atreides's Avatar
    Join Date
    Apr 2011
    Posts
    1,067
    Character
    Ikohyu Kaito
    World
    Balmung
    Main Class
    Marauder Lv 100
    Thank god they nerfed Diadem, this shit made me cringe. It's like Hunting now instanced with BiS loot if you're lucky or just grind like a madman.
    Nothing I enjoyed having in this game >_>
    (0)

  5. #105
    Player
    yexie's Avatar
    Join Date
    Aug 2013
    Posts
    109
    Character
    Nori Nawani
    World
    Siren
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Felis View Post
    A way to bring more players to accept gatheres in diadem: make gathering a trigger for some NMs. Like "NM X spawn after 50 nodes got gathered in this instance"
    That's also a great idea! *thumbs up*
    (0)

  6. #106
    Player
    SuperZay's Avatar
    Join Date
    Dec 2014
    Posts
    1,253
    Character
    Violet Flower
    World
    Cerberus
    Main Class
    Arcanist Lv 23
    No reason to do it anymore.

    (0)

  7. #107
    Player
    Colorful's Avatar
    Join Date
    Jun 2014
    Posts
    2,408
    Character
    Charlotte Elise
    World
    Kujata
    Main Class
    Ninja Lv 70
    Quote Originally Posted by SuperZay View Post
    No reason to do it anymore.

    Seems like they halved it, and I thought it was slow enough as is. Unless your group was slow of course, but this is a second screenshot I've seen with low numbers. It's not like I was doing it anyway, the content is awful and I'd rather have had an 8 boss 24 man raid (or just two parts of the Void Ark in one patch). I'm assuming that's how much development time the Diadem took, considering the sheer size of it all.
    (0)

  8. #108
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by SuperZay View Post
    No reason to do it anymore.

    You're doing it wrong. Did two hard modes last night, 10-12 nms spawned on each. We killed 8 and 6 respectively

    Didn't pay attention to how many chests (we were after nms) but I think we had 50-70 both runs. We just dont care about them, only the golds (though, first one had two 210 drop from the same silver chest. Nice surprise)
    (0)
    Last edited by PArcher; 11-26-2015 at 11:12 PM.

  9. #109
    Player
    AeraLure's Avatar
    Join Date
    Aug 2015
    Posts
    246
    Character
    Aera Lure
    World
    Cactuar
    Main Class
    White Mage Lv 60
    Quote Originally Posted by SuperZay View Post
    No reason to do it anymore.
    Agreed. Through 12 runs pre-nerf I saw 2 healer pieces drop. One was good, one was not, and I got neither of them. Can't see the point to suffer through it now.
    (0)

  10. #110
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Superzay's screen shot isn't even on HM.

    That being said though, my parties (as well as a handful of others) have averaged about 4-5 spawns (in total) throughout 80 or so minutes. Parties were relevatively the same and we did a mix of both dino and triceratops.
    (0)
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