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  1. #1
    Player
    Burningskull's Avatar
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    Jun 2014
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    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100

    Reguarding Famitsu and battle suggestions

    I really hope the devs do not make it so that you need to kill a 72 hour spawn to upgrade or obtain your relic. I'll be sticking to the tome weapon if that happens.

    I don't believe a new ui would help with things like Grease Lighting, Blood of the Dragon, Houton, or Enochain. The main reason these normally fall off is when the player either has to move to much or the boss goes invulnerable. However I think something needs to be done for procs like Firestarter and Thunder as a small dotted line around your buttons can be a little hard to notice sometimes.

    Some battle suggestions. I think it would help both new and vet players alike, especially on large mobs, if the targeting circle either had different colors to differentiate between the sides and the front and back. Or have an X through the center to help determine how much or how little you need to move for positionals.

    I think mages should be able to move while charging a spell and cast the spell when they stop moving similar to FF12. I think this would save more time than canceling a spell 3/4 of the way through casting to move out of AoEs and having to restart the spell.
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  2. #2
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    On Eureka, they mentioned the gathering of items to pop the NM, but he previously stated this game is designed as a modern MMO and old systems might not work as well here, connecting those two to what we already have gives me an idea of how it might work.

    Let's use the weekly tower quest that gives aether oils, that's 1 oil every 7 days for clearing three 24 man raids. How do you translate that into Eureka? Imagine having to do objectives in Eureka until you get 5 items required to spawn a boss, you then spawn the boss and form a party to kill it, the boss drops an aether oil and you can't spawn the boss again in 7 days, the concept is still the same as the weekly quest but now you do it in a completely different way. I imagine they would also keep a way so people keep doing stuff in Eureka to keep progressing outside the boss cooldown.

    On your UI concerns, you are misunderstanding the aim, currently we have low skilled players, intermediate players and advanced players, the UI changes intend to help low skilled players become intermediate, he actually literally says his intent is that in the end we only have intermediate and advanced players, to lower the skill gap between the players.
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  3. #3
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    That bit about aiming to have only intermediate and advanced players gives me hope they'll reassess the difficulty of dungeons and whatnot. It's one thing for leveling dungeons to be easier, but expert shouldn't. Ironically, I found The Vault and The Aery far harder at expected level than almost any of the Experts.
    (4)

  4. #4
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    That bit about aiming to have only intermediate and advanced players gives me hope they'll reassess the difficulty of dungeons and whatnot. It's one thing for leveling dungeons to be easier, but expert shouldn't. Ironically, I found The Vault and The Aery far harder at expected level than almost any of the Experts.
    ^This!

    I felt the same way. Honestly whenever they add a "hard mode" dungeon its always easier than the original most of the time. I really hope we see some more difficulty in expert for the future. I remember him saying in some interview they made the 3.0 dungeons for quick completion and they want to change that in 4.0, ill try to find it but I'm too lazy right now for a source :P
    (0)

  5. #5
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Bourne_Endeavor View Post
    That bit about aiming to have only intermediate and advanced players gives me hope they'll reassess the difficulty of dungeons and whatnot. It's one thing for leveling dungeons to be easier, but expert shouldn't. Ironically, I found The Vault and The Aery far harder at expected level than almost any of the Experts.
    That's partly because of limiting factors behind them. In order for that to work with Experts, a hard cap on item level is a minimum requirement with how gear goes in this game. We gear up extremely quickly with any newly introduced tier and just manage to plow through the content. Challenge will have to enforce limits, otherwise it's not really challenging anymore. Even if it were only a tank that were decked out, that'd make the entire run a faceroll.

    So they have to either readjust how effective higher ilvl gear is, impose a max ilvl wall that isn't capable of faceroll, or they do the more straightforward approach of making mobs much stronger (i.e. no more "pull all the things!" groups). The third, about mobs being stronger, would likely have to be at a point where CC is mandatory for groups not decked out in that tiers max ilvl, but probably capable of no CC for a few mobs at once if you are at max ilvl for that newly introduced tier.

    That then comes down to what people consider to be "fun" about dungeons. Do you enjoy showcasing ilvl power? The first two are definitely out, but the third is probably a case by case enjoyment. Do you want dungeons to be done quickly, and not care about challenge, just the reward? You will hate all three to the point of frothing in the mouth.

    WoW took that approach back with Cataclysm, about mobs being harder, and players HATED it, despite it being what people suggested doing. I suspect it's gonna be the same here lol. We're so accustomed to the speed run mentality in this game, we can't go back. What they can do though is introduce a new form of dungeons and/or a different difficulty, specifically for the players looking for better challenge and possibly a higher reward yield. E.g. 1.5x - 2x the tome rewards or random chance in chests for actually desirable (vanity or combat) gear or items.
    (0)

  6. #6
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    I imagine while 72 hour spawns will HAVE to be incredibly valuable to make them sought after, I don't think they'll make them 'required' per say.
    Maybe a single 72 hour spawn kill is worth several hours of grinding in the new equivalent of Relic Dust, but I don't think they'll gate people behind something you can't at least grind 'around'.
    (0)

  7. #7
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by bass9020 View Post
    ^This!

    I felt the same way. Honestly whenever they add a "hard mode" dungeon its always easier than the original most of the time. I really hope we see some more difficulty in expert for the future. I remember him saying in some interview they made the 3.0 dungeons for quick completion and they want to change that in 4.0, ill try to find it but I'm too lazy right now for a source :P
    I'd believe it, seeing how absurdly easy the Heavensward dungeons have become. A remember way back when I first leveled White Mage through Brayflox and Stone Vigil. Even those dungeons absolutely hurt, whereas nowadays, I'll mostly be spamming Holy or grumbling because my tank is a Dark Knight and they used Blood Price.

    Quote Originally Posted by Welsper59 View Post
    WoW took that approach back with Cataclysm, about mobs being harder, and players HATED it, despite it being what people suggested doing. I suspect it's gonna be the same here lol. We're so accustomed to the speed run mentality in this game, we can't go back. What they can do though is introduce a new form of dungeons and/or a different difficulty, specifically for the players looking for better challenge and possibly a higher reward yield. E.g. 1.5x - 2x the tome rewards or random chance in chests for actually desirable (vanity or combat) gear or items.
    Having not played WoW, I wouldn't know precisely how they implemented it. But, if it's the usual "buff trash mob damage and HP," I can certainly understand the backlash. HP sponges are amongst the laziest means of "increasing" difficulty, since you aren't actually making the content more challenging. It'll just take forever to complete. I feel if FFXIV went in the direction of purely buffing damage, plus adding ways to make trash pulls a little bit more dynamic (mobs could break aggro, one or two bigger mobs spawning need to be single targeted down ASAP). In fact, PotD does parts of this fairly well. Surprise spawns and the occasional "kill this thing fast before it murders us" mobs make the whole experience varied. Let the leveling and old 50 (and soon 60) dungeons be the current difficulty for those who absolutely refuse to play beyond pressing three buttons. Expert should at least require you to know how to play your job. Right now, I spend most of my time spamming Doom Spike and have flatout started ignoring boss mechanics because they won't come close to hurting me.

    Will some people complain? Absolutely. But I've also experienced much slower queue times nowadays than I have previously on Expert Roulette. I suspect it's because people are bored, which Yoshi acknowledged. Considering the current Anima step incentives us back into Expert, the devs seem to have noticed longer queue times. Weeping City has shown you can push people to some extent and they will adapt. Not to mention, there have since been plenty of alternative ways to cap tomes.
    (0)
    Last edited by Bourne_Endeavor; 11-18-2016 at 05:56 AM.

  8. #8
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    http://gamerescape.com/2016/11/15/fa...-fan-festival/

    This might actually be a better trans of the actual response. It seemed it might be less about waiting for a mob to spawn and more akin to farming pop items to fight said monster.

    "F: Will monsters that pop once every 72 hours appear there?

    Y: It’s an easy to understand example, so I used it in the Opening Keynote. It would be hard for it to work in the current age. But, I do think that it is possible to have contents that require some kind of an entry key to challenge them, like FFXI and FFXIV 1.0 had. For example, in FFXIV 1.0 you had to collect Infernal Totems in order to challenge Ifrit. We can’t implement that for all of the contents in the game, but using that system for one “attraction” is a possibility. It would introduce a new concept and values of getting rewards through putting time into getting those entry keys and then challenging the contents to get those rewards. Therefore, we thought it would be a good idea to introduce that to FFXIV, as well. At first, I didn’t want to reveal the name completely, but we announced it at this timing because we thought that it would be easy to understand by players who have been long time Japanese fans of the FF series. The title was unanimous in the development team, as well."
    (0)

  9. #9
    Player

    Join Date
    Sep 2015
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    Quote Originally Posted by Airget View Post
    [snip
    sounds good to me

    also sounds something like a lot of people are gonna cry about even its used, as it stated, for one thing lol
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