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  1. #11
    Player
    Hen-Hen's Avatar
    Join Date
    Jul 2016
    Posts
    68
    Character
    Henalie Aubrenard
    World
    Zodiark
    Main Class
    Bard Lv 90
    I want more guildhests, although I'm not sure what's being described in the OP is really a guildhest (they sound more like what diadem sort of was). Guildhests were great little primers, and there are still loads of mechanics in the game that could benefit from a little instance where some random npc explains how to do a stack-in or gaze mechanic, and, occasionally, it's nice to do something that doesn't feel quite so... end-of-the-world-y and isn't so long as a dungeon.
    (0)

  2. #12
    Player
    Enur's Avatar
    Join Date
    Nov 2015
    Location
    Ul'dah
    Posts
    445
    Character
    Ruruneji Seseneji
    World
    Odin
    Main Class
    Pugilist Lv 70
    Guildhest should an extention of the hall of novice, where you hire guide to take you and your friends in the wild to learn of the various monsters abilities.
    They shouldnt be hard, nor particularly punishing.
    The learning curve for newbies should be in two parallel queues; Learning and fighting.

    Guildhest should an extention of the hall of novice, where you hire guide to take you and your friends in the wild to learn of the various monsters abilities.
    They shouldnt be hard, nor particularly punishing.
    The learning curve for newbies should be in two parallel queues; Learning and fighting.

    The current dungeons should be harder by a little bit. You should be able to die in sastasha if you are really bad.
    In the guildhests, the mechanics of the level-relevant bosses should be present so new players have a consistent idea of when to learn what. The later guildhests should be harder than the dungeons as they will prep players for normal difficulty 8 man raids.

    The learning parallel could go something like this:

    Hall of Novice
    Here new players have already learned the basics of npc interaction throughout the intro quests and are now forced in a combat scenario where they learn what their chosen class is supposed to do in combat.

    Guildhests
    Now the players have an idea of what to do. Now they put it in practice through guildhests, small instances where they can learn what the monsters can do to you.
    Up until lvl 30 these shall be easier or on par with the dungeons while post-30 they should be slightly harder. Just enough for it to be noticeable while still be doable within one lockout.
    Until level 50, where the jobs have their full kit. Here they will ramp up to the niveau of alexander normal.

    Each guildhest should be unique and introduce a new mechanic, thats actually used in a raid environment.

    Rewards
    Now this is a big one to tackle. Currently the rewards are too low. If they were higher it would lead to mass-spam of them. To counter this and encourage helping newcomers the rewards per guildhest should stay about the same, but quadrouble if a sprout is present. Currently the queues arent bad at all so i see no reason to raise the base reward.
    Like the hall of novice there would be a nice gearset at lvl 50 for completing them all.
    (2)

  3. #13
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Hen-Hen View Post
    Guildhests were great little primers, and there are still loads of mechanics in the game that could benefit from a little instance where some random npc explains how to do a stack-in or gaze mechanic...
    Personally, I feel a bit the opposite. Guildhests were terrible for learning anything, unless you researched to learn it ahead of time to begin with (which practically everyone already expects but should never actually be a requirement for anything). Most players seem to treat hests as run and gun deals, something quick and easy to earn a chunk of exp or whatever other rewards. Anyone going in blind has to learn rather immediately, or it's just a chaotic mess. I think I've run all of them now at least a few times over, and there's several that I still don't quite understand how to keep from falling apart. If they're meant to be teaching anything at all, they'd be better served to adopt some Hall of Novice methods.
    (0)

  4. #14
    Player
    Elamys's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    1,566
    Character
    Song Sparrow
    World
    Balmung
    Main Class
    Goldsmith Lv 90
    They were I think meant to be like a forerunner to Hall of the Novice. I think the idea is good but not executed well enough. I have run all of them many times (I do at least 1 or 2 a day usually) and know them all very well, but some when a newbie comes in they don't really have time to learn or anything. All the veterans are just smashing through.
    (0)

    cerise leclaire
    (bad omnicrafter & terrible astrologian)

  5. #15
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    With a little more experience, I want to say I feel like that's more indicative of end-game player mentality than instance execution. Any player that sees this (or anything else) as "old content" just wants it done and over with, more likely than not just there for daily bonus of some kind. Like most things, I imagine it might actually be more fun and in line with original intent if you were to go in with a completely new party that actually wants to know what's going on.

    Recent Praetorium first-run was pretty evident that new players are to be treated like baggage and dragged around. =/
    (0)

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