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  1. #121
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    Quote Originally Posted by Zhamkyong View Post
    After reading some comments about hunts and fates, I really wonder what alternative there is to gain something that drops from a monster. Unless you want to solve some puzzles in a shrine or something like that, hunting monsters is all there is.

    Or gathering.
    Something more personal. Its fine that we need to defeat monsters for drops but I would love it more if each monster was a personal spawn. Like there are certain things you need to do and then it spawns. If you are in a group then its harder than solo but its not something that you will spawn but others can kill too. This way they dont need real timers because everyone could spawn them on their own time and its still challenging. This way you will have no grief, people can farm in this on their own time, no matter when they will go there and there is no chance that someone will take the reward.

    I liked PotD because I could do it at my own time, with the overall timer as the only restriction. Now with Eureka it seems that its partly out of our hands again thus gives place for quite the anger and trolling.

    Or something like monster hunter. Where you will go into an instance alone or with a group and face certain monsters there which you can still defeat solo or in a group but there is nobody there to steal from you. You could have weaker NM that are 100% soloable and harder ones which would take lots of skill to beat solo. Maybe the harder ones will have a bigger chance of dropping the loot but all should be able to give you the mats so that everyone could farm them in their own time..
    (4)
    Letter from the Producer LIVE Part IX Q&A Summary (10/30/2013)
    Q: Will there be any maintenance fees or other costs for housing, besides the cost of the land and house?
    A: In older MMOs, such as Ultima Online, there was a house maintenance fee you had to pay weekly, but in FFXIV: ARR we decided against this system. Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.

  2. #122
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Ametrine View Post
    It won't matter if I'm partied with the person in question or not if this is hunt mob rules.

    The possibility of ME losing MY progress because of another player's actions is not the kind of game I like to play, full stop. This isn't a competitive sector of FFXIV, either.

    It just screams troll bait.
    The beautiful thing is Eureka is not going to be required content. You can continue to play the easy mode game you have come to love and never be affected by the horrors of Eureka.
    (2)

  3. #123
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by KokoChibata View Post
    So it seems you missed some info from the Live Letter. After level 5 you will lose exp if no one raises you within a 10 min period if this happens you suffer a 10% loss of exp if you lose beyond 0 exp for that level yes you level down as showcased in the video.

    The instance is times at 180 min and will end when you run out of time or leave the instance.

    Griefing shouldnt be a problem as the game works on the same aggro system we have now. If a mob kills you and is walking back to its spawn point it will not be hostile and wont be able to be attacked. However if it is aggroed to you and someone pulls hate off you they will be attacked aoes work as normal.

    Lastly no we will not have individual Limit Breaks like we do in pvp.

    Watching the live stream the other day all of this info was shared on screen as Yoshi P. ran around and got killed.
    I havent updated the OP since the Live letter. I'm just quickly going over the comments here then I'm going to update with the info we recently got. Thanks!


    EDIT:

    Done! Added the live letter official translation for better details than what I presented.
    (0)
    Last edited by MageBlack; 02-14-2018 at 03:27 AM.

  4. #124
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Darrcyphfeid View Post
    snip
    I totally agree. Like I said in a previous post, and as you encapsulated with examples from another game, FATE based content just robs you of the "epic" feels that you SHOULD get from stuff like farming for a relic weapon. In addition, they do not require group play at all. Most fates apart from the 'real' boss fates can be solo'd even if you stand in the AoEs. I would like to see teamwork and challenge, but conversely I think FFXI's systems were a bit overboard. Great in theory, but just a bit too much.

    Same goes for NM spawns. While i think SOME should have that crazy spawn conditions like XI, not 100s of them, please.
    (3)
    Last edited by Lord_Zlatan; 02-14-2018 at 03:45 AM.

  5. #125
    Player
    Zhamkyong's Avatar
    Join Date
    May 2015
    Posts
    282
    Character
    Nizbalial Vegalia
    World
    Phoenix
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Darrcyphfeid View Post
    Good information.
    Quote Originally Posted by Alleo View Post
    Same as above.
    Thank you, that was a nice read for a change.

    I really like those suggestions, but i feel most of them wont work unless Eureka was instances in like a raid of 24. Also they seem determined to launch group content (and that it's not bad), but the zerg mentality just... Well. I am not gonna say something you already know. I also read comparasions between XI and XIV in regard of group play. When i compare those 2 i feel like XI is more ready to provide that kind of gameplay than XIV, wich is sad.
    (2)

  6. #126
    Player
    Nalfein's Avatar
    Join Date
    Sep 2011
    Posts
    182
    Character
    Warit Jutamachat
    World
    Masamune
    Main Class
    Conjurer Lv 80
    I think it will be quite fun this time. The instance can be occupy by 144 players, might be easier to cooperate.
    (0)

  7. #127
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,352
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I think it's very dangerous to make content that involves the generosity of players. Being able to change party members. Having to worry about NMs that may or may not be on a timer. Etc. etc.
    (2)

  8. #128
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by SilverObi View Post
    Snip.
    The difference is this is in competition with 143 other players while simultaneously needing those 143 other players to help with killing the big mobs that drop stuff. Not 7. 143 players.

    We've already had FFXI experienced players explain what the issues with the system are. Campers, greifers, mass player rage, strict spawn time frames that meant real life could keep your from progressing for extended periods of time. Like, what is the advantage to this?

    As for what *I* want instead, a new version of the old relic grinds. The issue there was there was always a step that would drive individual players crazy. For me it was the Umbrite/Crystal sand step, it was too slow going, but I had many options of stuff to girind for, it's just none of them were fast, and I was still able to work on other jobs beside the one the anima was being built for and make progress on many fronts.

    Can't do that here.
    (2)

  9. #129
    Player
    Nalfein's Avatar
    Join Date
    Sep 2011
    Posts
    182
    Character
    Warit Jutamachat
    World
    Masamune
    Main Class
    Conjurer Lv 80
    You'll be able to progress by your own or as a group and regarding the big mobs you can join the fight similar to FATE so i don't think there will be an issue. Joining an instance with 144 ppl that are willing to achieve the same goal might actually work this time. Diadem was the opposite: too many objectives, no cooperation while needing a party to defeat mobs.
    (0)

  10. #130
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    I just feel like there is something about this on a fundamental level I must be missing here. Honestly, though, the elemental system looks great and the zone itself gorgeous, it's just, why go FFXI-lite on top of it?

    Perhaps this is how savage tier raiders feel about casual content they know they'll chew through verses the rest of us who'll take their time with it?
    (0)

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