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  1. #201
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by BillyKaplan View Post
    I disagree. Dying has a lot of penalty already depending on where you die and what level you're in. I kept dying trying to get to the level 3 quest which is surrounded by level 7-8 mobs. I wasn't in danger of the exp penalty at that level range but it was still a disgusting experience.
    You can't unlock aetherytes until you're 9. You can't use your mount until you're 17. Dying is already penalizing enough by virtue of time wasted and frustration for having to run all across the map again; losing exp on top of that... yeah.
    but that's only an issue in the starting hours/levels and its a problem that diminishes over time. I got my lvl3 magicite because I was in a party that lured the mobs away for us. (lvl5 was a bit easier). Lvl6 for exp penalty is a good spot to start it at.
    (0)

  2. #202
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    There really needs to be something to encourage players to remain active/discourage them from idling in some way.

    It's getting really frustrating to have a crowd of a few dozen turn-up at a hunt train that's about the same size as them then just sit there doing nothing until the NM spawns, even if the enemies are taking long enough to die that they could reasonably contribute to the task.

    It's like people waiting for emergency missions at the updated Diadem all over again, but worse, because this time they can actually speed up the process if they stay active, and more often then not they only end up causing issues by dragging monsters into the fray.

    I feel like actively killing monsters should stack some kind of buff that increases your reward from NMs or something like that. Basically, the people who are spawning these things should be getting more out of it then the slackers, but they barely do (If at all).
    (0)
    Last edited by KageTokage; 03-16-2018 at 11:54 PM.

  3. #203
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    that removes all aspects of risk or loss from being a part of Eureka.
    Why does casual content (you know, if that's what relic weapons are supposed to be from, as people seem to keep mentioning over and over) need to have elements of risk or loss?

    Why are you playing FFXIV to begin with if those elements are important to you in a game?
    (6)
    Last edited by Fynlar; 03-16-2018 at 11:52 PM.

  4. #204
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Nora_of_Mira View Post
    that removes all aspects of risk or loss from being a part of Eureka. For once, our lives have value in this game outside of Savage. Otherwise, people would just return to base at every death just out of convenience but instead we have people reviving left and right and working together because that 25-30% is worth a lot.
    This mechanic would be moot at end stage (and based on my quoted post, forcing you to "stay on the level grind") and all it does is give people free raises for the good samaritan title.

    That 25-30% is basically 2 fate NM bosses, this is not proportionate, this is again, forcing you to stay on the level grind. There is a difference between "risk vs reward" and gating things because reasons. People at the higher lvls will stay at the higher levels because of the rewards, and this high penalty for death will only widen the gap, with said players staying in those high lvl areas to recoup losses. Leeches are already gathering because of #fatetrain or #zergrush.

    Barring NM fate bosses, its likely an average of 300+ kills per level, that means that one death is about a third of those kills to get back.

    but that's only an issue in the starting hours/levels and its a problem that diminishes over time. I got my lvl3 magicite because I was in a party that lured the mobs away for us. (lvl5 was a bit easier). Lvl6 for exp penalty is a good spot to start it at.
    The problem remains the same, you're limited to only go where you can, not where you should be, the leveling is skewed in favor of killing 100 something for a NM mob to reward you decent exp, othewise the chain bonus grind is a joke when 1/3rd of the bonus you're spent getting to 10+ chain and another 1/3rd is spent on only then getting a bonus proportionate to the level experience (I.e: chain+ 21-30).

    Again, overcomplicated gating is not proper risk vs reward, its just making things difficult more than they should be.
    (1)
    Last edited by Mahrze; 03-17-2018 at 12:13 AM.
    If you say so.

  5. #205
    Player
    Keridwyn's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    680
    Character
    Keridwyn Maeve
    World
    Coeurl
    Main Class
    White Mage Lv 90
    1) Get the sparklers out of the boxes. Seriously just give us shards/crystals/clusters instead. At least we can do more with those.

    2)Let us sell or trade the music rolls.

    3)Let us desynth the glamor gear.

    4) Normally you'd never hear me say this but can we get some dailies? Just having a few objective based goals to complete per day would go a long way to making the content feel better. Say three per Eureka visit cap of 12 total per day?
    (4)

  6. #206
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,914
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Nora_of_Mira View Post
    I got my lvl3 magicite because I was in a party that lured the mobs away for us.
    And for content that was promised to be soloable (biggest lie about this thing so far imo) you don't see the problem there? Hell needing a raise to begin with to avoid the exp penalty is in and of itself contradictory to that promise. So either they go back on that statement or own up to it, starting by removing the death penalty.
    (3)

  7. #207
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    They may as well scrap the elemental affinity thing. Theres no choice to it or no meaning. You can freely chop and change your affinity so easily that there's absolutely no meaning to it at all. It wouldn't change anything If They removed it entirely.

    if you're going to add systems like this then your choices need to matter and carry impact... but when you can chop and change your points so easily the system ends up being essentially even worse than the old attribute points we used to have where it was ultimately pointless.
    (3)
    Last edited by Dzian; 03-17-2018 at 02:22 AM.

  8. #208
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Keridwyn View Post
    1) Get the sparklers out of the boxes. Seriously just give us shards/crystals/clusters instead. At least we can do more with those.

    2)Let us sell or trade the music rolls.

    3)Let us desynth the glamor gear.

    4) Normally you'd never hear me say this but can we get some dailies? Just having a few objective based goals to complete per day would go a long way to making the content feel better. Say three per Eureka visit cap of 12 total per day?
    They confirmed this to happen on the other thread.

    Quote Originally Posted by Dzian View Post
    They may as well scrap the elemental affinity thing. Theres no choice to it or no meaning. You can freely chop and change your affinity so easily that there's absolutely no meaning to it at all. It wouldn't change anything If They removed it entirely
    Agreed, the more I notice the elemental thing, its very irrelevant on current level stuff and only helps to overpower lower then you things and not by much.

    Maybe some status immunity wheel instead while magicite would've just been like a simpler aether pool upgrade. 1 magicite = 5% or 10% Buff to Offense and Defense.
    (1)
    Last edited by Mahrze; 03-17-2018 at 12:18 AM.
    If you say so.

  9. #209
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    Quote Originally Posted by ChocoFeru View Post
    Another update: At level 20 YOU DO NOT HAVE EXP BUFFER.

    In FFXI we had an EXP buffer after hitting max level.
    Let's say that I was at max level and had a buff of 30.000 EXP, then I die and lose 5k EXP, then I would still be max level with a 25.000 EXP as buff.

    Here on Eureka you do not have any EXP buff, so when you die without a raise... you will always de-level to 19.

    So my suggestion: Give us the option to build some EXP buff to prevent de-leveling, just like in FFXI.
    The better option is just not have exp loss to begin with. It's an archaic mechanic that even FFXI has eased up on over the years.
    (8)

  10. #210
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,842
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I never played FFXI so I didn't get to experience many of the things people like about it. But I remember the developers specifically saying that they "learned from Diadem" and weren't going to make those mistakes again.

    So I can absolutely see how they would come to this conclusion with Eureka. I mean:

    Diadem had FATES everywhere. We hated them
    Eureka has limited FATES.

    Diadem had weapons that were on par with Savage at the time and people lost their minds over them even though they were super rare
    Eureka has gear that is below Savage

    Diadem (1.0) had gatherers and battlers together. People would gather until an NM showed up. So they separated them.
    Eureka has no gathering option.


    I have to say that Eureka is a beautiful, open, untamed wilderness. The story isn't really that meaningful to me and personally I'd boot Krile into the mouth of a morbol given half a chance. BUT that's just me.

    I just think that a lot more could've been done. For example, they took out the random treasure chests that spawned in Diadem. I always liked finding those. It would give us more of a reason to explore.

    This would also be an opportune time to make use of that /dig command beyond just doing maps for Uznair. Let us follow clues given by NPCs like daily quests.
    (4)

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