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  1. #211
    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 Stormfur View Post
    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.[/B]
    There's no reason for Eureka to have anything gatherer related. That had its own can of worms in diadem. People gathering in the instance is no different than the current AFKers, only taking an instance slot.
    (1)
    If you say so.

  2. #212
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by hijifa View Post
    1. elite mobs

    2. mix elemental monsters or dual/triple elemental monsters

    3. separate elemental attack, and def, so mobs can have fire defence and wind attack for example (higher level mobs).

    4. eureka only gear, set bonuses etc.. for example fire armor will add resistance to fire, but lower resistance to water, could even have a 6 element set (wear 1 of each element, gives you a set bonus to inc all element def) (an option for some that want to be jack of all trades master of none)

    5. monsters less spread out, like not all the wind monsters are clumping together all the time, rn its easy to never switch your board
    1) You say elite mobs, but don't go into any detail what an elite mob is? What differentiates it from a normal mob? Or a hunt mob? Give examples.

    2) What would be the benefit of monsters having multiple elements in this shallow system? What actual impact would it have on me, the player? Go into detail.

    3) What does having separate elemental attack/defense have anything to do with us the players? We can only pick one element, and we're always going to pick the applicable one to do what we already do (tank reduce damage, dps increase damage).

    4) Bad examples. That's redundant with the elemental wheel. Historically speaking "farming" elemental resistance sets has never once been fun.

    5) Agreed.

    6. eureka only spells, like there could be really OP spells, or useful spells. for example casters can get role action that lets them switch the element of monsters for limited time(useful for said mix elemental monsters or elite mobs)

    7. eureka progression. just getting more slots on the materia board doesn't feel good at all. players could learn passive traits for example which they put skill points into. elemental resist - base resistance up, elemental affinity - base elemental attack up, elemental control - remove negative effects of armor, status resist up trait, chance to inflict status resists up etc.. these will all have their own levels 1-5 so you cant max all..

    8. weather affecting elements

    9. eureka hunts(basically mvp monsters)(in addition to notorious monsters), killing quests, leves, gathering quests?(yes they're gonna be quite hard cause it might be difficult to reach a spot alone, so you probably need a party), minigames..

    10) some extras are like making healers' healing element based, so a fire affinity healer healing a fire armor tank is 150% healing, water armor tank 50%
    6) This is a surprisingly decent suggestion and a good example in theory, but in application I fail to see its benefit. I do however disagree with more button bloat and honestly the role action system needs to be scrapped regardless (a separate topic). I don't think given the existing design schema that your idea could work, but it is interesting nontheless.

    7) Those are bad examples. Bland passive gains etc. aren't interesting nor does it offer any gameplay choice.

    8) Agreed. I've posited that corresponding weather should boost mobs of the specific element by giving them new abilities/behavior. In addition, weather comes with added environmental hazards (i.e. Lightning storm weather would consistently spawn Ramuh EX lightning bolts both on players and randomly on ground locations, as well as trigger electocution in water, etc.).

    9) Fair enough, alternatives are good.

    10) Meh, not doing anything for me.

    maybe some monsters have hidden element, as in the element is not shown so players should do some trial and error to find out

    status elements emphasis, since its the overworld we can stun, sleep etc things, they could make monsters designed more OP, like a fire monster casting a water spell, if your tank is on full fire defence its gonna hurt alot so you can stun/silence.

    they can also play with elements and statuses, like lightning give % chance to statis, fire % to burn etc.. so you might want to statis a mob (traits to increase chance of statis, burn, etc)
    A better system (IMO) and one that keys in on the success of MHW would have been one where mobs have multi targetable parts and abilities that correspond to those parts and differing elements have effects to help deal with the parts. I.e. Fighting a Leafy Ochu or something and you can destroy its tentacles by using Wind elemental attacks, or destroys its leaves using Fire. Destroying the tentacles gives the enemy a damage down debuff and removes its ability to cleave. Killing the leaves prevents the AOE attack and gives it a vuln up. Alternatively, maybe it removes the Ochu's ability to passively regenerate HP or reflect damage, etc.

    Give mobs traits, effects, abilities and mechanics and give players options and tools and corresponding danger/choice to handle them.
    (2)

  3. #213
    Player
    Tyla_Esmeraude's Avatar
    Join Date
    Aug 2013
    Posts
    344
    Character
    Tyla Esmeraude
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    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.
    Just need to practice on those stealth skills!
    Former FFXI player here, developed my stealth skills in that game, have only died once and I'm lvl 10. Those Eureka pots help too.

    Also no to the removal of exp loss. I agree with Nora.
    (1)

  4. #214
    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 Tyla_Esmeraude View Post
    Just need to practice on those stealth skills!
    Oh I'm no XI player but I got pretty deep in potd. I know my stealth and the limited range on the enemies helps. Until you get to the quest location and there's a dozen of them all looking in different directions and you didn't change classes into NIN before leaving camp.
    "Git gud" is not the answer to this, especially when so much grieving exists in this game mode and people intentionally pull mobs towards you be it NM or the Train moving to a different location. My own skill has no bearing on whether or not I'll need that raise.
    (7)

  5. #215
    Player
    Tyla_Esmeraude's Avatar
    Join Date
    Aug 2013
    Posts
    344
    Character
    Tyla Esmeraude
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by BillyKaplan View Post
    snip
    I don't know why it's a big deal when if you did your magicite quests under lvl 6, you don't even lose exp if someone happened to train mobs your way. People have been nice enough to raise anyways if you shout your location. Also my NIN is level 34, I've done this content on RDM so no CC abilities either. I didn't say get good, I said to practice your stealth and I meant it as friendly advice. I don't understand how you died over and over for the lvl 3 quest.

    I just don't understand why people want things dumbed down to the point they remove an essential aspect of the content. If there is no death penalty then people will just stop caring, it would just defeat the purpose of the area. You have that outside of Eureka, why do we have to have it inside it too? Can't at least we have one piece of content where things actually matter?
    (1)

  6. #216
    Player
    Tyla_Esmeraude's Avatar
    Join Date
    Aug 2013
    Posts
    344
    Character
    Tyla Esmeraude
    World
    Excalibur
    Main Class
    Red Mage Lv 90
    Continued (phone)
    If anything, reduce the exp loss a bit, but no need to take it out completely just because people want everything at the snap of fingers. You get your mount access at lvl 17, 2 aetherytes (at level 9 because you don't even need to reach these areas yet as they are too high level for anyone just starting? They will eventually get there), how much more convenience do people want? Yes've experienced a single attempt at MPK (though they failed), but life goes on. Not gonna ask for removal of something over that. But whatever. :/
    (0)

  7. #217
    Player
    bidaum92's Avatar
    Join Date
    Sep 2017
    Posts
    38
    Character
    Madam Bidaum
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Super glaring issues.

    1. Too many players per instance.. 144 players = way to much object culling, people getting disconnected and server tick issues.

    2. It's devolved into a fate train.. people stand afk around the NM spawn point whilst 10% of the people actually do something for little reward.

    3. NM scaling and lowbies joining the fight. Just make the NM take much longer and for healers/casters they just become rez bots.

    4. Theres no actual content. No real quests, no puzzles, no real lore.. just grind grind -> spawn big things, hit it for a bit -> grind grind.

    And to clarify on point 4. Theres no issue with the combat being a grind.. but if it's taken them 1.5 years to actually develop it.. There should have been a lot more content outside of the combat.

    Hell POTD has more actual content in the cutscenes that this thing does.
    (6)
    Last edited by bidaum92; 03-17-2018 at 02:34 AM.

  8. #218
    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 Tyla_Esmeraude View Post
    I don't understand how you died over and over for the lvl 3 quest.
    Quote Originally Posted by BillyKaplan View Post
    there's a dozen of them all looking in different directions
    c:
    They need to remove the exp penalty because this should be soloable (and while we're on the matter, why put a level 3 quest location in an area swarming with level 8 monsters...). I shouldn't have to wait for someone else to lure the mobs away so I can sneak into the quest location. I shouldn't have to have someone else raise me so I won't lose exp in content I should be able to play by myself, and if the exp penalty is part of the design, have EVERYONE lose exp regardless of being raised so that solo players aren't hurt for playing solo. This is what it boils down to if they don't intent to openly admit they outright lied about it being soloable.
    (4)

  9. #219
    Player
    Yob_i's Avatar
    Join Date
    Jun 2016
    Location
    Limsa <3
    Posts
    21
    Character
    Oso Fox
    World
    Exodus
    Main Class
    White Mage Lv 100
    an entire thread trying to fix something that A. shouldve came out right after making us wait this

    B. isn't our job but you want to sit here and pretend like you if you give advice they'll listen.

    No they'll notice their subs dropped so they'll HAVE TO.
    (0)

  10. #220
    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 Mahrze View Post
    Again, overcomplicated gating is not proper risk vs reward, its just making things difficult more than they should be.
    but its not that complicated. every solo JRPG I've played (recently Xenoblade) has you sneaking around higher level mobs to get to where you need to be with a chance of getting one shot, thats the risk vs reward I'm talking about.

    Quote Originally Posted by Mahrze View Post
    The problem remains the same, you're limited to only go where you can, not where you should be
    That is the current state of things if you choose to go at this solo. I know a lot of people here are saying "this is supposed to be soloable, Yoshi P said", I kind of remember him saying that, but I also remember it sounding like "Yeah, its soloable, but it would be faster if you grouped up". I'm too lazy to find his quote.

    my point is: if the first 10 levels are too difficult, removing the death penalty is not the solution. Otherwise, lvl 15+ people have nothing to worry about and eureka will only get easier over time instead of challenging.
    (0)

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