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  1. #51
    Player
    Alleo's Avatar
    Join Date
    Jul 2015
    Posts
    4,730
    Character
    Light Khah
    World
    Moogle
    Main Class
    Arcanist Lv 91
    I would agree with the option to give a limit to each battle job thus people could gear up more than one job per week, or maybe if you did not reach the limit it will be added to the next week? (But that could lead to a bit of stress too)

    Taking them out completely wont be done. First its a way to gate stuff but its also a way to make sure that RNG is not too bad either. The only other way would be through dungeons which makes it RNG. You could run it x times a week and never get a drop or lose it to someone else. With the tomestones you will at least have a goal to work towards to.

    So no to taking them out but yes to changing the restriction a bit.
    (3)
    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. #52
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    736
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    I'm going to try to condense this a bit, let me know if I miss anything important.
    Quote Originally Posted by Andevom View Post
    Gates are a necessary evil...
    They exist to increase play time, within the current structure of the game. I'd prefer to move away from that structure toward one where the lifetime of content comes from it being engaging more than anything else. Easier said than done, I know, but not exactly impossible. At the very least there are changes that can be made to existing content or concepts.

    Quote Originally Posted by Dzian View Post
    The only way to do this would be to keep those dungeons out of the Duty finder or scrap the duty finder entirely..

    I agree that big open dungeons with lots of choices of routes to take and bosses to fight and stuff would make dungeons much more fun than they presently are. but they wouldn't work in the duty finder.
    I was actually thinking more along the lines of dungeons that remained linear or nearly so, but changed with each instance. There wouldn't be any fighting over what path to take because there would only be one. No one would know exactly what to expect on entering though. The route, enemies, and possibly some of the bosses would be randomized. I suppose you could add a higher difficulty as in HoH that is PF only as well. There you might find ever more features like optional paths and mini puzzles in the dungeons.

    Quote Originally Posted by Bourne_Endeavor View Post
    Deep Dungeon doesn't generate new dungeons. It has a set number of floors with significantly less variance in aesthetic to compensate. This is starkly different from dungeon design. What you're essentially asking for is a No Man's Sky equivalent at an even larger scale than they promised.
    PoTD/HoH don't provide enough variety as they are. I'm not asking SE to copy and paste those algorithms directly into dungeon generators, but to expand them into more capable content creation tools. Perhaps it wouldn't work as a fully automatic process, but could a random generator be setup to address some of the more tedious aspects of dungeon design? SE is better equipped to answer than question than I am, but if it is at all possible I'd like to encourage them to look into it. I'm not demanding something to exacting specifications, I'm no coder, and I don't run SE. It's more suggesting ideas and hoping that a few are viable.
    (0)

  3. #53
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Nariel View Post
    Its called Primal (Extreme).

    Another in-between seems unlikely, normal raid exist because people wanted an in-between dungeon and savage, if another step is added people will still want another one between the two and so on.

    Savage aren't that hard anyway so pull out a dungeon harder than raid but easier than savage just good luck with that.

    Raid isn't about raiding anymore, they basicaly are easy primal fight already because people aren't good enought to do proper raiding.
    But we get 1 Ex Primal per patch and they only drop a weapon.

    Normal raids aren't really inbetween dungeons and savage. They're tourist mode, and irrelevant faceroll within a week, you can die over and over and struggle through regardless. After week one I don't see the point of Normal, I'm already 380 and it's just a 10 minute zerg for loot and log off.

    Savage is difficult. Casual groups simply aren't Savage capable. However an in-between difficulty could give room to tune Savage even harder. I'd like a difficulty where the entire group can't die 3 times each, do terrible dps and still down the boss. Where something like a casual FC group can spend evenings and expect a few wipes and a bit of progression.

    I'd also like some dungeons that are simply tuned to endgame gear. A 375 tuned dungeon for example with Mist Dragon difficulty bosses. I don't think 1 per patch or two and the rest being catch-up is asking too much.
    (2)

  4. #54
    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 Ssmiley_Bjakkzz View Post
    well its simple just a different playstyle i would wish for the game and thats not what SE makes and some dont agree for and also for example whats up with gearing up and become strong when you anyways going on with synced down duties, i dont see the point in why that should be, well for those that say it would unbalance the game for other players, then why not lose the chain off the limit requirement party ups of 4-24 players and be able to go run for yourself or with someone than full party, theres unsynced yes but let that be accessable for how you wanna play they game, i pay for the sub for christ sake lol, let me play how i want my game than put in restrictions for you can do that and you cant do this.
    Simple said really. FFxiv needs a total re-makeover in my opinion, because its still a fun game envoirment atmosphere of pretty and lore, just system is so messed up.
    Because from a business perspective, this is financial suicide. If you can obtain i400 within the first week, almost everything becomes entirely invalidated. Normal mode, crafting gear, EX Primal weapons and 24 mans are all 100% worthless in terms of rewards. People will complete the content until they're bored, then unsubscribe for the next several months as there's literally no reason to keep playing.

    Limitations like tomestone current exist to ensure the game remains consistency active. There isn't a development team alive who can keep up with how quickly content is consumed.

    Quote Originally Posted by PyurBlue View Post
    PoTD/HoH don't provide enough variety as they are. I'm not asking SE to copy and paste those algorithms directly into dungeon generators, but to expand them into more capable content creation tools. Perhaps it wouldn't work as a fully automatic process, but could a random generator be setup to address some of the more tedious aspects of dungeon design? SE is better equipped to answer than question than I am, but if it is at all possible I'd like to encourage them to look into it. I'm not demanding something to exacting specifications, I'm no coder, and I don't run SE. It's more suggesting ideas and hoping that a few are viable.
    An algorithm simply cannot do what you're asking. Even with manual assistance, the devs couldn't create remotely assume content for how quickly it will be consumed. Normal mode raids, for example, are far too nuanced in design for a machine to automate the process, thus it must all be done manually. The current Alphascape tier likely took 3-4 months of development yet Normal mode lasted two hours at most and Savage lasts two to three months tops—weeks if you're in a hardcore group. So even in the most ideal of circumstances, Savage only lasts half the length of a full tier. And only for slower paced groups. Casual content—the bulk what most players partake—doesn't even have a twenty four hour life span. There is simply no way any development team regardless of their budget can keep up with how quickly players clear. Such is why we have limitations on progression.
    (8)
    Last edited by Bourne_Endeavor; 12-05-2018 at 05:06 AM.

  5. #55
    Player
    KadaRemnant's Avatar
    Join Date
    Jan 2017
    Posts
    261
    Character
    Kira Ayakima
    World
    Siren
    Main Class
    Dancer Lv 80
    No. It's how the game is, and perfect as it is.
    (1)

  6. #56
    Player
    Mirakumi's Avatar
    Join Date
    Oct 2011
    Location
    Windurst 2.0
    Posts
    1,170
    Character
    Lady Zelda
    World
    Leviathan
    Main Class
    Archer Lv 92
    Just be glad tombstones don't eat up inventory. I wish things you got from omega would go into key-items and stop cluttering my inventory. xD
    (1)

  7. #57
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    736
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Bourne_Endeavor View Post
    An algorithm simply cannot do what you're asking. Even with manual assistance, the devs couldn't create remotely assume content for how quickly it will be consumed. Normal mode raids, for example, are far too nuanced in design for a machine to automate the process, thus it must all be done manually. The current Alphascape tier likely took 3-4 months of development yet Normal mode lasted two hours at most and Savage lasts two to three months tops—weeks if you're in a hardcore group. So even in the most ideal of circumstances, Savage only lasts half the length of a full tier. And only for slower paced groups. Casual content—the bulk what most players partake—doesn't even have a twenty four hour life span. There is simply no way any development team regardless of their budget can keep up with how quickly players clear. Such is why we have limitations on progression.
    Well now I have to ask what you think I'm asking for, and how you know that it's not possible. Dungeons tend to be cleared quickly, they'll fall in less than a day like you said. My answer to that is not to add a new dungeon to the game every 4 hours. Instead I would like to see more dungeons added per patch cycle and to make replaying those same dungeons less repetitive, along with similar ideas. Let's take The Burn as an example of a semi-automated dungeon. SE would still have to put months of work into coming up with a concept, a theme, testing, and much of what they do already when introducing content. However they could also set aside some parameters to vary with each instance of the dungeon that is run. PoTD already does this with map layout and enemy placement. Perhaps the initial path along the cliffs at the dungeon start would remain the same. The interior portion of the map might be randomized with each run (I imagine it would be easier to do this when you don't have to worry about integrating the map layout with the background scenery). A new path with varying sets of precreated enemies would be generated each time. We could even have multiple paths to explore in a special fixed party mode. Special dungeons that are intended to be fully auto-generated could be added in addition. The downside of this would the cost, in terms of money, time, and resources, to develop this capability. We know that variable content is possible because it's already in the game. What we don't know is how much further SE can expand its content generation tools while keeping them feasible to implement. It might turn out that HoH is all they're able to do and in that case my idea won't work. Evidence showing that to be the case hasn't been presented so far.

    A raid boss would be more difficult to generate as they're much more complex than dungeon mobs, but I still don't see why it would be impossible to set them up in such a way that automated process could create variants of the original. Practicality might dictate that these fights are left totally in the hands of the developers, but that's fine. Perhaps SE would have more time to manually add variations to raids if dungeons or other content becomes a little more automated.

    Ideally PoTD and HoH would have been testbeds for integrating this into dungeon development. That ship has unfortunately sailed unless that was secretly the intent all along. If SE tried to create something akin to what I've described it wouldn't surprised me if we saw nothing of it until the expansion following Shadowbringers.
    (0)

  8. #58
    Player
    SleepyNeko's Avatar
    Join Date
    Aug 2017
    Posts
    150
    Character
    Chocola Puddin
    World
    Typhon
    Main Class
    Dark Knight Lv 80
    Maybe they can provide tanks and healers with the ability to over-cap on the tomestone for the week by 50% or something for roulettes and raids, to promote faster queue times.
    (0)

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