When you make things hard people QQ
This game will always cater to the QQ
When you make things hard people QQ
This game will always cater to the QQ
Then who's to say you won't know how to control your enmity if your a healer/nuker/DDer? That's what I'm getting at. I wouldn't want someone to join my party that has never partied before our PL that class to 50. They won't understand the fundementals of the class and could very possibly mess up the whole fight.Works both ways deadrising, although I prefer party play as its faster paced and more fun, thats not to say I don't enjoy soloing sometimes aswell.
Part the reason I like WoW is because I can solo to end game and then choose to group up for the real content.
According to Yoshi-p he wants something similar to that.
That being said I find the battle in WoW more enjoyable than 14 at the moment, for both standard and boss fights.
Don't get me wrong, it's fun to solo a mob here or there. Like when I'm farming tapers and I can't really get a party to go with me.
I just don't get how you can have a game that has soloing, party play, and PL to all exist and all are ok. Just doesn't make sense lol
I don't get all this hatred against solo friendly content / leveling.
Yes, it's a MMORPG, YES, leveling in a party is generally more fun than doing it alone but ffs, why is such a bad idea to have the option of soloing there so you are NOT forced to shout for two hours before you are able to kill something and progress your character? What if you actually do prefer to level up alone for the most part? Does it ruin your game so much if someone out there is minding his own business killing coblyns by himself in broken water while you're in a party killing raptors in the other side of Eorzea?
As long as leveling up in parties is both faster to level up and more rewarding in general, I don't see the problem.
That said, I agree a lot with the OP.
I think the pace of battle is great, I like the fast-paced fights and taking on multiple things at once. I think stronghold enemy difficulty should be left alone because they are XP grounds and farming gear from chests is nice to do in a small group which could be harmed quite a bit by making enemies take longer. I also personally find a lot of excitement in stronghold XP groups rushing to keep chains going or the occasions where you get a bunch of stuff at once, it's a lot better now that there isn't Storms Path spam.
That said, for future forced 8-man instances and other content having tougher enemies would be fine, and even better if they manage to implement scaling content based on party size (or the 4 or 8 man party size options like they seem to be aiming for, since it would make it easier to balance enemy strength). We have a good amount of tactical tools we can use now ever since they revamped battle classes, and with how the updates seem to be more forward-thinking than are initially apparent, I'm pretty sure we will be getting more situations where we will have to use them.
Last edited by Estellios; 01-17-2012 at 04:07 AM.
I'm all for fast paced combat but what we have here are very weak mobs. Player actions and abilities are actually quite slow.I think the pace of battle is great, I like the fast-paced fights and taking on multiple things at once. I think stronghold enemy difficulty should be left alone because they are XP grounds and farming gear from chests is nice to do in a small group which could be harmed quite a bit by making enemies take longer. I also personally find a lot of excitement in stronghold XP groups rushing to keep chains going or the occasions where you get a bunch of stuff at once, it's a lot better now that there isn't Storms Path spam.
That said, for future forced 8-man instances and other content having tougher enemies would be fine, and even better if they manage to implement scaling content based on party size (or the 4 or 8 man party size options like they seem to be aiming for, since it would make it easier to balance enemy strength). We have a good amount of tactical tools we can use now ever since they revamped battle classes, and with how the updates seem to be more forward-thinking than are initially apparent, I'm pretty sure we will be getting more situations where we will have to use them.
the thing is, if you make a monster take as long to fight in a party as it currently takes solo, then that means the solo player's EXP drastically drops because they can't kill nearly as fast. The dev's approach to dealing with this is to use larger groups of monsters, instead of making every individual monster tougher to kill.
They could always add "elite status" mobs for dungeons, which still con normally as a certain level and such but have much higher hit points, which is how WoW approached this issue (though I'm sure someone will shoot me down for referencing WoW). Not the most *elegant* solution, but it is workable.
Are you sure about that? People say different ^.^ just click >>>>> http://forum.square-enix.com/ffxiv/t...-Longer-fights yes please longer fights!The pace of battles is a recurring issue in RPGs in general these days. Lots of games are looking for ways to avoid the stereotype of battle systems and thus speed up the pace and/or streamline battle. Square Enix's games appear to be no exception.
One of the biggest criticisms at launch was that the combat system was... well, boring. In response to this, they have made moves to tie it into something more exciting and fast-paced, which of course results in things finishing quicker, allowing you to move on to the next foe.
Sorry buddy, but slow battles just isn't the way things are going these days.
Myself and another poster in this thread have already suggesting adding "elite" mobs. I mean they also could have made player attacks faster and adjusted the damage. At least everyone would feel like they are participating in battle.the thing is, if you make a monster take as long to fight in a party as it currently takes solo, then that means the solo player's EXP drastically drops because they can't kill nearly as fast. The dev's approach to dealing with this is to use larger groups of monsters, instead of making every individual monster tougher to kill.
They could always add "elite status" mobs for dungeons, which still con normally as a certain level and such but have much higher hit points, which is how WoW approached this issue (though I'm sure someone will shoot me down for referencing WoW). Not the most *elegant* solution, but it is workable.
You quickly learn, at least from my past experience, it doesn't take a genius to figure it out.
Generally people who don't care or can't maintain those simple aspects aren't very good at playing games.
Yea but at the end of the day its a game, I can appreicate if you don't want some random nobody screwing up your primal battle but you don't need to know much to function in a regular party or even a stronghold group.That's what I'm getting at. I wouldn't want someone to join my party that has never partied before our PL that class to 50. They won't understand the fundementals of the class and could very possibly mess up the whole fight.
This can be solved by earning more XP per kill, although to be honest it woudln't be such a bad thing to curb the XP rate a bit, it way too fast at the moment.the thing is, if you make a monster take as long to fight in a party as it currently takes solo, then that means the solo player's EXP drastically drops because they can't kill nearly as fast
Last edited by Jinko; 01-17-2012 at 04:45 AM.
i agree with you, the other day i went to an exp party killing raptors as PGL 40, well to be short in these i didnt even had to hit the mob to gain exp, the killing was too fast for me, i had to get close to the move and by the time that i was there the mobs were almost dead so anyhow i only need to hit'em with AA to help. So at the end i prefered to ditch the party and go back to town to look for another pty to do ifrit or moogle.
I want content with massive PvE but i dont know if i want all that applying on exp parties.
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