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  1. #1521
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Kiote View Post
    I have no Problem with Power Leveling. In fact, I think it is a great way to help friends and Linkshell Members through tough parts of the game..

    I have a problem with FFXIV Power Leveling.

    There is no excuse for an Entire party standing around afk while a High Level character kills things for them. That is unacceptable. At least in every other game that has Power Leveling, the user being power leveled has to take an active role in the game. In most game the power leveler can only heal the person being power leveled or at the very least must do less over all damage to the target.
    I agree. It really needs to be toned down to at least require effort from the people controlling the avatars, as do a lot of things in the game like spamming standard for synthesis. They could greatly increase the amount of experience/synth for higher quality items rather than it's current rate. Higher quality does yield higher experience but it's still unbalanced in my opinion.

    I disagree with mechanics that can be exploited through by turbo controllers or auto-follow. I'm kind of okay with the exploits themselves, if you don't want to play the game as it was meant to that's fine but you still have to at least go through the motions.
    (1)

  2. #1522
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Rhomagus View Post
    I agree. It really needs to be toned down to at least require effort from the people controlling the avatars, as do a lot of things in the game like spamming standard for synthesis. They could greatly increase the amount of experience/synth for higher quality items rather than it's current rate. Higher quality does yield higher experience but it's still unbalanced in my opinion.

    I disagree with mechanics that can be exploited through by turbo controllers or auto-follow. I'm kind of okay with the exploits themselves, if you don't want to play the game as it was meant to that's fine but you still have to at least go through the motions.
    Who dictates "intended behavior of mechanics"? The devs.

    Who said they support PLing in FFXIV? The devs. (yoshi-p to be exact)

    Who already changed the game mechanics to combat "too fast" PLing? The devs. (yoshi-p told em to do it)

    So what are we missing now?

    Another dev response?

    Maybe this time they will take out any way to PL?

    - cant heal ppl outside of your party.
    - higher lvl players that join a low lvl party are auto level sync'd while in party.

    Interested to see what happens... Imma sit over there *points east to a safe distance from the angry mobs* and watch the SE forums further genocide it's own morality.

    *huggles* :3

    P.S. and no I'm not Pro PL nor do I care about its outcome.
    (0)

  3. #1523
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Rhomagus View Post
    I very much agree with Sorel and Kiote here. I understand the current claiming system but it bypasses the entire balance of character progression as well. I've made suggestions to how the current claiming system could remain as I do like the claiming system. I just don't like how the rewards can be exploited.

    I also prefer that old threads be necrobumped rather than new threads be made. As the game changes old concepts deserve to be looked at again since the context they can be used in has changed and is worthy of discussion.

    A surefire way to get this thread nuked would be to have a group of posters strategically derail the topic while prodding posters into making personal attacks. As long as there are enough people willing to have a civilized discussion on the topic at hand then detractors will just get censored from the thread rather than it being nuked outright.

    Also, blatant non constructive necrobumping will get it nuked as well. If you're going to necrobump a thread make sure that the response is thorough enough to be considered legitimate.
    What is the "balance of character progression"?

    Im not asking for the definition. I'm asking how you're competent enough to know what a proper "character progression".

    I don't mean "competent" in a negative suggestive term either. I really just want to know.
    (0)

  4. #1524
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    To AreeyaJaidee:
    Quote Originally Posted by AreeyaJaidee View Post
    Who dictates "intended behavior of mechanics"? The devs.

    Who said they support PLing in FFXIV? The devs. (yoshi-p to be exact)

    Who already changed the game mechanics to combat "too fast" PLing? The devs. (yoshi-p told em to do it)

    So what are we missing now?

    Another dev response?

    Maybe this time they will take out any way to PL?

    - cant heal ppl outside of your party.
    - higher lvl players that join a low lvl party are auto level sync'd while in party.

    Interested to see what happens... Imma sit over there *points east to a safe distance from the angry mobs* and watch the SE forums further genocide it's own morality.

    *huggles* :3

    P.S. and no I'm not Pro PL nor do I care about its outcome.
    I would presume that giving us information about our own levels as well as giving information about mobs having levels would be a recommendation to how we should fight mobs in order to progress. Based on that logic, you should be able to take on more difficult monsters if you were to divy out responsibility equally among a group. The more players there are the more difficult it is to properly coordinate but the greater potential power you can wield against monsters you normally wouldn't be able to take on your own. You then create a balance between character level, monster level, and the ability to manipulate the context of the situation. Again, using only mob and character levels into account. Experience is then divided among the players involved when they successfully defeat an enemy. Harder enemies will generally yield larger amounts of experience while weaker ones will yield less experience all the way down to 0 experience depending on conditions.

    So you have risk/reward mechanics at play here just by looking at player level and mob level, you can get a good idea of the risk involved to wager whether or not you will get a pleasurable outcome.

    I agree with this kind of reward mechanic and believe it to be the "intention" behind the motivation of even including mob and character levels.

    Non RPG's also have ways of building their own risk/reward mechanics.

    Racing games use winding paths v time
    First person shooters use weapon v opponent durability

    Just as some examples. There are plenty more and sometimes there are multiple levels going on that happen in a very short period of time. There are also resource mechanics and strategic elements that go into making an informed decision on what to do and why. The ease/difficulty of a successful outcome is usually negotiated to fit a specific audience or demographic. So there's a bit of a balancing act with the developers as well. They have to make sure their players are sufficiently challenged so that they retain attention but also make sure that they aren't too frustrated to the point where they leave.

    The levels that can be denoted are a general measure of how difficult a particular outcome will be. The game has been balanced so that an "even matched" adversary will net you a decent enough challenge if utilizing some of your skillsets learned while not being too difficult to frustrate you into quitting. The reward has been balanced accordingly in order to derive a certain amount of positive reinforcement from the successful defeat of an even matched enemy in order to keep you sufficiently amused according to their parameters. What the development team assumes and what the playerbase wants is another, but related, matter but to keep things simple we'll just stick to this.

    So we have risk/reward and the reward gain is directly related to the amount of risk involved. The more risk, the more rewards.
    This is where things get tricky in a Massively Multiplayer Online Role Playing Game, but you can still derive "intention" by the suggestions built into the game mechanics.

    I know this is long but, so far nothing you said is actually false. I do not disagree nor could I claim that any of your phrases are false or even misinformed. It is true that the devs implemented, fixed, and remarked that PLing is an intentional form of play. Despite that, for some, it negates the concept of having a risk/reward scenario when it can be so easily exploited. The feelings of each individual player are different and they don't always agree with the game mechanics implemented. This is exemplified in any mulitplayer game where the player isn't the only player. The field of play should be made equal (and I'd argue predictable enough) so that players are encouraged to straddle that risk/reward line and clearly identify successful outcomes and understand how to fix failures.

    I could go into risk assessment as well but that's another subject.

    Despite Powerleveling being a permissible action in an MMO it's a mechanic that inherently messes with the intended balancing structure of the game. I would say in defense of the development team, the permission to allow it is a mixture of placating a broad audience, conceptual foundation for future content, and positive reinforcement for players who "stuck it out" at the cost of game balance in relation to progression.

    SEGUE!!

    Quote Originally Posted by AreeyaJaidee View Post
    What is the "balance of character progression"?

    Im not asking for the definition. I'm asking how you're competent enough to know what a proper "character progression".

    I don't mean "competent" in a negative suggestive term either. I really just want to know.
    There are clues built into the system that define what the intended "character progression" is for any given game. It's especially apparent, and some would say frustratingly slow, in the form of "drop rates".

    Particular items garner prestige in an MMO based on a mixture of their aesthetic quality, effectiveness, and availability. Here, we'll focus on the availability portion of perceived value (and do not ever forget that word PERCEIVED. At the end of the day none of it's real and isn't worth getting too upset about).

    The development team has an idea in mind of how valuable an item will be based partly on it's availability. This they can directly control through a mechanism called "drop rates". Effectiveness being less controllable, and aesthetics being the least controllable of the three perceptions of value. By discerning how often an item drops based on successful completion of a goal you can derive a time period for how likely it is for a player to obtain an item. Lower drop rates requires more successful completions of a given task in order to successfully obtain the item. Drop rate combined with projected completion time (the time it takes to complete a task) can give you an estimate of how long it will take to acquire a particular item. With drop rates being partly randomized this will differ among players but there will still be a "mean" amount of time required based on all successful completions.

    So via employ of "drop rates" you can derive a kind of "progression" to a particular goal. (randomizing it in my opinion is the dick move of it all as you can easily effect rate in other means through currency while still giving players positive reinforcement mechanisms for successful completion but that's another matter entirely.) By measuring the time it takes you can figure out a progression time required to achieve a given goal.

    This also applies to leveling a character (even more directly when experience used to be random ). Through juxtaposing mob level v character level and measuring the reward outcome based on the risk (and time) involved you can derive a general intended progression from your data.

    The intended progression is built into the game's mechanics. Power leveling exploits the intended progression by negating the risk/reward ratio. Despite Naoki Yoshida's vocal support of power leveling, the intended progression is still different than what power leveling can achieve. Unlike you I actually don't mind the practive of PL'ing. I don't do it myself because I don't actually enjoy it. I prefer the current intended progression because I'm sufficiently positively reinforced to do so. This is subjective only to me, but is also discernible through the mechanisms built into the game. Everyone's goals are different and to an even greater, less controllable extent, the needs of each player and the playerbase as a whole varies greatly given their context. Each player decides for themselves what they're willing to put up with based on this.

    I actually applaud the SE team for being so open and understanding in their philosophy of game design. Where I disagree with them is the implementation of the current PL method. While it allows for a greater majority to play at their own pace, it also invited a means to grief one another easier than what was necessary in my opinion.


    In the end the development team put it in the hands of the individual which I don't entirely disagree with. I do disagree with how other people can control another's progression so easily and would like either that concept's removal or a negative reinforcement mechanism to curb the behavior.

    TL;DR I don't decide the rate of intended progression; clues are given by the game's mechanics; PL'ing circumvents those clues and opens up grief avenues unnecessarily.
    (3)
    Last edited by Rhomagus; 02-03-2012 at 03:13 PM.

  5. #1525
    Player
    ChiefCurrahee's Avatar
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    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    I have a feeling that the current claim system will be revised come ver 2.0

    Right now, the player population is so low, w/o some type of level sync lower level players will be up the creek when it comes to leveling at any decent pace.

    Once Level sync is implemented in 2.0 the claim system has t be revised in order for people not to exploit a PT set up of 7 high levels with 1 low level to sync to and 1 outside PL.

    While they should have fixed PL early on at this point it's too late until ver 2.0

    It's still worth bringing it to the devs attention by keeping this on the front page until the end of time if need be.
    (5)

  6. #1526
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by ChiefCurrahee View Post
    I have a feeling that the current claim system will be revised come ver 2.0

    Right now, the player population is so low, w/o some type of level sync lower level players will be up the creek when it comes to leveling at any decent pace.

    Once Level sync is implemented in 2.0 the claim system has t be revised in order for people not to exploit a PT set up of 7 high levels with 1 low level to sync to and 1 outside PL.

    While they should have fixed PL early on at this point it's too late until ver 2.0

    It's still worth bringing it to the devs attention by keeping this on the front page until the end of time if need be.
    And i seriously hoped that we will get rid of Trolls as soon as this Game is P2P. There bursts my Bubble.
    (0)

  7. #1527
    Player
    Sirakitty's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    305
    Character
    Avyenne Solstice
    World
    Zodiark
    Main Class
    Conjurer Lv 90
    i hate Pl'ing it just pisses me off , i play since release and other ppl get their f*** jobs up to 50 in just a short amount of time with no effort, where i put hard work into it to get mines to 50.

  8. #1528
    Player
    Kiote's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I honestly think a mechanic as simple as, You must inflict a negative effect on an enemy to obtain experience points, would fix this problem. Conjurers need a reason to do more than stand around curing, and PLs would be encouraged to fight along side their friend rather than fighting for them.
    (0)

  9. #1529
    Player
    Soukyuu's Avatar
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    Mar 2011
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    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Kiote View Post
    I honestly think a mechanic as simple as, You must inflict a negative effect on an enemy to obtain experience points, would fix this problem. Conjurers need a reason to do more than stand around curing
    No, thank you. CNJ has enough to do healing it's party and keeping an eye on enmity and MP, with current MP costs for nukes, CNJ can empty their MP pool in about 12 combos (single target) or about 6 AOE hits. That's without healing.

    Even with blissful mind/shroud of saints, you'd be sitting at 0 MP pretty fast. You should know this since you have leved CNJ to level 40.

    What they do have to do is fix the claim system to transfer the claim to the party once a player who claimed the mobs leaves it, which would break the fastest oust/invite method. Yes, it wouldn't stop people from killing high level mobs from outside the party, but you won't be able to do it too fast because of mobs killing the party too fast/them having to recover.
    (2)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  10. #1530
    Player
    Gospel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    208
    Character
    Gospel Gestalt
    World
    Balmung
    Main Class
    Alchemist Lv 80
    I thought there was going to be porn in this thread? Where is it!?
    (0)

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