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  1. #1
    Player
    Molly_Millions's Avatar
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    Mar 2011
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    Uldah
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    Molly Millions
    World
    Balmung
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    Marauder Lv 50
    I think all that needs to happen is to allow us to choose from a larger list at each camp then just three leves, this way we could still coordinate to have all party members with the same leves. I wouldn't fail the leves if we could ensure all party members had the same ones on the next reset.
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  2. #2
    Player
    Rentahamster's Avatar
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    Mar 2011
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    Lindblum MRD50/THM50/LNC50
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    Renta Hamster
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    Sargatanas
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    Gladiator Lv 50
    Quote Originally Posted by solracht View Post
    Please keep in mind that your last point is difficult to achieve - avoiding that approach is the reason why I suggested the solution I did. While the technical part behind adding an EXP Pool may be harder than simply boosting current mob exp rates, achieving the same end result is way harder with your approach, as you have to take care of leves on an individual basis, while also taking into account whether extra mobs can spawn or not.
    You'd also have to take care of leves on an individual basis with your system, too.

    Quote Originally Posted by solracht View Post
    This would make most guildleves equal, except for the completition time. However, The difference between the time needed to complete two different guildleves, barring being really unlucky with some necrologos/drop ones, is minimal.
    The time difference is not minimal. Some leves take at least 20 minutes to complete (any kind of defense leves, Lightsome Verdue, Adamantime Wills, Thousandfold Agony, etc), others take around 10 miniutes (Dunesfolk, Levinshower, Inferno, Catch a Thief, Securing Horizon, Wights, Moon's Mistress, Save the Lettuce, that jellyfish leve at SV, etc), and some leaves take 5 minutes or less to finish (Where's the Meat, Most Imp leves, etc).

    They're not all as similar in completion time as you think.

    Quote Originally Posted by solracht View Post

    Just being realistic here, I do not think they'll be able to correctly balance guildleves if they try to "hand-craft" the exp rewards.
    You'll need to do the same amount of "hand-crafting" with my solution as yours.

    Quote Originally Posted by solracht View Post
    It also doesn't address the fact that most leves you'll do will still be about killing mobs. By using the "Pool" system, you give the devs a lot of freedom in what type of leves they can make, and which objectives they can attach to them, as the exp reward will be good regardless because of the Pool.
    Since when is this a problem? That should be the basis of the objective. These are "battlecraft leves", afterall. I disagree about your system giving the devs "more freedom". It actually restricts them since they have to consider the time restraint and making all leves take the same amount of time to finish. This would render all defense leves useless.
    If they didn't have to worry about the time restraint, they could design some leves last to last about 10 minutes (with the player getting about 5,000 SP each time), and then design some other leves that last about 20 minutes (with the player getting about 12,000 SP each time).

    This way SP/hour is constant (with the longer leve getting slightly more SP/hour to balance it out), and to also balance for relative value disparity, the 20 minute leve could contain bonuses for faction points, or guildmarks, or items, or whatever.

    Quote Originally Posted by Molly_Millions View Post
    allow us to choose from a larger list at each camp then just three leves, this way we could still coordinate to have all party members with the same leves. I wouldn't fail the leves if we could ensure all party members had the same ones on the next reset.
    Agreed. This is part of my suggested changes and this alone takes away about 50% of the desire to fail leves on purpose.
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