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  1. #61
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    Quote Originally Posted by Mushy View Post
    I like playing multiple monsters not 1 for 30mins unless its a boss, sometimes i want to run through these suckers, we are a powerful team it should not take 10mins to kill an ant
    Quote Originally Posted by jwang View Post
    Quantity is a quality of its own. I'd rather have 10 lbs of low grade pork that fills me up just fine over a half-ounce serving of finest quality steak that's barely a mouthful if I'm hungry. If I'm not so hungry though, that half-ounce serving of steak would be fantastic for the palate.
    lol ...sometimes, I think you guys just like playing "devil's advocate."

    Exaggerate much? :P


    In FFXI, the ONLY time it could ever take 10 minutes to kill an "Ant" was if your party was either complete "shit," or if you didn't have the right line-up. Now, of course, I do NOT want a repeat of that BS. Having to "/sea all <insert the only viable DD/Tank/Healer/Debuffer here>" all the time is not my idea of fun.

    Hell, if you weren't gung-ho enough to make your own parties, you could end up waiting for a party all day, only to have it disband after 10 minutes b/c "you only killed 1 'Ant' in that entire 10 minutes" lol


    So, I agree w/ you guys there, for sure. But JUST b/c that happened in XI, doesn't mean it's gunna happen here in XIV. The main thing that caused those issues were badly designed mobs and job system (which lead to the "sam, sam, war, rdm, brd, brd" line-ups that we saw later on).


    So, YES, longer more memorable and engaging battles; but, NO, to everything else. The only way I'd be ok w/ that kind of thing was if there were more options for parties (different mobs available in different areas built for a WIDE range of party line-ups, i.e. mobs weak to piercing, mobs weak to slashing, mobs weak to blunt, mobs weak to magic, etc.)
    (0)

  2. #62
    Player
    Natabant's Avatar
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    Mar 2011
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    Ul'dah
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    275
    Character
    Natsu Seibold
    World
    Excalibur
    Main Class
    Bard Lv 60
    Quote Originally Posted by Khal_Drogo View Post
    lol ...sometimes, I think you guys just like playing "devil's advocate."

    Exaggerate much? :P


    In FFXI, the ONLY time it could ever take 10 minutes to kill an "Ant" was if your party was either complete "shit," or if you didn't have the right line-up. Now, of course, I do NOT want a repeat of that BS. Having to "/sea all <insert the only viable DD/Tank/Healer/Debuffer here>" all the time is not my idea of fun.

    So, YES, longer more memorable and engaging battles; but, NO, to everything else. The only way I'd be ok w/ that kind of thing was if there were more options for parties (different mobs available in different areas built for a WIDE range of party line-ups, i.e. mobs weak to piercing, mobs weak to slashing, mobs weak to blunt, mobs weak to magic, etc.)

    lol this has gotta be your dumbest thread to date, Khal. Smart thinking on the title though.

    By the way, the answer to your question is yes. The whole devil's advocate thing is exactly what you call a troll. They come in and post something to get you riled up, and in this case... like always, you let them get under your skin.

    Just wanted to say though... you can try your hardest to make every one listen to you, but in the end it's majority rules. FFXI was great, but it'll take more than fun stories to convince these hardheaded fools.

    Maybe if you're lucky 2.0 will have a more XI-like feel to it, and people will realize how much better it makes the game.
    (0)

  3. #63
    Player
    Gramul's Avatar
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    Mar 2011
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    Ul'dah
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    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    That depends.
    Do I want to eat a fancy meal each night, or save them for special occasions?
    (0)

  4. #64
    Player
    Skies's Avatar
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    Nov 2011
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    Ul'Dah
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    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Khal_Drogo View Post
    lol ...sometimes, I think you guys just like playing "devil's advocate."
    Actually the opposite, my deal Khal. It might not be much, but i'm a tabletop RPG player and a game master to boot, and I do make a point of designing my own foes for the party to fight and what they (And me) have said is actually a design choice I personally like. Give them fodder for most of the time, hold back on the big involved fight for when it matters, what it does is create a completely special feel when they are hitting against a hard foe.

    Both approaches have quite literally their pros and cons and people like each approach differently, but either of them used to no end bothersome. We need both the challenge to feel like we know what we're doing and the fodder to let us relax.
    (0)

  5. #65
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    Quote Originally Posted by Skies View Post
    Actually the opposite, my deal Khal. It might not be much, but i'm a tabletop RPG player and a game master to boot, and I do make a point of designing my own foes for the party to fight and what they (And me) have said is actually a design choice I personally like. Give them fodder for most of the time, hold back on the big involved fight for when it matters, what it does is create a completely special feel when they are hitting against a hard foe.

    Both approaches have quite literally their pros and cons and people like each approach differently, but either of them used to no end bothersome. We need both the challenge to feel like we know what we're doing and the fodder to let us relax.
    Why not create multiple mobs/camping spots, and give ppl the option* to choose which type of battle pace they prefer? Is it difficult to do that on a massive scale? like...basically, "Spam-Fest vs. Strategizing" all the way from "lvl 10 - max lvl."

    Would it be difficult to implement a system that gives that option to players at all times?
    (0)

  6. #66
    Player
    Skies's Avatar
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    Ul'Dah
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    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    I certainly do not have any idea wether it would be difficult in either a technical or logistical sense, I will grant you that. But for that both camps would have to effectively give the same rewards and being merely a choice of style and I believe that would probably be a party in hell wearing rusty nail slippers on a logistical level.
    (0)

  7. #67
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    Zantetsuken's Avatar
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    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    Why not create multiple mobs/camping spots, and give ppl the option* to choose which type of battle pace they prefer? Is it difficult to do that on a massive scale? like...basically, "Spam-Fest vs. Strategizing" all the way from "lvl 10 - max lvl."

    Would it be difficult to implement a system that gives that option to players at all times?
    I have to agree, just because how similar it is to post #12... ↓↓↓↓

    Quote Originally Posted by Zantetsuken View Post
    In a similar vein:

    I made a request in the last section of the poll for an alternate to rapid mob chaining for full party exp-ing.

    In a nutshell, I asked that they introduce new large mobs (like Great Buffalo) that have very high HP, powerful attacks, and varying attack patterns that reward players with lots of xp proportional to the time and strategy that it takes to kill them.

    Essentially, take the FFXI style of battles and add in a healthy portion of Monster Hunter as a new option for leveling.

    Not only would this make battles more enjoyable and and intense, but it would also allow players to really get accustomed to using all their job/class skills -- long before they get to 'endgame content' (and need explanations on how to hold hate, etc..)
    As I said, we just need an alternative to the current system. If parties want to kill raptors in crazy fast chains, they can still do that, but if killing larger mobs in longer battles is a balanced option (xp:time), I think many players will end up choosing the latter.

    Here's breakdown of what I would consider ideal leveling styles based on party size:

    Solo, Duo [Classes] = Guildleves
    Light Party [Class Parties] = Exp Chains (raptors, wolves, etc..)
    Full Party [Job Parties] = Large Mob Battles
    (1)
    Last edited by Zantetsuken; 03-22-2012 at 06:42 AM.

  8. #68
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    Quote Originally Posted by Zantetsuken View Post
    I have to agree, just because how similar it is to post #12... ↓↓↓↓



    As I said, we just need an alternative to the current system. If parties want to kill raptors in crazy fast chains, they can still do that, but if killing larger mobs in longer battles is a balanced option (xp:time), I think many players will end up choosing the latter.

    Here's breakdown of what I would consider ideal leveling styles based on party size:

    Solo, Duo [Classes] = Guildleves
    Light Party [Class Parties] = Exp Chains (raptors, wolves, etc..)
    Full Party [Job Parties] = Large Mob Battles
    With that system, though, it means we would be "condemned" to the current "1000000 mob spam-fest" for leveling, huh?

    I hope that's not the case. Leveling is supposed to be the only "recurring" content we have available, even when expansions and all that are on the back burner. If it's stays fast, and continues to offer very little "stimulation," then the game's gonna get really boring.

    The finished product will end up being the way it is now:

    Play after the new content is released, beat it, cancel subscription; repeat cycle.
    (0)

  9. #69
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    Zantetsuken's Avatar
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    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    With that system, though, it means we would be "condemned" to the current "1000000 mob spam-fest" for leveling, huh?

    I hope that's not the case. Leveling is supposed to be the only "recurring" content we have available, even when expansions and all that are on the back burner. If it's stays fast, and continues to offer very little "stimulation," then the game's gonna get really boring.

    The finished product will end up being the way it is now:

    Play after the new content is released, beat it, cancel subscription; repeat cycle.
    Not quite sure what you are saying here...

    How does adding an alternative to the current spam-fest, end up condemning us to the current spam-fest?

    Most people level in full parties, which means they will likely opt for the more strategic and longer battle xp option (esp if there is a slight xp bonus over chaining mobs in the same timeframe)
    (0)
    Last edited by Zantetsuken; 03-22-2012 at 07:30 AM.

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