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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I would like to see S ranks become more of a big deal like GW2 activities / world bosses (critical engagements is heading that direction I suppose). So a universal 'no touchy' timer might not be needed when they could have a variety of 'warning' signs and build ups.

    Like King Behemoth you start to get weather across the zone that will occasionally drop an AoE lightning (or meteors..) near you (you see the circle, can dodge), and then you get DoL / DoH mission to fortify the fighting ring while DoW / M protect, bullet hell phase, and then Behemoth comes out of the sky pushing everyone back and it leads into a great big world boss fight, including things like firing rampart chain cannons, potentially providing team support and buffs with unique crafts, etc. The server would know of the event about 20 minutes before he even touches down due to the build up. Each having their own grand ordeal, and .. add a lot of them



    My personal aside on hunts is that I wish we had a hunt log, tracking hunts killed, first time bonuses, which rewards are in demand, refreshing rewards, maybe a hunt train / party finder link with auto party generator based on a few prompts, and perhaps adjusting B and A ranks a little. Where B ranks become more personal spawned, and more dynamic.

    Fighting in a FATE and a predator B rank comes at you, fishing too much at the pirate sea and a B rank comes out of the water (does not aggro instantly so you can choose to run away), get a ticket from the NPC and you can force pop them, when they appear whether ticket based or not they tend to be worth it (good bonus exp, cute poetic and secondary tome boost, etc).

    Then A ranks might drop pyreflyes on death where you can interact for a dynamically scaled fight, with more monster hunter like fight mechanics (more skill based than stat based), with perhaps a difficultly scaler to the dynamic element that deteriorates as the pyreflies are older (meaning a more decayed aether mass is weaker, a notice-able but non-hyper punishing different in rewards based on challenge level), being sure to leave the current "alive" balance for the current hunt train mechanics but also allowing players to trek through the zones and purify locations (can only kill them while alive or pyre mode once every X time, so you can't double up on the kill lol).
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    Last edited by Shougun; 02-02-2024 at 05:15 AM.

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,561
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shougun View Post
    I would like to see S ranks become more of a big deal like GW2 activities / world bosses (critical engagements is heading that direction I suppose). So a universal 'no touchy' timer might not be needed when they could have a variety of 'warning' signs and build ups.

    Like King Behemoth you start to get weather across the zone that will occasionally drop an AoE lightning (or meteors..) near you (you see the circle, can dodge), and then you get DoL / DoH mission to fortify the fighting ring while DoW / M protect, bullet hell phase, and then Behemoth comes out of the sky pushing everyone back and it leads into a great big world boss fight, including things like firing rampart chain cannons, potentially providing team support and buffs with unique crafts, etc. The server would know of the event about 20 minutes before he even touches down due to the build up. Each having their own grand ordeal, and .. add a lot of them
    FATEs are actually better for that sort of thing. They can do animations and NPC movements ages in advance like that and alter weather, as well as having build-up FATEs. They even do this sort of thing in certain ARR areas which have fortress invasions which different sides can win, it's just ridiculously easy to win now.

    My personal aside on hunts is that I wish we had a hunt log, tracking hunts killed
    That's only relevant for the initial achievements for killing 1 of each rank in each area. It's not that hard to just kill them all again if you forget which ones you killed. Once you've killed more than 1 of each there's no point to a hunt log.

    refreshing rewards
    Well the tomestones do change on a regular basis.

    maybe a hunt train / party finder link with auto party generator based on a few prompts
    Party Finder can do all of these things. Every single part of what you said.

    perhaps adjusting B and A ranks a little. Where B ranks become more personal spawned, and more dynamic.
    It would be good if B ranks could be like the ones in FF16. Actually fun and threatening and jumping around, instead of standing there, telegraphing everything. Although most of them are very easy, a few of them are challenging enough that they can kill you, but only at the minimum item level that you quickly grow out of, so they should sync you as well.

    get a ticket from the NPC and you can force pop them
    If they really want the hunt system to not be congested, the solution is to make it similar to maps, where you get a hunt bill from somewhere and then it allows you to spawn B, A and S ranks exclusively for you or your party.
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  3. #3
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Jeeqbit View Post
    FATEs are actually better for that sort of thing. They can do animations and NPC movements ages in advance like that and alter weather, as well as having build-up FATEs. They even do this sort of thing in certain ARR areas which have fortress invasions which different sides can win, it's just ridiculously easy to win now.
    Not sure what you mean. By FATEs as in due to the sync'ing? Could be FATEs then. I honestly don't care which system it's labeled just that they're a bigger deal lol. Comparatively speaking our FATEs/Critical Engagements, S ranks, etc, are not 'big deals' when you look at a system that goes more all out (as I was trying to example, or just literally trying GW2 lol).

    My favorite cake would be less ability sync though and some sort of intelligent stat sync. I don't really love losing abilities in my kit :/.

    Quote Originally Posted by Jeeqbit View Post
    That's only relevant for the initial achievements for killing 1 of each rank in each area. It's not that hard to just kill them all again if you forget which ones you killed. Once you've killed more than 1 of each there's no point to a hunt log.

    Well the tomestones do change on a regular basis.

    Party Finder can do all of these things. Every single part of what you said.
    1 / 2) Refreshing rewards as in sometimes you get a new hit list (obviously B ranks has this, but with the hunt log being revamped it would be a concept all together). List not even being "kill bob, again" but like "rainbow week" and you get a variety of locations or "rain culler" and you get a bunch of water element, etc. Could even have morphs to them, like on rain week new water based elemental attacks are added (so the B ranks are being mixed up). A ranks would have to follow a more shared concept since you can't have each person brining their own morph in a pack of 20 players lol. I didn't list every single reason why I want the system because I didn't really want to make a massive wall in another's post, but it wasn't just because I wanted to track them easier.

    Tracking hunts is just plain ugly and hilariously annoying if I was sincerely hunting these to hear the suggestion be "kill them all again" when you see a hunt once a month at best. Unless I missed a spot that tracks where what is killed, in which case please tell because I am curious. Assuming there isn't then you've no idea if you needed a specific hunt or not because who knows "might as well schedule my entire life to the kill schedule". Rather than be like "oh I missed Bob?" and check when bob was last killed so you can plan around one rather than 25 different potentials. Not that having one kill tracker is the pure reason, the other reason being a better sorting of hunts (master UI that covers all the hunt objectives rather than a new 3 key items every single expansion).

    3) Yeah.. I used the word party finder... .. I just said that it would facilitate generating and helping maintain hunt trains (via the party finder). A bit akin to the Blue Mage thing. Just attempts to make it more seamless.

    Quote Originally Posted by Jeeqbit View Post
    It would be good if B ranks could be like the ones in FF16. Actually fun and threatening and jumping around, instead of standing there, telegraphing everything. Although most of them are very easy, a few of them are challenging enough that they can kill you, but only at the minimum item level that you quickly grow out of, so they should sync you as well.

    If they really want the hunt system to not be congested, the solution is to make it similar to maps, where you get a hunt bill from somewhere and then it allows you to spawn B, A and S ranks exclusively for you or your party.
    Personally suggested B ranks can just appear on purpose to avoid too much rigidity (on some sort of in built timer), again using the new Hunt UI potentially to help limit this factor, and so you might get like B ranks a day/week. B ranks might be more akin to easier to fish out S ranks, with a bit more dynamic / ease of access. Their purpose to bringing more livelyness to the open world specific to that player (not really a group content).

    I'm fine with like a ticket a week giving you a forced B rank pop, welcome it, but I was intentionally suggesting a more dynamic approach for the dynamic element specifically. So you have less "I know exactly what is going to happen when I get to that zone, like.. EXACTLY".

    FF16 NMs were fun. Going back to the sync, I would be okay seeing some sort of sync system, especially if the fights were directed more towards the monster hunter like vibe where skill play is more important than stats. I would encourage a dynamic sync that doesn't really do level as much as it does some sort of on the fly stat calculation to the monster to adjust them to be fun. So more the monster syncs to you, then you sync to the monster, but some clever player adjustments could be made if needed-- I just would like to avoid going back in time and having a level 50 kit when I'm a level 100 player lol.

    I'd also be cool with A rank tickets, to encourage people to create hunt parties even more (like treasure parties). Maybe you can sometimes earn tickets from fates in the zone? Though one key point of the pyre idea was to help with the idea that when a cross server lawn mower comes through, and you miss it by a minute, or can never seem to be on when people are doing it, that you could enjoy an element of it- while the hunt aspect isn't actually removed (still encouraged to do it live, still encouraged to make a train, but hey if you stumbled upon a monster pyre you might kindle their flame to purify the area and get yourself a cool content fight).

    I feel S ranks tickets could be a thing too, just more rare. Though again when I was making the first part of the post I was thinking 'big ordeal' like Lavos 10 phase boss fight. That whole FFXI tree event where everyone on the server is trying to kill it lol. (Or GW2 as an example since I think they do a great job with big chaotic group fights).
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    Last edited by Shougun; 02-02-2024 at 12:54 PM.