But there is no early pull. What is early to some may be late to others. No one gets to decide for other players when or when not to engage in open world content.
When I say early pull it's in relation to what the spawner decides. I'm aware that there's nothing enforcing that in the TOS. That's what I'm requesting for.
"never intende for server hopping hunt train"?Yeah SE never intended for things like server hopping hunt trains. Hunts are open world targets and they aren't owned by anyone and I believe they've had that or a similar stance when questions like this came up. They know the community does it. They just don't have to choose to put in things to support it.
dude, are you new for MMO? they make server hopping a thing, then make something rare to spawn, give them some nice drop even an archivement with more awesome reward that need to kill thousand of these things, then someone sudden said probly player won't jumping server to farm the shit out of it, lmao
in eureka people already jump from instance to instance to farm the heck out of fate that drop equipment, way before server and DC travel is a thing
Last edited by ShariusTC; 02-14-2024 at 09:09 AM.
Btw here's some advice for anyone looking to get a potential head start on getting to the S ranks in time.
The best thing would be to get involved into spawning and trying to get in touch with a faloop mod for your server (faloop is a site most players use to track spawns). Depending on the server, you may be able to get faloop permissions right away or may need to prove yourself as a spawner before you do. Once you have perms, you can potentially see spawns before they go public. They have an early access system where only spawners can see it first (mainly for when there's multiple spawns at the same time and we don't wanna release them all at the same time).
I fought with other guilds in the late 90s in EverQuest for contested raid targets, so no, not new to MMOs or this idea of fighting for a target. And it doesn't matter what the community has decided they want to do. None of it is sanctioned by SE itself and they're very unlikely to put anything in the game to facilitate a community-created system like this. They don't get into these disputes. Open world targets are open world targets and don't belong to anyone under SE's rules, whether they spawned them or not."never intende for server hopping hunt train"?
dude, are you new for MMO? they make server hopping a thing, then make something rare to spawn, give them some nice drop even an archivement with more awesome reward that need to kill thousand of these things, then someone sudden said probly player won't jumping server to farm the shit out of it, lmao
in eureka people already jump from instance to instance to farm the heck out of fate that drop equipment, way before server and DC travel is a thing
True due to the lack of spawn points in later expansions. But you still need to fly to it regardless in many cases.
Your order isn't entirely right there. They made hunts, as a concept, before they made World Visit and it was never adjusted."never intende for server hopping hunt train"?
dude, are you new for MMO? they make server hopping a thing, then make something rare to spawn, give them some nice drop even an archivement with more awesome reward that need to kill thousand of these things, then someone sudden said probly player won't jumping server to farm the shit out of it
However, you are correct that SE intended people to world visit for hunts, because some worlds were underpopulated and allowing people to visit would mean more people to help fight hunts and FATEs during the morning hours.
They even said in response to concerns about it that at first it'll be chaotic, but it'll settle down and everyone will get used to it after a while, which is what happened.
they made hunt before server hopping, yes, then making server hopping when people already find a loop hole for instance changing in eureka long time before that, they need to consider about that possible to make a change for hunt, that how MMO work, it's not like rocket science where they need to go out of the way to change it, just simple a patch that enable invulnerable buff for few minute which already ingameTrue due to the lack of spawn points in later expansions. But you still need to fly to it regardless in many cases.
Your order isn't entirely right there. They made hunts, as a concept, before they made World Visit and it was never adjusted.
However, you are correct that SE intended people to world visit for hunts, because some worlds were underpopulated and allowing people to visit would mean more people to help fight hunts and FATEs during the morning hours.
They even said in response to concerns about it that at first it'll be chaotic, but it'll settle down and everyone will get used to it after a while, which is what happened.
even offline game nowaday make change from patch to patch to fit with it own community, you tell me MMO should not do it?
I fought with other guilds in the late 90s in EverQuest for contested raid targets, so no, not new to MMOs or this idea of fighting for a target. And it doesn't matter what the community has decided they want to do. None of it is sanctioned by SE itself and they're very unlikely to put anything in the game to facilitate a community-created system like this. They don't get into these disputes. Open world targets are open world targets and don't belong to anyone under SE's rules, whether they spawned them or not.
yeah, sure, jan, claimed to be part of raid guild since 90s, don't understand that gamer will grind the heck out of everything in any game, lmao
I think the S ranks should become event bosses (using event specifically to refer to GW2) - so moving them into FATEs sounds alright. Upgrade the FATE system to include interesting spawn rules, and other things while they're at it. Like overall improve the dynamic element of FATEs (not just S), so they can adjust better IN the moment rather than only after. S rank obviously would have to adjust slower so it doesn't yoyo.
Would love to see S ranks and our.. Super S ranks (?- the ones with tokens lol) to get spiced up, like GW2 events (Dragonstorm, any of them really - etc). It was sad our Thanalan and South Shroud FATE that had many steps and changed things about the area (ARR) was the most creative they really got with the system. Good area for budding developers to test their design fingers too, particularly if it gets a lot of tools into the system (like GW2's activities or WoW's custom system they use for things like making you play tank wars in Darkmoon Faire), "I want you to make 10 interesting FATEs with our new system". If it sucks it's not great but didn't really destroy much lol.
More on point, besides having better dynamic combat / phases (meaning things would likely last longer), there can be a variety of means to ensure notice. Weather changing 5 to 15 minutes prior to an event, or a series of major FATEs appearing generating notice, etc (the weather is one that is sort of already used). Some solutions could literally be a timer but it would be because it also makes sense, like if somehow a King Behemoth was being held down by machina tethers, which DoH / DoL were trying to enhance, and you could see their health drop over time. Like a base timer, event time for DoH / DoL, and a slight increase in timer based on interest- by slight I mean if DoH/DoL did well it'd be like an extra 2 minutes, which all could have been precipitated by an earlier event like meteors crashing down throughout the zone with special weather effect, meteors spawned mini-A rank like FATEs that rewarded tomes, such that any person on the server who wanted to know about knew about it and is there.
Due to their far better persitence and notice, with perhaps special hunt tracking NPCs to help narrow down windows (like a GW2 event tracker 'almost'), can create a larger open world content concept that scales better.
On the FATE scaling mechanic though.. I would like it not all FATEs then just the unique 'event' fates did some sort of limit, clamp, and ceiling math to your rotation rather than total level sync, I don't enjoy losing my kit lol. Stat scaling is fine, and might be part of what helps it better dynamic (like your damage is scaled down fairly hard when the system thinks a lot of people will join in, and adjusts up or down if it needs to, meanwhile your defense doesn't get hit as hard as quickly because it allows the system a little bit more time to intelligently place where that fight needs to be to be fun / reasonable).
Last edited by Shougun; 02-14-2024 at 10:08 AM.
But no one has the right to decide anything for anyone. When the spawner decides to wait 30 minutes then everyone attacking after less than that would be open to get reported? Then you may say 30 minutes is too much and then suddenly you want to decide what time is appropriate and then the spawner wouldn't be the one anymore who decides? You can't tell players when they can or can't attack a monster in the open world.
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