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  1. #1
    Player
    Kazimir's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    233
    Character
    Chuck Lebro
    World
    Sargatanas
    Main Class
    Conjurer Lv 5
    Quote Originally Posted by Kirith View Post
    You could do other things while waiting for a party in FFXI, but people were so dead set on partying the whole day long they would be unable to think/do anything other than waiting excitedly for an invite. Obviously after 10 hours of waiting anyone would feel dreadful.

    I still think that sort of thing shouldn't happen again, but i'd take it over the current system any day. SE thought they could solve it by making jobs flexible, but instead of giving single classes many roles they gave a generic role to every class.
    The two systems are opposite extremes, if you will.
    I agree, hopefully the adjustments to the classes will make them more unique from each other like in many FF games. It really isn't necessary for the classes to be so generic, you would still be able to solo just as well on leves if you needed to.


    I think a big problem with the game is just the length of the fights. When the mob dies in 5 seconds there is no need to coordinate anything, so this should be changed along with the class uniqueness. Increasing the mobs resistances and HP, as well as balancing there attacks and giving them more enfeebling skills and buffing abilities would improve the battles greatly and give more of an incentive for doing regimens, and it could be balanced by simply increasing the SP/EXP awarded by killing them due to the longer fights.

    The imbalance is also a huge issue with the guildleves. I believe that needs to be adjusted along with the class uniqueness. It's supposed to be 1 star = solo 2 star = band 3 star = party, yet I can solo a 2 or 3 star leve solo. How does that make any sense? Or how about when a party of 4 does some leves on 3 stars and everything dies incredibly fast and easily, but when they do it on 4 to make the fights more interesting, they get one shotted by an aoe.

    I also feel they should allow it to be possible to roam grind more effectively in the game at all ranks post 15 or so. Sometimes I want to rank up all day, yet after my 8 leves I have nothing else to do but craft. It should be a lot more viable to do both, without taking a hit to SP/hr either way. I would like to see mob distribution change in all areas and rank ranges so that those of us that choose to grind can. They don't need to be like in XI where we sit in one spot, but more like the raptor grinding we have now, or perhaps give us some cool dungeon areas like king ranperre's tomb so we can roam grind. Guildleves will always be around for the soloers and the groups that just want to party for maybe an hour or 2, but the players that play for longer stretches of time need to be catered to as well. Obviously it would have to wait until the battle system changes and hopefully similar mob changes to what I pointed out, but I'd like to see it at some point.
    (2)

  2. #2
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Kazimir View Post
    I agree, hopefully the adjustments to the classes will make them more unique from each other like in many FF games. It really isn't necessary for the classes to be so generic, you would still be able to solo just as well on leves if you needed to.


    I think a big problem with the game is just the length of the fights. When the mob dies in 5 seconds there is no need to coordinate anything, so this should be changed along with the class uniqueness. Increasing the mobs resistances and HP, as well as balancing there attacks and giving them more enfeebling skills and buffing abilities would improve the battles greatly and give more of an incentive for doing regimens, and it could be balanced by simply increasing the SP/EXP awarded by killing them due to the longer fights.

    The imbalance is also a huge issue with the guildleves. I believe that needs to be adjusted along with the class uniqueness. It's supposed to be 1 star = solo 2 star = band 3 star = party, yet I can solo a 2 or 3 star leve solo. How does that make any sense? Or how about when a party of 4 does some leves on 3 stars and everything dies incredibly fast and easily, but when they do it on 4 to make the fights more interesting, they get one shotted by an aoe.

    I also feel they should allow it to be possible to roam grind more effectively in the game at all ranks post 15 or so. Sometimes I want to rank up all day, yet after my 8 leves I have nothing else to do but craft. It should be a lot more viable to do both, without taking a hit to SP/hr either way. I would like to see mob distribution change in all areas and rank ranges so that those of us that choose to grind can. They don't need to be like in XI where we sit in one spot, but more like the raptor grinding we have now, or perhaps give us some cool dungeon areas like king ranperre's tomb so we can roam grind. Guildleves will always be around for the soloers and the groups that just want to party for maybe an hour or 2, but the players that play for longer stretches of time need to be catered to as well. Obviously it would have to wait until the battle system changes and hopefully similar mob changes to what I pointed out, but I'd like to see it at some point.
    I think the whole difficulty selection of guildleves needs some good explanation, as I agree that it's pretty vague about the game calculates it.

    Take heart though, as through my explorations of all the currently open zones in Eorzea(still missing 7 named), there are plenty of areas on the map that look like they'd be perfect for dungeons or raid-type areas, while there are also plenty of areas that are blocked off by invisible walls and "this area is currently inaccessible" messages. This probably means these areas will be filled with stuff eventually.
    (0)