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  1. #71
    Player
    Nazrakin's Avatar
    Join Date
    Jun 2012
    Posts
    61
    Character
    Nazrakin Gorecleave
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Personally, I have always thought that stats are such a boring RPG mechanic. All anyone does is just load up on the best stat for their respective class anyway, and even then the difference between 1 point of one stat vs another is negligible.

    While I don't think stats should be eliminated, I would like to see them become more potent. If I decide to take 1 STR instead of 1 Vitality when I hit level 23, it should be easy to observe the difference.

    Also, they should dump having players allocate stats at each level and leave the stats limited to gear choices. Instead they could introduce something similar to FFX's grid system where players can pick and choose a series of bonuses along the lines of those passive stat increases you get as you level that reduces CD or increase the potency of certain abilities.
    (1)

  2. #72
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by rina_inverse View Post
    Jinko, In my opinion, theres two type of player
    Those who play for fun
    and those who play to achieve something

    And if I want to achieve something, I dont want it to be spoon-fed to me
    Tell me what game gives you the victory without forcing you to learn patterns, learn weaknesses, learn rotations, learn what changes to make to said rotations due to mechanics and environmental hazards. Does more information instantly give that to you? What's that? No? Then you're not being spoonfed anything.

    Information is information. It helps players make informed decisions instead of flailing about thinking the direction they face increases their success at crafting. It helps those who don't have the time nor the desire to auto-attack lv0 mandragora ad nauseum for hours to see what their crit and accuracy rates are. It also creates for good references so that new players can get the facts they need without digging through research of other people like they were doing a book report. Best of all, more information encourages theorycrafting, which is a good aspect of the community.

    I'll agree with Neptune and Jinko on this one. Less secrecy and more information would be a good thing.

    On the topic of level correction/dLvl, I'll hold off until I see how they start balancing content. I'm hoping that they pick a number above the level cap or intended level of the content and use that as their main platform for boss design. It could be +8 levels of the intended level, or +3 levels like WoW does, for all I care. Just pick a number and start balancing stuff around it, along with balancing combat on the player characters' side expecting them to have said values to have a chance at winning.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #73
    Player
    Phantasmid's Avatar
    Join Date
    Jul 2012
    Posts
    65
    Character
    Rhenha Mhakaracca
    World
    Exodus
    Main Class
    Summoner Lv 60
    Yes, please. I don't care either way if they become more transparent or not, but I definitely want stats to be more potent or (more likely/importantly) for dlvl to go away. A lot of stats just feel useless.
    (1)

  4. #74
    Player
    Cynthis's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    576
    Character
    Cynthis Ravenbrook
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    All for more transparency, particularly on caps, but most importantly make stats have a bigger effect and scale down dlvls effect.
    (1)

  5. #75
    Player
    RedAffinity's Avatar
    Join Date
    May 2011
    Posts
    382
    Character
    Au Rore
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    If I don't have enough Magic Accuracy, it cripples my combos and output on BLM
    If I don't have enough Accuracy, it really doesn't matter on my DRG

    Is this normal / intended?
    (1)

  6. #76
    Player
    Colino's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,327
    Character
    Colino Nyea
    World
    Omega
    Main Class
    Culinarian Lv 90
    Yes please. I feel like the stats system is easily one of the weakest/most obscure things in the game. Just a bit more clarity and stronger effects would be nice.
    (0)

  7. #77
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    146
    Quote Originally Posted by rina_inverse View Post
    Im sorry, can you explain what do you mean here? serious question

    And Im against stripping eveything. I dont need transparancy. I dont want everything to be spoon-fed to me
    +1 item, Im also against abolishing this. Before this, crafting HQ is seems like random, and now its more straight forward. We can clearly see the path, how difficult it, assess out skills. +1 items is challenge to player and it shouldnt be remove
    And how is food suppose to be difficult? complex? we have a fan made list for that (which i applaud btw). I like this kind of approach. Give the player a shortcut, but make the shortcut difficult. Again, more challenge
    What are talking about? Serious question. Basically i have a decent understanding of what the stats are suppose to do with the job/class/gatherer/crafter that i used but for example i add 8 more int on my blm and do i see any noticeable difference with my dmg without trying to calculate all the dmg i did in a certain fight etc. nope. I'd rather it be i add 2 int and see a difference just by playing that way i get an understanding of what i want to go for stat/gear wise, why do my stats have to be so high it just seems meaningless to me to have such high values when the numbers could be scaled down and the potency elevated instead of if i add 35 str on my mnk i might notice a slight difference in dmg on my weaponskills as well as overall dmg. And i totally hate Dlvl.
    (0)
    Last edited by DonMega; 07-13-2012 at 05:45 PM.

  8. #78
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Molly_Millions View Post
    I disagree completely, the world needs danger. It's probably a good idea not to attack that level 70 basilisk.
    I'd have to agree with Elexia on this, there is a big difference between real danger and cheap one shot danger.

    Of course in this game things don't chase you to hell so I guess that's why they made it this way.
    (1)

  9. #79
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,987
    Quote Originally Posted by Holy_Dragoon View Post
    Better late than never =)
    FFVII vs FFIX vs FFXIV

    Now could you tell me exactly how much damage I'm going to do to a mob when I hit the Attack button? (or auto-attack in the case of FFXIV)

    This is what I mean that the FF series does hot give clear indication of what stats do. I rather like it this way. I know if I bump strength in every one of these situations, I will do more damage. The degree of damage though is not known until I get into a battle.
    ***********************************

    Additionally I believe that XIV does have slightly "high" stats compared to other FF games. I've gotten over that fact though since they have kept things like the 9999 Damage caps, and hidden stat caps that prevent things from getting too wild.
    Comparing offline RPG and MMO doesn't make sence. I couldn't care less if this is a Final Fantasy. That doesn't mean I'm entitled to awful mechanics because of that. Using "it was never there in previous FF" as an argument doesn't make sense either.

    You should know that even in games that gives you detailed stats on your character sheet, your exact damage against [%target] cannot be calculated before you get into battle.

    But at least you have an idea on what stats are doing.
    ---
    I really love all players here whose experience with MMOs is XI/XIV and/or 2 hours of something WoW-like and who like the current stats system.

    Theorycrafting is way more present in most of others games than it is on XI or XIV. Transparency with stats have nothing to do with being "spoon fed". As a player, I want to know what stat is doing what. Today on XIV, you add let's say resistance against an element, you have no idea how it works, how is that normal?

    Is it too hard to have standard formula such as 1 point of resistance = 0.0x % less damage from that element? At least characters would feel like they are really progressing with their gear, they would notice an immediate difference, DEVs could tailor encounters that requires a certain amount of resistance to be cleared, etc. Same goes with all other stats.

    dLvl should have little to no impact as well, especially when lv50. There shouldnt be lv70 monsters around or something.

    I want parry/dodge/magic evasion to be expressed in %. Same for resistances.
    Attack/STR | INT/Magic attack etc. should be expressed in DPS once computed.

    That doesn't mean that I will know exactly how much damage I will do against a specific target, once again...

    (This debate remembers me the one with Enmity, when people were saying that Enmity shouldn't be shown to players and remain completely hidden like on XI...)
    (1)
    Last edited by Antipika; 07-13-2012 at 11:19 PM.
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

  10. #80
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Antipika View Post
    Is it too hard to have standard formula such as 1 point of resistance = 0.0x % less damage from that element? At least characters would feel like they are really progressing with their gear, they would notice an immediate difference, DEVs could tailor encounters that requires a certain amount of resistance to be cleared, etc. Same goes with all other stats.
    Totally agree with this, this game undermines elemental resistance to a disappointing level, being able to farm certain elemental gear to assist in clearing Ifrit/Garuda and othe Primals would be such a nice feature to have.

    Even make it so that this gear was somewhat required to clear the boss would be nice also. (of course I'm sure people would complain about that)

    dLvl should have little to no impact as well, especially when lv50. There should be lv70 monsters around or something.
    As Duelle made a good point about Dlvl in WoW and that worked perfectly in that game, boss monsters were set at +3 levels above cap, all content was tuned around that so that players could theorycraft their stats to that number. (I'm sure i'm preaching to the chior a bit here though, sorry :P)

    (This debate remembers me the one with Enmity, when people were saying that Enmity shouldn't be shown to players and remain completely hidden like on XI...)
    Yea there a small percentage of players who are masochistic who enjoy having to work to get enjoyment for some reason, I think the majority of us just want to play this game and have fun whilst it making sense to us at the same time.

    Its' funny though that those same people are veteran FFXI, I mean I played that game too but I didn't walk away with Stockholm syndrome thankfully.
    (0)

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