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  1. #41
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Peregrine View Post
    NOTHING gives you 383 sp in a party of 4 at rank 27 save for an easily-exhaustable quest mob set. You underestimate the inherent differences in sp that each type of mobs give at a given dlvl cap. The 35-39 ranges of mobs is a deadzone of sp per hour, because there are no options but low-sp yielding enemies. There are no raptors, efts, beastmen, eyes, peistes, fireflies, or the like. There are at best dodos, which are about the middle of the pack in terms of sp.

    Ants give about 250 a kill, and are about your best bet. Ands are sub-par SP targets by design, but they have the most density by far.

    Not every R35 mob gives the same amount of SP to a R27 player. In fact, the differences are huge.
    Yes, I know all the stuff you just said, which is why I proposed the solutions that I proposed in my "fix SP" thread.
    (0)

  2. #42
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Quote Originally Posted by Physic View Post
    this is a big problem they dont have enough different sp rates per species, that actually represent thier difficulty, but i havent tested all the choices, i did notice though at high levels, a lot of monsters that have very different difficulties give around the same sp.
    The real problem is that field mobs are still too low a density for good sp per hour, and the dungeon mob sets, where density is appropriate, are very limited in target choices. The developers have limited mobs that give great sp to mobs that give great challenge, but then limited mobs that give great challenge to high levels. This essentially leaves all the **** sp field mobs to the lowbies.

    We need more low level challenging mob sets at sufficient density to SP on them. Eyes. Raptors. Peistes. Bombs. Dogs. Elements. Beastmen. Fireflies.

    Hopefully the R30 dungeons are levelling areas. That will solve this issue.
    (1)

  3. #43
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    As long as we can move through the dungeons while exping (think normal FF titles/JRPGs or even Mobin mazes from XI) i'm fine. Standing in one spot pulling enemies all day wears thin after awhile.

    That being said, there should still be some areas in the overworld that have dense clumps of enemies that people can go camp on if they like that sort of thing. Honestly that was my only problem with XI. Camp parties where you just stood around waiting for the puller, and sneaking/invising through every dungeon area, since it wasnt worthwhile or even feasible to take on enemies at times.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  4. #44
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    monsters should be monsters not like bug where you just stomp them. and they really need to toughen up them goblins make them scary like they were in ffxi. sure hope the new beast tribe add that sense of horror.
    (0)

  5. #45
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    (Didn't read the OP, just the title) yes it makes sense for things to die so quickly. No matter what "level" you are, stabbing a rabbit with a sword will most likely kill it in a single blow. IMO, things don't die fast enough. How many times do I have to punch something in the head, using my metal fists of justice, before it finally falls over from brain damage?
    (0)
    Last edited by Dubont; 05-30-2011 at 01:55 PM.
    Healer strike is ridiculously foolish and accomplishes nothing

  6. #46
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Not sure its been posted before but:

    [dev1027] Balancing of enemy attributes

    [dev1027] Balancing of enemy attributes

    Changes to enemy attributes and drops

    I'd say that figures into increasing difficulty in line with the new battle/job system.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  7. #47
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Dubont View Post
    (Didn't read the OP, just the title) yes it makes sense for things to die so quickly. No matter what "level" you are, stabbing a rabbit with a sword will most likely kill it in a single blow. IMO, things don't die fast enough. How many times to I have to punch something in the head, using my metal fists of justice, before it finally falls over from brain damage?
    LOL! Thanks for keeping it lighthearted in here. :-D
    (0)

  8. #48
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by TheVedis View Post
    no not that

    people dont understand what a grouping bonus even is

    YOU DO NOT GET MORE SP FOR GROUPING

    the "bonus" as it is, is only to offset the penalty you get for having more people in your group to begin with


    If a mob gives 100 sp solo, it does not give more for being grouped, it gives less
    with no bonus itl give 50 sp
    with the bonus it may give 80 instead


    the entire people of the reduced sp is in fact due to the mob getting easier to kill

    so a solo kill can be 300 sp, a 8 man kill can be 100 sp, the 100 sp reflects the mob being easier to kill in a group
    hence why the mobs dont need to be made tougher in order to "reflect" the misinterperted bonus
    that was not the bonus i was talking about, but ty for playing. when you get 4 members you get a bonus called a light party. when you get 8 you get another bonus. thank you please come again.

    Quote Originally Posted by Teknoman View Post
    Not sure its been posted before but:

    [dev1027] Balancing of enemy attributes

    [dev1027] Balancing of enemy attributes

    Changes to enemy attributes and drops

    I'd say that figures into increasing difficulty in line with the new battle/job system.
    wasn't the same thing said about balancing the nm's said right before they nerfed them?
    (0)
    Last edited by darkstarpoet1; 05-30-2011 at 06:20 PM.


    http://crystalknights.guildwork.com/

  9. #49
    Player
    Zephir's Avatar
    Join Date
    May 2011
    Posts
    156
    Character
    Nyan Lmeowin
    World
    Sargatanas
    Main Class
    Dragoon Lv 60
    that's the main difference with FFXI.

    During PT in FFXI you can chat and etc. (ok not in the last 2 year with TP burn XD)

    in FFXIV things are similat to GW, WOW and other MMO.

    If you try to write 2-3 words sometimes you lost the entire fight XD
    (0)

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