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  1. #681
    Player
    Gormogon's Avatar
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    Sep 2013
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    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Melithea View Post
    I brought up the overall lack of content to SHOW that it was a separate issue, not to derail the thread and make it the main topic. Making Coil accessible to everyone will not solve the late-patch cycle doldrums.
    That's exactly the issue and i agree that making coil more accessible wont fix the overall issue. Diverse rich rewards isn't spread equally across all forms of content.

    In the time between major patches which is usually 2-3 months the first month is easily done for casual or mainstream players. Can also be applied to the top 10-100 groups, I assume.
    Yet those doing coil have gear to grind across 9 jobs for that additional month. The overall experience is rewarding.
    Casual or mainstream players don't really have much to look forward to unless a minor patch really introduces something but it isn't as rewarding as coil. So the overall experience is simply an experience and not only is the rewards small it's turning into a grind. Grinds and range are the worst possible ways to approach lighthearted content.

    I have no clue if Golden Saucer will fix this. For sure the new class/job is gonna add another months worth for players to experience and gear.
    Frontlines will tackle PvP players wanting to PvP but I don't know how that 24v24v24 is gonna affect the overall experience but at least we'll know soon enough.

    Sorry for the late reply, post limit was reached.
    (1)

  2. #682
    Player
    Dano's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Danorille Pandemonium
    World
    Tonberry
    Main Class
    Blacksmith Lv 61
    People are complaining because this round of content is hardcore tuned, wait till when 2.3 CT2 releases, people will be busy clearing new content again. To be honest, these threads are almost always in tune with the release cycles. I expect people to complain about CT2's drop rate on sands and oils when its out.
    (1)

  3. #683
    Player
    Ginga_K's Avatar
    Join Date
    Dec 2013
    Location
    Pandaemonium
    Posts
    48
    Character
    Ginga Kun
    World
    Tonberry
    Main Class
    Thaumaturge Lv 61
    The other issue is

    xxx static grp clears "new" content with xxx type jobs.
    e others fllw suit.

    These dungeons/raids become "fixed" for xxx job types only.
    so remaining players are left out n frustrated for not being to participate.
    as not every1 have all lvl50s job types.
    (2)

  4. #684
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Gormogon View Post
    Casual or mainstream players don't really have much to look forward to unless a minor patch really introduces something but it isn't as rewarding as coil. So the overall experience is simply an experience and not only is the rewards small it's turning into a grind. Grinds and range are the worst possible ways to approach lighthearted content.
    Why dont you name it: Animus and Novus...
    So many were looking forward to it and walling gear upgrades with rare drops behind Coil2 doesnt help anything either...
    Its not even a grind, it is a massive timesink and gilsink too... Have you already forgotten Contentsellers? Those now not only selling Coil2 but also have enough gil for Materia to additional getting Novus...

    It feels like an overall 5%-10% of the playerbase is getting progress/support and all others are left behind... CT2 is a drop on the hot stone because of upgrading gear with those reare drops we just gotten in Coil2 before...

    You should never use all kind of possible restrictions to lock content away.
    Only Timesink, or
    Only Gilsink, or
    Only grind, or
    Only RNG, but never all at same time! Step by Step!!
    (2)
    Quote Originally Posted by Blackoutz View Post
    Naja ich hab einfach gemerkt, dass man mit Mut und Freundlichkeit viel weiter kommt und den Menschen eine Freude macht :3
    Weißt du, wenn wir alle an einem Strang hier im Forum ziehen, dann kommen wir einfach so viel weiter und stärken die gesammte Community <3

  5. #685
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
    Posts
    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Yukiko View Post
    CT2 is a drop on the hot stone because of upgrading gear with those reare drops we just gotten in Coil2 before...
    CT2 is already pretty pointless before it even launches. It'll drop gear of equivalent ilevel to Weathered sets which will once again locked behind a one piece a week cockblock. It doesn't drop weapons at all which is because they wouldn't want to introduce an alternative weapon gearing path that would undermine their Novus chain. I'm sure they'll still be patting themselves on the back at creating such a disgusting, unimaginative timesink that the players will be grinding for months yet.

    Sure, it'll drop Sands etc but I guarantee that will count towards your one drop/week restriction.

    This content-lengthening through the use of weekly restrictions needs to stop. It's about time we were given a huge update with enough content to keep us busy for months. When you look at the pathetically small world we're adventuring in compared to FFXI or even 1.0 with its reskin-o-rama you have to wonder the dev time is being utilised on. I'd like to believe the expansion will give us more content than we can shake a stick at but the reality of it is it'll most likely be a few zones with gating mechanics and subsequent content dripfed in quarterly cycles much as we have now.
    (6)

  6. #686
    Player
    Iriadysa's Avatar
    Join Date
    May 2014
    Posts
    123
    Character
    Iriadysa Daenar
    World
    Malboro
    Main Class
    Marauder Lv 50
    Aaaaand let's begin the game today with:

    Quote Originally Posted by Amberion View Post
    Fights in a MMORPG should be based on your character vs enemies. This game focus way to much on you and your connection vs mechanics. It's more like S-E wants this game to be like a action/adventure/shooter kind of game, since stats, gear and abilities/magic has so limited impact.
    I have a hard time understanding why anyone would play a game that isn't focused on their own accomplishments. When you ask for a game based "on your character", what you are asking is for a game that plays itself. Don't fool yourself here. In this game, when you decide to execute an ability that is you making the decision. The number that pops right after is not you.

    FFXIV has a straight, easy to understand gearing system. Stats are clear and there's no convoluted combinations you can pull off (side note: and if you could, chances are someone would already do the math for you and publish it as Best Setup For X Job, defeating the point). So in a game like this you are not the numbers your abilities land for, you are the decisions you take and the reaction you apply.

    You are not awesome because you did a 1k dmg attack, you are awesome because you landed that attack just as you side stepped between landslide and bombs and didn't even get hit.


    Quote Originally Posted by Zantetsuken View Post

    The OP's post only scratches the surface of the problems in the game. Here is what is needed to fix things, IMHO:
    I'm going to take your post and explain why this would not fix the things that the OP complains about. Some of your proposals will make the game more fun for me, but at the same time will make the game harder unless, of course, you make them so trivial that they become irrelevant.


    • No content should be 'dumbed down' with ham-fisted tools like the "echo buff". Doing so diminishes the achievements of those who worked hard to conquer it, and it heaps condescension on those that haven't.


    Right, echo makes fights silly. T4 is probably the highest offender I can think of. And yet, this is actually what the OP is defending...


    No boss fight should be 100% scripted -- Every Boss should use AI to determine the majority of their actions -- based on their own internal cool-downs, triggers, and the behavior of the players.
    Absolutely. Titan should toss WotL on people that are surrounding a healer so that the healer is trapped, or use smart patterns so that there's almost no escape for you. He should always aim landslide towards the most difficult to dodge point. He should analyze a tank's cooldowns and decide to combo their asses when there's no self buffs on. He should gaol the healer with the highest MP while leaving the one with low MP to heal some massive stomp damage. Twintania should delay death sentence until the tank has no CDs up and target the closest person with her dread knights. And so on.

    Would be pretty awesome, really, if the monsters had some real AI that would react to the players and I've asked for this since my time in FFXI, however, I ask it for a simple reason: it would make fights harder. And again, that's not what the OP wants. No amount of gear or echo would make these fights easier either, which is another of OP's points.


    • Mainstream boss attacks may inflict insti-kill, or perma-death, but NOT BOTH simultaneously.
    I see little problem with this and I believe it's a matter of taste. Permanent death is a bitch, but it's what we pay for how easy it is to get someone else back on track after they die. It makes death count. The alternative is to make getting people up mid fight much harder... which it was in FFXIV before they gave players an invincible time as they got back up.

    • Every boss' stats and drop rates should be together modified from a range (eg. +/-10%) that is randomly applied each encounter.
    Not really seeing the point of this. Plus, with the easy entry and exit system we have, people would just go in, probe the boss, determine if the random buff/nerf is -10% or +10% and exit again and again till they get a nerfed one.

    • Every boss should have a 1~2 extra abilities (from a pool of ~4) that are randomly assigned to it each encounter.
    I'm game for this. It will also make it even harder ^^

    • Every boss and FATE boss should have an ultra-rare (~0.5%) drop, even if the drop is just vanity.
    We have that in some fights and it's not very useful to get people to repeat them at this point. All primals drop pets at low rate, Leviathan on top of that drops mirrors and Ramuh will drop rare weapons. While a nice addition, it sadly doesn't work well to make people keep going into this content after they realize the low drop rate is like winning the lottery.

    • Bosses and FATE Bosses should enter 'desperation mode' when their HP falls below an assigned ranged of 10~15%. During this mode, they may become faster, more powerful, erratic and/or gain new attacks.
    Or they could do it like in TERA where monsters would enrage during the fight at different HP intervals. It was pretty awesome, because it made things so much more difficult! (Unless you fought teraliths... those are actually easier enraged <.<).
    But sadly, I don't think the OP actually wants this... imagine Titan simply deciding to cast a faster landslide or faster WotL! Oh, the rage.

    "Not only is this lag based, but it's also unfair that he randomly enrages and I can't prepare for it!"

    The vertical gear system should only exist between level caps... as gear reaches the cap, it should branch out and become horizontal providing players with a variety of options for builds.
    Honestly, there's no way they can keep this system of making previous gear infinitely obsolete. I hope this crap ends by the time they rise the level cap with (I hope) the expansion.

    • Old content should have its party number/build requirements reduced or elimitated when new replacement content is released. (with the obvious exception of CT or other alliance raids)
    Meh, this is one of the few ideas on the OP that I find "ok". I don't see the complete point of it, but it would allow people with non multiples of 8 to actually help each other while at the same time making the encounter easier for themselves. The main problem I see with it is that it could backfire into becoming the de facto way of doing things instead of an alternative, which could have a heavy impact on the game.

    • If server load is a problem, instanced content should be soft-gated through a variety of methods. Some should have cooldown timers, some should require farming entry items, some use currency (eg GC seals) to enter, etc etc...

    • Standard Dungeons should feature an 'open-world exploration option' where players can casually enter and mine, harvest, treasure hunt and encounter FATE bosses which drop some thematic loot.
    Whatever I guess. Someone may want that.

    • Job skills and Limit Breaks should be revamped to reward players who coordinate attacks and actions.
    The Limit Break system is a huge missed opportunity. I have no idea why it's not a party based coordination attack. In fact, when I first tried LB I naturally assumed it was a party based thing. Yes, it was a huge let down.
    • (a personal wish) New explorable zones.. more open, with higher lvl monsters that pose a serious agrro threat to players
    Imagine the rage. We already have threads asking to remove weight from aggroing on your chocobo.
    "Why do I need a party to go through this zone?! All I want to do is reach the primal's spawn point! FIX NOW WTF"


    Not only will these changes make the game better, but they will make the player community better as well. In FFXI, even PUG players would often /comfort someone who lost a BNCM battle and they would donate some of their own winnings to lessen the loss.

    Randomness and AI add another important factor to the outcome of a battle. To put it bluntly: Without randomness in battles, players can (and will) only heap blame each other if they lose.
    So the objective is to blame the RNG AI for your wipe instead? That would cause even more complains than what we have now.

    As I said at the start of this, I'm all game for a better AI that makes encounters less predictable and more reactive. And, funny enough, this would make the game much harder and more "latency dependent" (aka, reaction dependent)... unless they make all these skills so irrelevant and weak that you can eat all of them with your i100 gear on an i80 encounter, which is actually the cornerstone of OP's proposal (i.e. echo and gear allowing you to bypass mechanics you cannot deal with yourself). At which point fights would actually become much more boring.

    ----

    So what exactly is my point with this? Simple:

    I believe people have not really read and understood the OP. You saw what happened with that guy quoting the EC video: he had clearly not understood much of it.

    What I believe is happening in this thread is that there's a bunch of people stuck at higher tier content, namely Titan Ex, Twintania and Coil 2, which would like to do this content now but cannot, thus they want it nerfed. These people saw a relatively well written post that included this idea somewhere and without truthfully understanding what it says they decided to make it their Avatar of Light. But all they are doing is following a false prophet.
    (6)
    Last edited by Iriadysa; 06-18-2014 at 08:03 PM.

  7. #687
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Yukiko View Post
    snip
    Because it doesn't start or stop at animus/novus. All content is capable of being victimized to some sort of ridiculous sink or lockout.

    Quote Originally Posted by Grizzlebeard View Post
    snip
    Agree entirely.
    (1)

  8. #688
    Player
    Melithea's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    235
    Character
    Melithea Tinvelle
    World
    Ultros
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Iriadysa View Post
    As I said at the start of this, I'm all game for a better AI that makes encounters less predictable and more reactive. And, funny enough, this would make the game much harder and more "latency dependent" (aka, reaction dependent)... unless they make all these skills so irrelevant and weak that you can eat all of them with your i100 gear on an i80 encounter, which is actually the cornerstone of OP's proposal (i.e. echo and gear allowing you to bypass mechanics you cannot deal with yourself). At which point fights would actually become much more boring.
    This right here is the crux. People don't seem to realize that the "solutions" they are asking for will have harsh consequences. They will either:

    1. Make fights much, MUCH harder than they already are by requiring you to be even more reactive and giving you less ability to plan ahead.

    2. Make fights much, MUCH more boring than they already are as people simply overgear them and ignore strategy entirely (like they do right now with Turns 1 and 2).

    Many of the suggestions are not bad, you just need to think through to where they lead the game as you have proposed them.

    Honestly I think the best suggestion that I've seen in this thread or any other is to introduce a casual/easy/story mode to balance brutal mode, and let people feel like they are still progressing something, kind of. There are still many problems with this.

    1. It won't solve anybody's boredom.
    2. People will complain if it drops loot. People will complain if it doesn't drop loot.
    3. It won't be "fun".
    4. It won't prepare you for the more difficult content that lies beyond. You'll simply be relegated to lower class player status until you're ready to take off the training wheels.
    (1)
    Last edited by Melithea; 06-18-2014 at 10:42 PM.

  9. #689
    Player
    Grizzlebeard's Avatar
    Join Date
    Oct 2013
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    364
    Character
    Fey Darkwalker
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Can someone explain to me why it's bad to have the ability to overgear content? Every other MMO I have ever played rewards players with the ability to smash through old content that once punished, frustrated, or terrified them once they have gained a significant level gap and/or gear. Now, while I say gained I could easily have said earned. Players aren't asking for something to be handed to them on a plate here but if they have overgeared content but may still struggle with a particular encounter or external issues such as latency then that gear advantage should pick up the slack.

    The only reason it's a problem with this game is that there is such a pitiful amount of content that the developers feel they have to implement level-capping and insta-kill mechanics in an effort to keep the content relevant.

    The first was a nice idea back in FFXI to allow players to group with their lower level friends but soon became a lazy way for developers to design "new" content. It's particularly disrespectful to the players in so much as not only does it disregard their gear achievements it actually reverts their character's hard-earned advancement by handicapping their class's abilities.

    The second, as has been discussed to death in this thread, invalidates gear levels and Echo buffs because regardless of your Health or iLevel you're still getting insta-gibbed on boss fights unless you memorise the fight and perform like a puppet.
    (7)

  10. #690
    Player
    Gormogon's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Melithea View Post
    snip
    That's because everyone has their own opinion in regards to handling "difficulty" and "depth".

    Brutal should appeal to the hardcore elitist that desire scripted fights where you need encyclopedic knowledge to do basic functions where everything one shots you if you can't do the perfect dance. Difficulty is high, everyone needs a near BiS set to compete, rewards will be given once you complete all of the fights by the end of the week. All players that complete all turns are given the chance to get the Brutal set. (Think of the Primal Focus quest)

    Normal coil should appeal to the progressive mainstream player. There will still be one shot mechanics and you'll still need to follow rotation but it will be doable as time passes by with gear (No echo until the next major patch). Grants the Normal Allagan or High Allagan set piece dedicated for that content.

    Easy mode coil should appeal to the casual and progressive player. Echo can be applied from the start at the cost of a treasure coffer (until the next major patch). Yet gear is that equivalent to the token gear. In our current case that would be the ilvl 100 Weather set and the weekly lockout still applies. Also the drop rate to upgrade the weathered gear is much lower than normal coil.

    Whichever version you do you'll be locked into it for that week. (until it gets removed and put on DF which only applies to Normal and Easy mode.)

    Personally I wouldn't want it to come to this but it should be an acceptable compromise to even the hardcore elitist.

    Quote Originally Posted by Grizzlebeard View Post
    Can someone explain to me why it's bad to have the ability to overgear content?
    Because elitists hate the notion that you can do something you wouldn't be able to do otherwise because unlike the people that cleared it you didn't "work" for it. Then again the notion is hilarious since they use videos and guides for everything. Yet the team is catering more and more to the hardcore elitist crowd than they are the rest of their player base and Final Fantasy does kind of have a reputation for their design approaches to end up very grinding and sadistic in nature, no offense Square-Enix.
    (2)
    Last edited by Gormogon; 06-18-2014 at 11:23 PM.

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