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  1. #1
    Player
    Worm's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    491
    Character
    Gulvak Garamonde
    World
    Coeurl
    Main Class
    Pugilist Lv 60
    How are you going to say there's no issue with design and then literally in your post describe and issue with design and how it can be remedied? It's obviously a design issue for them to put Sands and Oils on one single vendor locked behind a single event. You can focus on semantics all you want because you think people are 'attacking hunts' or whatever, but it's definitely a design issue. Whether you want to classify it as an issue with Hunts or an issue with everything else is your opinion.

    It's great you're having a lot of fun rolling in seals with your class on your linkshell and on your server. However it's obvious there is way too much variance in individual experience based on class and server. Some people never have a problem getting credit while others do. The only solution is to put the stupid Sands on more vendors or take them off the seals vendor.

    Getting huge rewards for little effort is always fun, sure. However turning this into more of a loot pinata is not a responsible choice and I really hope SE doesn't go in that direction. Increasing mob health is going to turn these into arduous affairs with 200 or more people at even A level mobs. It will actually make the existing issues worse not better.

    Quote Originally Posted by Starlord View Post
    The problem doesn't lie with the system itself, it's over-camping and low HP mobs. Part of it is SE fault and the other is the players.
    This is such a meaningless distinction. Putting rewards that the entire level capped player base will desperately want behind a system that lends itself to zerging is LITERALLY a design flaw. You cannot just blame players for this one. It should have been obvious how people would behave to get these Sands.

    EDIT: Blaming the player base for a lack of foresight with regards to the implementation of hunts is like entrapment, and I really hope I don't see anyone from SE spouting that sort of crap.
    (19)
    Last edited by Worm; 07-12-2014 at 03:00 AM.

  2. #2
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by Worm View Post

    This is such a meaningless distinction. Putting rewards that the entire level capped player base will desperately want behind a system that lends itself to zerging is LITERALLY a design flaw. You cannot just blame players for this one. It should have been obvious how people would behave to get these Sands.

    EDIT: Blaming the player base for a lack of foresight with regards to the implementation of hunts is like entrapment, and I really hope I don't see anyone from SE spouting that sort of crap.
    I said it's "partly" SE and part the players.

    Besides by "design" this is suppose to be down with 8 players in mind. The only way they could do this this to put a "purple ring" around the area where the monster will spawn at.

    However, the design of this content is to go and "find" these monsters. Putting a purple indicator so that only your party can attack this mob will defeat the purpose of the content.
    (1)