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  1. #21
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i love how you compare the price for an i70 gear to the price of the i100 gear.

    more important, your soldiery is caped to 450 per week, you can get all your cap by doing 1 dungeon per day.
    they you say farm Rank A that have a huge pop, without forget begin to be litterally controlled by zerg ls hunting.

    no this feature have a looooot of trouble and need to be rebalanced and rework on some part.
    what amaze me more than anything, it's why they didn't use the leves system for the contrat rank B of the week... it will have been soo much better than what we have here!
    (2)

  2. #22
    Player
    Shake0615's Avatar
    Join Date
    Dec 2013
    Posts
    268
    Character
    K'atya Jhamei
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Worm View Post
    Naul is designed to be solo killed, so obviously 9 people are going to blow him up. Though I've seen way more than 9 people fight over him. I suggest you go out and try some A rank and S rank fights as well. You'll not only see the same problems but you'll see it's very similar to FATE grinding as well. I think you might have more fun with them too. It's an overloaded system, that's the problem. If there is a simple release valve like letting people use their myth on Sands and Oils it's a problem that will fix itself. Buffing the content so a solo mob will be able to accommodate 200+ people simply because he's the weekly is just crazy.
    I thought Naul was one of the elites that was designed for group content. Maybe I'm mistaken as I just started the hunts today. Oh well.
    (0)

  3. #23
    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)

  4. #24
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by AttacKat View Post
    Remember the first 2-4 weeks back in Aug/Sept 2013?? When was the last time you had to wait 4-8 hours just to log on to the server?

    The 3rd way: wait 3-4 weeks, then come back and file a complain if the issues surrounding marks today still exists.
    This had nothing to do with player habits and everything to do with SE being caught with their pants down concerning how popular this game would be and not having enough server capacity which took those weeks to perform server upgrades and implement them.

    Hunts are currently very good stones and seals and they are something new so they are likely not going to go away anytime soon.

    It would be nice if they were handled more like treasure hunts or those purple-area quests where it is locked to your party. It would be nice if I could gather a few people from the FC on random days and go around hunting for monsters instead of camping entire zones hoping that whatever I am looking for will pop close enough for me to even get credit.

    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.
    They could just have the purple ring appear in a random area like how the monsters currently are.
    (1)

  5. #25
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    My only problem is I can't even see them with everyone else prancing around in all their complicated gear. They just don't load up before they die and I'm left alone.
    Or, I can't see their attacks before I'm hit.

    It's just the same problem I get with Behemoth and Odin. Too many peeps at once.
    (3)

  6. #26
    Player
    Maduro's Avatar
    Join Date
    Apr 2014
    Posts
    55
    Character
    Floki Dybvaag
    World
    Excalibur
    Main Class
    Archer Lv 50
    To start they should just increase the spawn time based on how many people have that particular NM as their weekly.
    (1)

  7. #27
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Maduro View Post
    To start they should just increase the spawn time based on how many people have that particular NM as their weekly.
    Everyone everywhere gets the same weekly mark on all servers... so yeah lol
    (0)

  8. #28
    Player
    Yukiko's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Nominsa
    Posts
    2,435
    Character
    Yukihko Kuroshima
    World
    Ragnarok
    Main Class
    Summoner Lv 70
    hm... Just a strange idea: Why it is always a Monster with set Lifepoints you have to bring down?
    Why not doing the opposite?

    Lets say you can rise the Lifepoints with attacking the Monster and you can not kill it so fast...
    When no one is attacking it the Life will fall again and once at Zero everyone gets the reward...
    To avoid abusing you have to do a set ammount of damage for your quest, so it will not go down too early...
    That way most players have the chance to reach the spot where the monster spawned and can do their quest...
    Maybe you can add some mechanics to trigger when the Monster have too much life, example: something will happen on next spawn or Healing nearby Monsters or anything we do not think of yet...
    (0)
    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

  9. #29
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Shake0615 View Post
    I thought Naul was one of the elites that was designed for group content. Maybe I'm mistaken as I just started the hunts today. Oh well.
    B rank elites, like Naul, are designed to be killed by reasonably geared players solo. The A-ranks are designed for 2-3 players, for the most part, while S ranks are designed for a full party or more. None of them were designed to take on 40-100+ people and I doubt SE will change that, given the repercussions it'd have in the coming months when it cools down from the initial rush crowds.

    Personally, I don't announce B ranks in /shout, unless it's Naul (or whatever weekly mark is to come). People can complain all they want about it, but the fact is that why should I announce it when chances are a full party will show up to destroy the target and get full credit while I, the player that discovered it, walks away with only 1/10 the reward because that party was full or didn't bother to invite (despite my asking) and went ahead with the pull. And yes, that is from multiple occasions of first-hand experience since patch.

    A or S ranks, I'll check with LS/FC first for a minute, then I'll announce it in /shout. These targets can be a little difficult when done in the proper way. Me and 2 others from my FC took on the A-rank in Mor Dhona, none of us are overgeared or anything (i80-90ish) and the mechanics can pose a problem for us due to his huge radius AoE sleep that lasts for 1min. Was a fun fight, even after several others joined in the fray. Essentially, this is very close to what I think SE had in mind.
    (1)

  10. #30
    Player
    Kail's Avatar
    Join Date
    Jan 2014
    Location
    Limsa-Lominsa
    Posts
    23
    Character
    Kail Stormbringer
    World
    Siren
    Main Class
    Dragoon Lv 80
    You can't blame the players for sweeping in on the content like a swarm of locusts. The rewards are too great and it requires zero skill to earn. The challenge of The Hunt was supposed to be come from finding the marks and subsequently defeating them... not competing against other players for participation-based rewards in a laggy zergfest.

    SE should've known better than this given all the complaints they had about FATEs, Odin, and Behemoth. And what's more, the rewards from the FATEs, Odin, and Behemoth aren't even close to being as good was what you get doing the hunts.
    (4)

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