500 sounds good to me.
500 sounds good to me.
Then the people spamming it now spam even harder cause they want Blood Spattered logs from the A and S, which is their only way to get "more" when they cap for the week.
Not fixed. Unless they do something like that. Not disagreeing with you btw op. Just sayin there's a little more to it that will backfire still.
Then remove them from the A ranks. It was a stupid idea anyway. S ranks, sure, whatever, they're on a 48 hour timer anyway.Then the people spamming it now spam even harder cause they want Blood Spattered logs from the A and S, which is their only way to get "more" when they cap for the week.
Not fixed. Unless they do something like that. Not disagreeing with you btw op. Just sayin there's a little more to it that will backfire still.
Lazy patchwork for lazy game design is just what the system needs!
Because this game certainly doesn't have enough arbitrary caps already.
The problem is that seals are meant, by design, to be somewhat plentiful of a resource, since 2.3 is essentially a catchup period.
It is a legit currency now, just like tomes and company seals, only unlike those two there's really only one venue from which they can be obtained.
That is what needs fixing. Go upward, not downward. Add seals to daily duty roulette bonus (to get people back in instances). Make mobs in Frontlines drop seals (To incentivize people to play more PVP)). Remove the FATE payout weighing (To not prejudice against smaller parties and solo hunters). Make personal daily hunts something that isn't a complete practical joke (So that it's more personal effort and less competition). Scale target mob HP as more people appear in the vicinity of the monster (And why isn't this in day one?). These are possible fixes, each of those is better than introducing yet another dirt cheap cap. All the cap is going to create is a burst period on Tuesday.
Last edited by Karen_Cerfrumos; 07-14-2014 at 11:59 PM.
This! So much this !
It is a legit currency now, just like tomes and company seals, only unlike those two there's really only one venue from which they can be obtained.
That is what needs fixing. Go upward, not downward. Add seals to daily duty roulette bonus (to get people back in instances). Make mobs in Frontlines drop seals (To incentivize people to play more PVP)). Remove the FATE payout weighing (To not prejudice against smaller parties and solo hunters). Make personal daily hunts something that isn't a complete practical joke (So that it's more personal effort and less competition). Scale target mob HP as more people appear in the vicinity of the monster (And why isn't this in day one?). These are possible fixes, each of those is better than introducing yet another dirt cheap cap. All the cap is going to create is a burst period on Tuesday.
Capping Seals I dunno how I feel on it. I've been farming seals daily ~7k Seals farmed since patch. But due to hunts, I haven't really played anything else in game since patch and the community has become really toxic. A Cap could potentially fix this, but the game has so many caps/lockouts already.



Turn Hunts into endgame leves. Problem fixed.



That'd be nice too (I like Guildhests a lot), but it'd take away the hunt feeling if we could queue them up, fight them whenever we want and be teleported to the place. I'd rather accept the quest a weekly quest at the board, find the rare item/weather condition that will spawn the hunt and its location, get a full party and kill the mob. It would feel more like hunting than any open world/fate content would.
Playerbase can't control itself, so restrictions are needed, or not everybody gets its turn.That's all people want in this game, more restrictions.
Last edited by Moqi; 07-15-2014 at 11:07 AM.
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