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  1. #1
    Player
    Crimson-Falcon's Avatar
    Join Date
    Aug 2013
    Posts
    737
    Character
    Veera Aurora
    World
    Omega
    Main Class
    Pugilist Lv 70
    i agree tbh

    the most fun im having already is clearing T6 - T9 at reset and nothing to do the rest of the week
    (1)

  2. #2
    Player
    MetalVictini's Avatar
    Join Date
    Mar 2014
    Posts
    20
    Character
    Nimbalo Azetina
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    I really like this idea. Gives people a chance to learn the fights.
    (1)

  3. #3
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Should be good yeah. I don't see why not.
    This would allow people to help their friends without afraid of locking.
    (1)

    FFXIV : ARR all instance boss gameplay video can be found here..
    http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0

  4. #4
    Player
    Exguard's Avatar
    Join Date
    May 2014
    Posts
    6
    Character
    Exguard Cross
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Adventurer: Hello Mr. Monsters! Don't mind us we're just here to practice fighting you so that when we really come to kill you, you'll die easier! No hard feelings yeah? D:?
    (3)

  5. #5
    Player
    Mariel_Crystallie's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    136
    Character
    Mariel Crystallie
    World
    Tonberry
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Exguard View Post
    Adventurer: Hello Mr. Monsters! Don't mind us we're just here to practice fighting you so that when we really come to kill you, you'll die easier! No hard feelings yeah? D:?
    well basicly we just want help the new player learning "how to fight"... even u already clear it u know its still hard...not gonna easier since no Echo buff applied or anything... your gear still same , your damage still same , the monster hp still same... nothing change .... learning not giving u an extra damage so its still not gonna drastically easier...

    I really just want encourage all new player to learn SCOB especially the one without static... some of them are really scare to make mistake when join PF (CLEAR ONLY) and almost all PF right now using (CLEAR ONLY 3 MISTAKE = KICK/DISBAND) , in the end they gonna give up if something like this keep going happen....
    (0)

  6. #6
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    The practice version of coils or any general runs that might come later in the game does seem like a good idea, my friend just started and I know he will have a hard time finding parties at 50 because of those who demand excellence mixed with those who would help but can't due to their progression. I did think about practice modes and there are in a sense some already out there but I think it would be more useful for them to extend on the things that "teach" us.

    Guildhests teach us party basics to boss specifics to a certain extend, I think it would be nice for them to put more difficult ones in that teach things from Binding Coil and beyond. This would give people a reason to do the guildhests again, learn about fights without having to take in too much time.

    Dungeons already give us some practice, such as the Lost city mob using it's own Floral Trap / Devour / Spit method. Maybe expand on that, but make them add a few more steps, since these fights have such high combinations, merging together two mechanics to get people use to it would make dungeons more of a challenge / more fun for the expert ones and getting their feet wet with the new comers.

    I do agree that there should be some way for those who complete their turns to come back and help out, rather than make a whole new practice mode taking the above methods and taking away progression lockouts but adding in loot lockouts all together would accomplish the same things.

    I also wonder about how often the practice runs would be used, even with myth and soldiery being used it's still going to get to a point where it's hard to get 8 people to enter, while if you use the three above methods you only need 4 people for the hests and dungeons, the hests will eventually follow the same thing as a practice mode and dwindle down in usefulness but the dungeons will always remain. Thought I guess Yoshi & Co. could always open up the option of adding a very small amount of Elite Marks to those who finish these much higher practices from GuildHests.

    So, while I agree on the practice method, I've been down that road and the problems I came in to eventually had me make the above solution that requires both game balance in a sense and gives people the ability to practice. eventually people will want to just practice on T7 - T8 leaving people like your friend and mine again in the dust or new people in general, this way they can use two types of learning curves (Guildhests and Dungeons) that don't require a full 8 and then take it a "step up" to the actual Turn 6, but give these people who want to help a chance to come back down and help out just with no rewards, or a gimped version of soldiery / myths for giggles. Let me state that I did rate you up and I do agree with the practice method in a sense, just after thinking it over myself I came to the above conclusion.

    And though removing the lockout would bring in people selling them, you're not going to stop the selling..you can delay it or diminish it for a time being but you can never get rid of it. This is something that needs to be considered. On top of that the whole point would be so the ones who clear whether they're elite or not go back down and help. Even if you give these abilities to go back and help in a practice mode FC's will take their teams into their turns to practice their strategies. So our best bet is to place things that are already on the road map of the game to help the new players out so when the time comes for T6 they can go "Oh this is just like.."
    (0)
    Last edited by Leigaon; 07-28-2014 at 10:16 PM.

  7. #7
    Player
    RuruKun's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    186
    Character
    Yue Bajhiri
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    I really like this idea! the same should be done for primals too! especially for "extreme mode" fights.
    (0)

  8. #8
    Player
    Nekodar's Avatar
    Join Date
    Feb 2013
    Location
    Ul'dah
    Posts
    2,104
    Character
    Nyaano Nohea
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    If the "practice mode" version is non-progression and non-loot, it's a good idea...
    Non-progression also implies that you enter from the start every time you enter, having to clear trash all the way to boss every time.
    And clearing one turn in "practice mode" means you can't enter next turn without clear it for real during the current progression week.

    No progression, no loot, no cutscenes or any story... Just enter and learn from people that have cleared it. Assuming that people would actually help teach it since they get no loot for doing it.
    (1)

  9. #9
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Good idea!

    I would love to do coil on my alt jobs not for the gear but the experience.
    (2)

  10. #10
    Player
    IamBenpi's Avatar
    Join Date
    Oct 2013
    Location
    Ul'Dah
    Posts
    46
    Character
    Hesseth Rahk
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I'm with others, as long as there is no progression (which includes story as for some that is the important part of progression, and this needs to be as fair as possible), no loot, and you can't enter a training turn until you have beat the turn prior in non-practice SCOB.

    I would love to try healing t6-9, but my static can't afford for me to switch off dps, and our 2 healer's dps aren't geared enough for this to be a real possibility. This would allow me to try that, and also allow me to help other players practice and get better, which still benefits me because when someone doesn't show and I need to pug a person, well maybe now I can find someone who knows what to do. They get a clear, we get a win without the frustration of a carry, and everyone benefits.
    (2)

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