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  1. #1
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90

    How to improve guildleve system and make them Epic

    First watch the opening movie and catch yourself saying why can't we have that?!

    The concept of Guildleve was promising but never worked out like it should have. Like most concepts birthed in FFXI it got lost in translation.

    1) Make the Adventure Guild the meeting hub for adventures instead of camps. Move the Aetheryte Crystal to the Adventure Guild. Expand it to house a multitude of players. This where the adventure begins.

    2) The guildleve should be targeted between 1-4 players. Maybe sign up at a desk (queue system) and select the role you want to play (tank, healer, dd). Once the Party is made the leader heads to the counter and picks the guildleve. Then it's a simple teleport to camp and get started

    3) Random quest generated during leve. On a rare occasion while doing a leve you are placed into a cutscene that gives you a quest to complete instead of the standard leve your signed up for. That way the system is fresh and won't get dull and repeative.

    4) More categories instead of kill X mob. Really look at FFXI Assault system for unique ideas of guildleve.
    (3)

  2. #2
    Player
    Haibel's Avatar
    Join Date
    Mar 2011
    Posts
    647
    Character
    Lona Shiri
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    I was thinking Behest should be taken off a timer and moved from the camps and be put at every node.
    make the warden not follow you around and give a return node at the end to go back to the node.
    go back to the 30 minute duration with a set SP bonus at the end dependent on the level of the node.
    Basically making it a mini-dungon instance in on world. There will probably need to be a cap on how many parties
    can go at one time because of map limitations. but with 60 some nodes is that really a problem that somebody would
    have to wait till a party finished and give like a 5 minute cool down between runs so yours could start. too many people at
    node go to another node.
    Gulidleves they should do the opposite.

    Move them to Camps only. The system is in place to do some really good things.
    They could add leves that are solo only but also add leves for up tolight and full parties.
    adjust rewards and SP what have you, and that adds that more content to the game.
    (0)

  3. #3
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    The concept is sound. You'd have to be sure there was a mechanic available to allow for any of the following scenarios:

    1. Solo adventurer wants to solo
    2. Solo adventurer wants to party
    3. Preformed party wants to party

    When I first saw the opening cinematic, the biggest thought in my mind was why the Hyur began the leve with a different group than he was fighting the Malboro with.
    (1)

  4. #4
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    One thing you can so is this. Make solo leve and then add party leve.
    (0)

  5. #5
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Basically for leves to be fixed they need to remove the mini-instance aspect of them. This is the reason you fail when you disconnect, that you have a timer, and that you can only do one leve at a time.

    I'd much rather see leves function in a manner where you can do several at once. For example we will use Cassiopeia hollow. Let's say there is a leve to control the population of X mob, to get drops of of Y mob, and to collect Z items scattered throughout the zone.

    You activate all three at once, and as you progress through the zone you can hunt for the Z items, as you find them and pick them up you will come across the Y mobs that drop the other items you need, and you will come across the X mobs that you need to kill. All of the leves can be done at once, if other people have the same leves you can join up and kill things together as you explore.

    This system can be expanded into the raid instances as well... so in thousand maw instead of just going straight for this chest and that boss, you might also need to kill so many pterocs... or collect x number of bomb ash... giving everyone in the raid more goals than just killing the boss to try and get an item.

    They could add npc escort, settlement defense and delivery events that correlate with leves also, "while defending so and so, kill this many of this mob." "While defending the settlement gather this many items from this specific mob."

    It could even turn into a support for grinding mobs... you are this rank, you have formed a party to kill this specific mob, there is a leve that everyone can do for killing that same mob, or finding a number of items in the area that mob spawns. it would support the sp party, while also adding variety to it.
    (0)