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  1. #1
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70

    Suggestion about capping SP returns.

    Right now there is a cap placed on sp returns based on the rank of the mob you are fighting compared to your rank.

    Basically anything over 10 ranks... meaning it doesn't matter if you fight a mob 10 ranks above you or 30 ranks above you you get the same base sp for it.

    Coinciding with that certain mobs have different base sp values. So fighting a marmot 10 ranks higher than you won't get you near the same sp as fighting a Eft 10 ranks above you.

    I can certainly understand the desire for a cap to prevent abuse, but I would suggest: Instead of capping the increase of sp based on mob rank, cap sp returns at a static value.

    Furthermore, increase that value as player's get into higher ranks.

    This would remove the feeling of parties being penalized for being able to kill higher ranked mobs effectively.

    A solo player might reach the sp cap fighting harder mobs 5-6 ranks higher than they are. (Bones or raptors.) Or easier mobs 9-12 ranks higher than they are. (Dodos or Pterocs.)

    A party might reach the cap fighting harder mobs 10 ranks higher than they are. (Efts or raptors.) or easier mobs 15 ranks higher than they are.

    It would give players a greater variety of feasible mobs to kill for sp.

    And with the sp return cap growing as they rank up it would still allow for skillful progression while not allowing excessive abuse from Powerleveling.
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  2. #2
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Yes, the 10 dlvl limit is too small. It encourages nonstop offense of weak mob genocide, so it doesn't really teach players how to play when it comes to harder fights like NMs or dungeons.

    I go into a lot of detail about this issue here:

    http://forum.square-enix.com/ffxiv/t...-How-to-Fix-it


    Powerleveling is also an issue that can be resolved with a fairly simple fix:

    http://forum.square-enix.com/ffxiv/t...rty-SP-Formula
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  3. #3
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Yeah, I've read both of your threads, Renta. I agree with most of your ideas. But I know the dev team has responded to requests for raising the dlvl cap for sp gains negatively. The system I recommend negates the dlvl cap entirely but still limits abuse in the same capacity. With my suggestion the sp cap works exactly the same way the exp cap in ffxi worked.

    In ffxi two people duoing could potentially reach the cap fighting mobs that were VT (very tough.) One person could reach the cap fighting a T (Tough) mob, and a party of 6 wouldn't hit the cap until mobs were in the IT(Incredibly Tough) range.

    It was a pretty decent system except for the fact that initially almost no one was able to kill T or VT mobs solo.

    If they switch to a static sp cap instead of a dlvl cap, given the soloability of most classes in FFXIV, it would allow for a wider variety of player and party set ups to kill mobs efficiently, as well as allowing players to target a wider variety of mobs when trying to grind sp.

    On top of that, if they increase the cap on sp as players increase in rank it will allow players to maintain a consistent rate of progression. As well as allowing players to fight increasingly challenging mobs as they grow in rank, and in party size.
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    Last edited by Ferth; 08-11-2011 at 05:41 AM.

  4. #4
    Player

    Join Date
    Mar 2011
    Posts
    169
    The 10 rank cap is so wrong on so many levels.
    The abuse of such a system is of course a problem, but they should do directly something about the methods there and not destroy any challenging experiences, cause that's what they are doing now.
    This game could be a lot more fun if they let us take on tough mobs and not punish us for do so. It should be the otherway around really.

    Same with the leves now.
    2-5 Starts give you the same amount of skill points atm, if you complete them in the same time.
    This feels just wrong.
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