Its no big deal. people will give items to those who needs them.Whatever they do, people will complain till they change it. Then people will complain some more, so I don't know why I even read these... ><
IMO the loot claiming and loot system needs to be whoever struck the monster first. With countermeasures against bots.
The Loot needs to have a loot master, this "falling evenly and into random peoples inventory" crap needs to end.
NO CLAIMING POSSISION!!!!!!!!!!!
if you die on a claim you lose it period.
if SE does this they game will be one big garbage instance.
Possession and or Monster Claiming Structure
I am concerned about this. I understand that it seems to be for HNM's and alliance content that, at this time, does not provide SP/EXP gains per kill. But will this be in effect for all mobs? I would hope that others would not be capable of going around and disturbing SP parties.Matsui: We’re making adjustments so we can drop the claiming system. This means others not in party can attack the same monster and RMT like players can try to take over so making it the party with the first attacker can only get the loot. For contents with alliance we’re thinking of a system where the loot is evenly distributed or changing amount of loot depending on amount of damage given.
Yoshida: I think it’s good where other players can help and with later alliance battle where few parties get together we really think we don’t need the claiming system. Contents that drop rare items will be more instance based in future, and will also lessen where you have to fight over to claim.
Also if a group has a good set up with emnity balancing in the party streamlined, would these outsiders or "helpers" in this case be able to affect the balance of emnity, therefore throwing off the claim parties balance and possibly disturbing to the fight, to a point of failure?
At this time, I can see the claiming system implemented due to not having the ability to form an alliance, however, once an alliances are formed having more than an alliance going after a specific mob may take away some of the strategy that, could be involved, as well.
I find the idea of the claiming system above to encourage menacing, mainly because (with current NM's giving no SP/EXP gains), what would be the point of an outsider engaging in the mob, unless there was some incentive... With or without a reason, if it is someone you don't know I don't think it would be a very comfortable situation. At least for me lol.
If you want to allow people outside parties to be able to participate why not make it so just the members of the Linkshell who claim the mob first get to participate outside of party instead of everyone else?
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Loot
Honestly if we could just get our "Loot Pool" that would be wonderful.
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Future Voting
With the new forum restrictions being put in place to only allow somewhat active players to participate I think it would be a wise improvement to also make that the same for any future polls.
I just wonder if the vote on this topic was premature and done with a different player base than the one who truly continues to play the content we have today. I would like to have a re-vote will all currently active player base. Not LAST 30 days but last two weeks! And have a cut off, or a time line, if someone hasn't logged in for 30 days I don't consider them active in my Linkshell.
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Balance of Content
I also want to state that I hope we have a balance of claiming content and instanced content that provides a wide variety of drops. Some of us really like the strict competition and adrenaline that is involved in the claiming process. While others prefer the instanced team oriented goals. I think that making sure both continue throughout the games evolution would round out the game nicely.
Also do not throw out the idea of pops either. Mobs that require a pop item to spawn were also a fun part of the NM scene in XI and should continue into XIV.
Last edited by Eclipse; 08-14-2011 at 05:29 PM.
First party to attack will get loot is fair enough ! :P It would be ok this way.
Agree with OP, this proposed system will be either griefed or exploited, I really cannot see a middle ground.
The only problem with people getting massive EXP and the misguided belief that people leveling too quickly is bad is the mentality that you learn to play your job as you level up -- which you don't.
There is nary an MMO where the primary skills and talents required to be good at end game content are learned during the leveling process. Leveling takes a long time purely because games need a timesinking carrot to keep you playing. If SE turned FFXIV into a game where you could hit max level in a day -- all they'd need to do to keep it interesting and fun is to replace the chore of leveling with a more viable timesink, which, to me, is an interesting prospect.
Consider, for example, if they made it so that once you hit level 50 with a Class, you gained access to its Jobs -- and to level up those jobs you had to do quests which required dungeons, NMs, and other such time-consuming but productive and involved tasks. Suddenly people getting max level in a short period of time doesn't matter at all: they still have quests, missions, battles, and other tasks to take care of to earn their keep and improve their play.
The only way you can complain about this is system change is by comparing it to pre-existing ones -- it could potentially be a really great alternative if handled properly. Its all a matter of how SE handles the rest of the game's redevelopment -- and for that, we'll have to wait and see.
I'm going to post to bump this thread. Here are my thoughts:
1. Vindicuts is completely instances raid dungeons. That game would be soo awesome as an open world like Mabinogi.
2. PSO is completely instance as well, as great as that game was it would have been amazing to be able to play with more than just 4 other people. Should have added an open world to it as well
3. FFXIV IS OPEN WORLD, soo why not keep it that way and not make it where you can only play with a few of your friends, instead of everyone.
I am curious how will this affect enmity control, especially if people outside your group don't care? Enmity control is group work, look at Batraal and Ogre fights. Imagine now a group of 6 archers and conjurers that starts spamming skills and spells on your mob.
Bye bye hate control, hello mpk.
lol yeah right, i assume this was just trying to be funny. take warhammer no one passed on things like rank 75 stuff even if u was rank 50 and very long way of ever using it. then in that game people tried to create a dkp system with need and greed witch didn't work outside of keeping there own groups and they were usually never full groups anymore.
but with this system i'm wondering if it's all bout dmg for the better drops? then the group without the tank and heals wins? do we start making zerg groups to try steal mobs? 8 vs 8 1 set up right and 1 set up just to win the prizes><
i can see problems with it, but they did say instanced is majority of drops...lets hope this isn't a huge problem in itself. also what Rokien said in his post is pretty much how i feel, a game where i'm just doing stuff with ls or with a group static the full game life? ain't gonna be a game i want to play, ffxi 99% of everything u did with diff people from grinds to missions, endgame was only thing static and it was huge group play so it didn't matter it was a blast.
Last edited by weeble; 09-01-2011 at 06:26 AM.
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