Uh, I do see your point. While I have nothing against PLs I just don't hope that becomes the default way to level.So everyone getting to r50 as fast as they can without the knoweledge of how to do their job is rewarding?
I have to disagree. All the work that I've put into the classes I have now could have been avoided by waiting to PL because somebody wants to use up (waste) their time PL me? No no no. Ranking up is EASY enough as it is right now, and PL would make things ridiculously, stupid easy.
Implementing future content that requires multiple groups has been done to death in plenty of other games while keeping a claim system that doesn't allow every person in the area the ability to freely attack a mob. Its only an issue of you have no faith in your dev team or your dev team is crap.Why the claiming system will be removed
We decided to remove the claiming system from FFXIV because we decided that claiming would become a troublesome spec in the future development of the game. When considering large scale PvE content involving multiple parties and PvP between large numbers of players, the spec that claiming occurs on a 1:1 basis becomes a nuisance. Also, instances will become more prevalent in future content. The concept of having to claim opponents to prevent being disturbed by other players becomes less and less relevant, so we decided that claiming is unnecessary.
The claim system did not need a drastic adjustment. You could have implemented a Group Alliance, Warband, Teamup system where x amount of groups could be combined together into a a raiding party without a drastic claim change, all groups in the larger raiding party would be able to attack the same mobs.
You can't PL until r50, PL will only go as far as mid 30s, then they will be forced to know their job. This helps new players to get into the game easier once this game stops getting big amount of player injection, please take a good look at FFXI and why is there no one at lower rank.
That maybe true but i can imagine gaining all those levels without effort could result in a larger learning curve for that player what with suddenly having a ton of abilities traits etc they've never used.You can't PL until r50, PL will only go as far as mid 30s, then they will be forced to know their job. This helps new players to get into the game easier once this game stops getting big amount of player injection, please take a good look at FFXI and why is there no one at lower rank.
To use XI as an example; at no point in slaughtering thousands of little blue crabs did I learn how to fight an HNM. Not one of those crawlers I killed for hours made me realize a better approach to a difficult mission. Not one single Puk or Colibri showed me how to do anything other than how to either use a weapon skill when my TP was 100% or to mash cure if a mob was actively being fought.So everyone getting to r50 as fast as they can without the knoweledge of how to do their job is rewarding?
At this point in the history of gaming, especially with over a decade of MMOs out there, developers need to give players the benefit of the doubt. We know tanks tank, damage dealers deal damage and healers heal. I'd much rather learn the way roles in a specific game do those things through fun content than killing the same mob repeatedly with the only end goal being the next level.
Toto-Rak is a perfect example of what a modern day MMO grind should be. Especially since there's a threshold of how often players will start over given the nature of required time devotion to an MMO. Asking players to jump ship from a game they're currently enjoying just to climb a steep mountain with the promise that the real content will be fun is becoming an increasingly tall order.
I'd much rather gather a few friends and spend some required time learning the ropes in places like Toto-Rak. But how many battles must we go through to have a level of familiarity with our class/job's abilities? Does it really take months to figure it out? To me, that means there's something wrong with the game design, not the player.
A grind designed to take a month free of PLing seems like plenty of time to learn how one's chosen roll functions in the game world. Outside of that, it's an unnecessary time sink. I'd rather get the grinding over with and have a time sink like the materia system. One I can do at my own pace without missing out on any content because I'm not at the requisite level yet.
If there is one thing I have learned about most MMORPG players, it's that we tend to be the 'path of least resistance' type players. If this change goes through, then there will be parties who will pay a single rank 50 to go with them and just kill everything they touch for a while. In fact, I imagine this will be the vast majority of parties (if parties still grant an EXP bonus... if they don't, then most players simply won't bother).
I guess I'm still not sold that this is actually a good idea. I also think it's really strange to have items and experience determined independently for a kill (whereas in most MMORPGs, if you get the experience, you can get the loot).
Ico Dailemont @ Hyperion (formerly Durandal (formerly Rabanastre))
I agree on grinding lv's through content like raids is a good example on how grinding should be done. I loved nyzul isle in xi the situation you were put into was never always the same so that feeling of same old same old never really kicked in for me. Maybe thats also because you could only do a few runs once or twice a week though i suppose.To use XI as an example; at no point in slaughtering thousands of little blue crabs did I learn how to fight an HNM. Not one of those crawlers I killed for hours made me realize a better approach to a difficult mission. Not one single Puk or Colibri showed me how to do anything other than how to either use a weapon skill when my TP was 100% or to mash cure if a mob was actively being fought.
At this point in the history of gaming, especially with over a decade of MMOs out there, developers need to give players the benefit of the doubt. We know tanks tank, damage dealers deal damage and healers heal. I'd much rather learn the way roles in a specific game do those things through fun content than killing the same mob repeatedly with the only end goal being the next level.
Toto-Rak is a perfect example of what a modern day MMO grind should be. Especially since there's a threshold of how often players will start over given the nature of required time devotion to an MMO. Asking players to jump ship from a game they're currently enjoying just to climb a steep mountain with the promise that the real content will be fun is becoming an increasingly tall order.
I'd much rather gather a few friends and spend some required time learning the ropes in places like Toto-Rak. But how many battles must we go through to have a level of familiarity with our class/job's abilities? Does it really take months to figure it out? To me, that means there's something wrong with the game design, not the player.
A grind designed to take a month free of PLing seems like plenty of time to learn how one's chosen roll functions in the game world. Outside of that, it's an unnecessary time sink. I'd rather get the grinding over with and have a time sink like the materia system. One I can do at my own pace without missing out on any content because I'm not at the requisite level yet.
Why dont they just allow us to attack engaged targets only in large PVE events, like every mob has his name on red so is an attackable enemy for everyone, and leave the rest of the claiming system as it is, like if those events were instanced, and if you get to that area you have to accept entering that area with large PvE fight or decide to stay out of it and wait till it ends, and if they want to distribute exp to everyone at the end of the event would be fine, having a different reward for victory or defeat... just my op.
uh why can't they allow players to engage instead of parties. In xi players engage that means if there are 6 people in a party and i commit an action to another mob then that mob is claimed too if i shift my focus that mob is left to declaim in few seconds.
Also why do we have to claim to get rewards in xi you can get full experience for fighting two mobs claimed or unclaimed.
I'm just referencing xi because it's something they've already done. I'm honestly very confused by why this is such a problem with SE.
Credit for the Elezen artwork goes to Naerko: http://naerko.deviantart.com/
I just have to echo the desire for some type of feature to block assistance. If I'm trying to solo something, I don't want somebody to come up and smack it just because they want it to respawn faster....
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