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  1. #1
    Player
    zzapp's Avatar
    Join Date
    Mar 2011
    Posts
    355
    Character
    Eli Storm
    World
    Hyperion
    Main Class
    Carpenter Lv 50

    SP - OMG!! Just Fix It.

    So we are now past the 1 year anniversary of game release. The game has undergone many changes, most for the good, and there are some new and exciting changes coming soon. However, I have to say that SP remains seriously broken.

    I honestly don't understand how this can be so difficult to get right. It's been a few months since I've done anything with my battle jobs, so this 'revelation' is late for me, but was reinforced as of late.

    Here is an example of how dicked up this remains.

    Today I ranked up (solo grind) lancer from R11 to R16 for Leg Sweep. Fighting mobs 10 ranks above me gave me top-end 630 SP.

    I go back to my R35 pug, and the very first leve I do in Nanawa Mines on 3 star I end up with mobs R36, for which I get 61 SP >< Ya I know I could be getting more SP in party doing leves and at a higher star setting, but that's not the point here. 61 SP for mobs higher rank than me? Then I do Desert Defilement in Halatali and discover on 3 star I get R51 mobs and end up adjusting this down to 1 star before I'm done, killing R45 piestes, which gave me 220 SP with Guardian Aspect.

    I don't know about others, but to me, there is something seriously wrong with this picture.

    SP should be this simple - you fight a mob @ X rank, as it relates to your rank, and it should give Y amount of SP. This should be adjusted for party makeup, and adjusted for leve GA.

    It shouldn't matter what rank you are, it shouldn't matter what family mob you're fighting, it shouldn't give some RNG bullsh*t SP. It should be a pure, and fair calculation.

    If I'm missing the mark here, I'm sure I'll hear about it, but to me, this is so broken.
    (21)

  2. #2
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    They are already going to change how XP rewards work with this patch, since when you're solo they want you to fight stuff at the same level.
    (1)

  3. #3
    Player
    Avraym's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    841
    Character
    Avraym Kent
    World
    Tonberry
    Main Class
    Dark Knight Lv 77
    Aye, they've even mentioned that they want the avarage fight to take 40-50 seconds.

    We just have to wait til 1.19 - 1.20 to see the changes.
    (0)

  4. #4
    Player

    Join Date
    Apr 2011
    Posts
    98
    Since patch 1.18, levequests were changed so that most of the SP gain was moved from the mobs to the reward you get at the end of the quest, in order to solve the whole "levequest link and drop (rinse and repeat edition)" issue. So for "Desert Defilement", if I remember well that's 5 Peistes, who give you 220 per mob, but you get around 5k at the end so that's around 1200 sp per mob. Please also note that most side quest mobs also give less SP, so that people don't go grind and decimate the mobs that are needed for someone's quests ^^"

    Moreover, since people where complaining that lower levels took way to much time to level, a "exp" multiplier is applied to the base exp you should receive for the mob. It starts from exp and SP x 4 at rank 1 and decreases to drop to 1 when you reach 24.

    Hence the differences in SP figures you've been noticing. I hope this was helpful.
    (18)

  5. #5
    Player
    FilthyDisco's Avatar
    Join Date
    Mar 2011
    Posts
    173
    Character
    Filthy Disco
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    They're also implementing EXP chains and enemy group bonuses aswell. So that should help out in the Field PT category.
    (1)

  6. #6
    Player
    zzapp's Avatar
    Join Date
    Mar 2011
    Posts
    355
    Character
    Eli Storm
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Lyern View Post
    Since patch 1.18, levequests were changed so that most of the SP gain was moved from the mobs to the reward you get at the end of the quest, in order to solve the whole "levequest link and drop (rinse and repeat edition)" issue. So for "Desert Defilement", if I remember well that's 5 Peistes, who give you 220 per mob, but you get around 5k at the end so that's around 1200 sp per mob. Please also note that most side quest mobs also give less SP, so that people don't go grind and decimate the mobs that are needed for someone's quests ^^"

    Moreover, since people where complaining that lower levels took way to much time to level, a "exp" multiplier is applied to the base exp you should receive for the mob. It starts from exp and SP x 4 at rank 1 and decreases to drop to 1 when you reach 24.

    Hence the differences in SP figures you've been noticing. I hope this was helpful.
    Thanks, you did a very nice job explaining how things currently work, and in good part why.

    I don't mind SE shifting leve bonus from mob to end reward at all. However, in correlation with this, when I kill a mob inside or outside of a leve that's X rank compared to me, I expect the SP to be consistant.

    It's very bothersome to me that SE deems to give, for example, raptors more SP than other families of the same rank. Why? If raptors are that more difficult, and it's reflected in increased SP, why not adjust the other mob families to be of similar difficulty, that rank. By assigning each familiy an SP factor based on perceived difficulty, is like parking the car in the garage by moving the garage, instead of driving the car in. ><

    I honestly don't see where it's necessary to 4X SP at lower ranks. The ever-increasing SP per rank increase already takes a good portion of that into account. If SE wants lower ranks to level faster, than reduce the TNR requirement.

    I'll bit my tongue for now until patch, in hopes they get this right, finally. What's frustrating is 1 year after release, a very important fundamental of the game is still so seriously flawed.

    What you all gonna name your choco lol. Regards.
    (0)

  7. #7
    Player
    KaiKatzchen's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,449
    Character
    Kai Ulric
    World
    Siren
    Main Class
    Dancer Lv 90
    As others have said, SE warned us that the SP fixes were only half way done with 1.18 (and warned us that SP would kinda suck between this patch and the next) and they would (hopefully) finish it up with 1.19. They also said they were going to add more, such as chains, bonuses etc...

    All this information has been in the updates/letters so people would understand why it's like this at the moment.
    (1)
    I'm just a bun boy, doing bun boy things.

  8. #8
    Player
    Invalice_Vangaurd's Avatar
    Join Date
    Sep 2011
    Posts
    54
    Character
    Invalice Vanguard
    World
    Cactuar
    Main Class
    Black Mage Lv 60
    I'm not a fan of how SP works on DoW/M either, but I'm confused by one of your complaints. You think not rewarding more SP based on mob difficulty is a good thing? You would rather all mobs of a certain rank be equal in SP and equal in difficulty, regardless of mob family? Why would you want this? It takes all the variety out of leveling, and is rather unrealistic (yes I'm aware this is a fantasy game). A level 30 marmot (I'm not even sure if there is such a thing) and a level 30 raptor should not be equally as difficult, and all because you'd rather not learn which mobs give more SP than others...that seems somewhat silly to me. Perhaps I'm missing the point.
    (3)

  9. #9
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by zzapp View Post
    Thanks, you did a very nice job explaining how things currently work, and in good part why.

    I don't mind SE shifting leve bonus from mob to end reward at all. However, in correlation with this, when I kill a mob inside or outside of a leve that's X rank compared to me, I expect the SP to be consistant.

    It's very bothersome to me that SE deems to give, for example, raptors more SP than other families of the same rank. Why? If raptors are that more difficult, and it's reflected in increased SP, why not adjust the other mob families to be of similar difficulty, that rank. By assigning each familiy an SP factor based on perceived difficulty, is like parking the car in the garage by moving the garage, instead of driving the car in. ><

    I honestly don't see where it's necessary to 4X SP at lower ranks. The ever-increasing SP per rank increase already takes a good portion of that into account. If SE wants lower ranks to level faster, than reduce the TNR requirement.

    I'll bit my tongue for now until patch, in hopes they get this right, finally. What's frustrating is 1 year after release, a very important fundamental of the game is still so seriously flawed.

    What you all gonna name your choco lol. Regards.
    raptors and beastmen and harder mobs generally do give better sp than easy mobs. Check my guide for a reference to what mobs give what sp (see my sig).

    Solo SP actually works -DECENTLY- well. the only problem i see is that its really easy to kill stuff even 15 levels above you and sp caps at 10 leves above. So I think they should be re-assigning levels to mobs. Ex a 30puk you can easily kill at rank 20 should become rank 20 and give the same SP. Or something like that. So that you get better SP from mobs that are actually challenging.
    (0)
    Mew!

  10. #10
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    SP is fine how to is. They should just remove 10 rank cap
    (3)
    Quote Originally Posted by Eemeefu View Post
    This thread is not a beautiful or unique snowflake.

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