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  1. #21
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    1. Community forums gather positive and negative feedback, if you are saying that you don't want people to give you negative feedback, the weight of your post is next to 0.
    2. I too sometimes wish for MMO without caps, but then I realise that most people would stop playing that MMO in 1 month and I might follow them the next month. Developers will be never able to create content faster than players are able to clear it without caps and grind. The reason why you play single player RPG for 50 - 100 hours (and now we call these RPGs long, some of them take only 10 hours or so) and MMO for 2000+ are caps and grind and yeah.. raids.

    So yeah I can kinda relate to your wish but after a few minutes of thinking I believe it is impossible. The other way is MMO built by players and randomization of instances, mobs etc.. but from what I have seen so far, it always failed.
    (2)
    Last edited by StrejdaTom; 07-30-2015 at 11:54 AM. Reason: Grammar check

  2. #22
    Player
    SarcasmMisser's Avatar
    Join Date
    Oct 2013
    Posts
    1,128
    Character
    Captnyan Meowpants
    World
    Tonberry
    Main Class
    Thaumaturge Lv 70
    What is with the commonality between the most consistently terrible threads and ellipse misuse? Is there a connection between having terrible ideas and terrible command of English written expression?

    Ellipses... are not... used like... thi... s.
    (8)

  3. #23
    Player
    nuyu11's Avatar
    Join Date
    Jan 2015
    Posts
    735
    Character
    Kokotsu Kotsu
    World
    Masamune
    Main Class
    Archer Lv 70
    No offense, I just disagree.
    (0)

  4. #24
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Kaze3434 View Post
    its not a bad idea in theory, but people would still be stuck gearing only one job, as esoteric gear is job specific.
    it would at least allow people to level up 1 DPS mage, 1 ranged combat, 1 tank, 1 healer, and 1 melee combat and be within the finishing time for the next set of gear. Instead of always feeling behind in the rat race so to speak.
    (0)

  5. #25
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    I can see the reason for caps from the dev side, but no real reason for it to be daily/weekly - monthly would make it far more flexible for players, and no reason for doing all then unsubbing.
    (0)

  6. #26
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by OMEGA_HACK View Post
    it would at least allow people to level up 1 DPS mage, 1 ranged combat, 1 tank, 1 healer, and 1 melee combat and be within the finishing time for the next set of gear. Instead of always feeling behind in the rat race so to speak.
    You do have to consider that Esoterics can only be obtained with a level capped job. The current set-up allows you to gear up other jobs instead of restricting you to one type, and is far more convenient. If this were needed to be implemented, penalties to the amounts of Esoterics you receive per completion of dungeons would need to be significantly reduced; about less than half of the current rewards for completion would suffice, due to being able to obtain more than our current weekly cap. Otherwise, it does sound nice on paper. In practice? It might be a hassle.
    (0)

  7. #27
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Quote Originally Posted by AdamFyi View Post
    You do have to consider that Esoterics can only be obtained with a level capped job. The current set-up allows you to gear up other jobs instead of restricting you to one type, and is far more convenient. If this were needed to be implemented, penalties to the amounts of Esoterics you receive per completion of dungeons would need to be significantly reduced; about less than half of the current rewards for completion would suffice, due to being able to obtain more than our current weekly cap. Otherwise, it does sound nice on paper. In practice? It might be a hassle.
    I'm not understanding why it [the amount of EsoTomes received per dungeon] would need to be reduced. If you are playing on DRG and complete a dungeon you would only get Eso Tomes of Melee Combat and if you were playing on AST you would only get Eso Tomes of Healing, etc etc. Roulette would base the bonus Eso Tomes on which ever job you were on when you queued for the roulette. It wouldn't really be restrictive in any sense besides "If you want to gear up a tank you have to play a tank". Which in turn will only help the community since it would rule out people who play a tank to gear a healer then jump into harder content as the healer with not as much endgame experience as say someone who geared up a healer as a healer. Because sadly some bad players are a result of this. They lack the literal time playing said job because they have geared it up using another job altogether.

    I should also note that the Tomes cannot be combined; like I mentioned earlier in one of my first posts that Eso Tomes of Melee Combat would only be able to be used on DRG, NIN, or MNK gear, while Eso Tomes of Healing would only be able to be used on AST, WHM, or SCH gear. So reducing the amount earned doesn't make much sense it would still take 16 weeks to fully gear up a job however with a setup like this players would be able to gear up to 5 jobs completely in the 16 weeks vs the current 80 weeks to gear up 5 jobs (the system we have now). Do keep in mind that means that you have have to run a EX dungeon 12 times to cap ONE type of Tome (roughly 6-8 hours of play time). If you are gearing up 5 jobs then you have to run those dungeons 60 times a week (roughly 30 hours of play time a week << this is a HARDCORE player as many people with management jobs + families don't have 30 hours of free time available a week). So people obtaining a goal like that will be slim; however, it will allow most people to gear up at least two jobs using Tomes under this new proposed method.

    So in short: on paper and in practice it would make sense. ;-)
    (1)
    Last edited by OMEGA_HACK; 07-31-2015 at 02:44 AM.

  8. #28
    Player
    SethCypher's Avatar
    Join Date
    Jul 2015
    Posts
    11
    Character
    Seth Cypher
    World
    Behemoth
    Main Class
    Dark Knight Lv 60
    I...can't tell what OP is talking about anymore. :I

    I'm not understanding why it [the amount of EsoTomes received per dungeon] would need to be reduced. If you are playing on DRG and complete a dungeon you would only get Eso Tomes of Melee Combat and if you were playing on AST you would only get Eso Tomes of Healing, etc etc. Roulette would base the bonus Eso Tomes on which ever job you were on when you queued for the roulette. It wouldn't really be restrictive in any sense besides "If you want to gear up a tank you have to play a tank". Which in turn will only help the community since it would rule out people who play a tank to gear a healer then jump into harder content as the healer with not as much endgame experience as say someone who geared up a healer as a healer. Because sadly some bad players are a result of this. They lack the literal time playing said job because they have geared it up using another job altogether.

    I should also note that the Tomes cannot be combined; like I mentioned earlier in one of my first posts that Eso Tomes of Melee Combat would only be able to be used on DRG, NIN, or MNK gear, while Eso Tomes of Healing would only be able to be used on AST, WHM, or SCH gear. So reducing the amount earned doesn't make much sense it would still take 16 weeks to fully gear up a job however with a setup like this players would be able to gear up to 5 jobs completely in the 16 weeks vs the current 80 weeks to gear up 5 jobs (the system we have now). Do keep in mind that means that you have have to run a EX dungeon 12 times to cap ONE type of Tome (roughly 6-8 hours of play time). If you are gearing up 5 jobs then you have to run those dungeons 60 times a week (roughly 30 hours of play time a week << this is a HARDCORE player as many people with management jobs + families don't have 30 hours of free time available a week). So people obtaining a goal like that will be slim; however, it will allow most people to gear up at least two jobs using Tomes under this new proposed method.

    So in short: on paper and in practice it would make sense. ;-)
    Think we should clean up that suggestion a bit. Seems like an addition of alot of currencies just to keep people entertained.
    (0)
    Last edited by SethCypher; 07-31-2015 at 03:25 AM.

  9. #29
    Player Kaze3434's Avatar
    Join Date
    Mar 2014
    Location
    Old Grid
    Posts
    1,016
    Character
    Rumina Asou
    World
    Cactuar
    Main Class
    Archer Lv 70
    Quote Originally Posted by OMEGA_HACK View Post
    snip
    So in short: on paper and in practice it would make sense. ;-)
    what adam means is that with your setup, people would be limited if they dont have certain roles leveled up. case in point; say i wanted to gear up my healer, but i dont have it lvl 60. under the current system, i can get gear for something i dont have max lvl while still lvling it up, so long as i have any other job at 60. in yours, i am SOL unless i have the job at 60, and then there are the time constraints with getting tomes for the roles i would/do have at 60. people would burn out faster.

    EDIT; also, remember, while ninja is a melee job, its gear is dex, so it would be possible to abuse your system for the accesories by having brd/mch at 60 and nin. use the melee tomes for left side, and the range tomes for right.
    (2)

  10. #30
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by OMEGA_HACK View Post
    I'm not understanding why it [the amount of EsoTomes received per dungeon] would need to be reduced.
    By having mutiple tomes with entirely separate caps, you're essentially allowing players to obtain a total of 1,800 Tomestones of Esoterics every week. Our current weekly cap is only 450 Esoterics tomes. Your suggestion quadruples this weekly cap, and as such, is imbalanced. To counter this, you would need to either implement a hard global cap on all the tomes collectively, or significantly reduce the amount of Esoterics awarded per completion.

    Again, nice on paper, imbalanced in practice.
    (0)

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