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  1. #1
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Raiden
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Sapphic View Post

    Oh and I remember launchday crafting in EQ2. watching the botters die in the forge never got old. Then again I remember spending a few hours grinding XP in Fallen Gate and having to walk to Freeport because I was overloaded with copper coins XD
    I'd always get it exchanged by my tank. Or find a mailbox somewhere to do it.

    Still had the best crafting I've ever seen. Never played SWG, not a Star Wars person.

    Just can't get into crafting here. Inter-dependencies bother me, too. A lot. *hate* that you essentially have to be an omnicrafter to have any kind of decent success and you have to buy a load of gear. Just annoying.
    (0)

  2. #2
    Player
    Erim-Nelhah's Avatar
    Join Date
    Apr 2015
    Posts
    241
    Character
    Erim Nelhah
    World
    Gilgamesh
    Main Class
    Dancer Lv 80
    My thoughts: 2 things are needed in order to make 8-person raiding better in FFXIV: A few more bosses per raid, and an extra difficulty level - Hard.

    Difficulty: Normal vs Hard should be selectable when you first unlock the raid, and extreme/savage should be as it is now - unlocked from the Minstrel when you complete the entire raid on normal/hard (yes, doing either should give credit for the necessary quests, tho hard should not be DF'able until the next patch). If you want a story reason for the difference between Normal and Hard, alright: for Normal mode your team snuck in and caught them unprepared. For Hard mode, you somehow alerted them in advance that you were coming and they were able to prepare some nastier surprises for you.

    Bosses: If the raid were changed from having 4 linear single-boss zones to having 1 single-boss entry zone, 2-3 2-boss "wings" (that could be taken on in any order), and a zone with a single end boss, that would be a great start (6-8 bosses instead of 4). Some of the bosses could even be rehashes of older bosses (NOT from Alex, mind you), in order to save dev time.

    Loot: All bosses should drop loot, and lockouts should be on a per-boss basis, with Normal being "until you get loot" and hard+ being "one chance per boss + one token per zone". Normal and Hard should (probably) not share a lockout, but people not wanting to do Normal shouldn't have to provided they have the gear or the skill to bypass it.

    With regards to the Devs' MO being that stuff should be doable even for people who have little time to play, that's fine. Once a raid like the ones we have is on farm, it only takes about 10-20 minutes (max) per boss to kill each boss, so 2-3 bosses should still be doable in an hour, and the entire raid with 3-4 hours a week. And before content is on farm, 60-90 minutes is plenty of time for semi-casual players to be bashing their heads against a single boss.

    Here's an example schedule with a 6-boss raid for which the first 5 bosses (entry and 2 wings) are on farm:
    • Day 1: Kill the 5 bosses (15 minutes for the first boss, 30 minutes for each of the wings). Total: 1hr, 15m. If we still have time, get a few practice runs in on the final boss.
    • Day 2: Go in and do our best to kill the final boss. Total time: 1.5 - 3 hours, depending on group preference.
    For an 8-boss raid, it's similar, except I'd probably allocate 2 hours for the first 7 bosses. Once either is on complete farm, we split the farm between raid days, and perhaps even run each one twice with 4 mains and 4 alts. Even with the double run, a 6-boss raid would be 1.5 hrs per night, and an 8-boss would be 2 hrs per night. It just takes good scheduling and people being on time for the raid (if they're not, they get warned, then benched if it becomes a habit).

    --Erim Nelhah
    (2)
    Last edited by Erim-Nelhah; 10-05-2015 at 09:58 PM.
    Member of The Cimmerian Aurora <TCA>, Gilgamesh
    Level 80 DNC Main
    Dancer is a physical hybrid melee/range class, not a true ranged class. I love it.

  3. #3
    Player
    Craiger's Avatar
    Join Date
    Oct 2013
    Posts
    747
    Character
    Atiqa Craiger
    World
    Phoenix
    Main Class
    Pugilist Lv 80
    As with many problems in the game, it all comes down to the resources of the developement team...

    Should the raids be "bigger"? Yes, I think so. I don't think we need more pointless trash mobs, but if they could make more meaningful trash (not trash in other words), then that would be awesome. More bosses would be great too. Can they do it with the current size of the team? Not unless they cut something else out.

    They're already working overtime to give us what we are about to get in 3.1 for example.

    Should there be another difficulty in raids? Yes, doesn't have to be just the same version in different difficulties, but yes... Can that happen? As before... Not without cutting out something else.
    (0)

  4. #4
    Player
    Madjames's Avatar
    Join Date
    Oct 2013
    Posts
    314
    Character
    Bathu'ra Lihzeh
    World
    Siren
    Main Class
    Rogue Lv 60
    Quote Originally Posted by Craiger View Post
    As with many problems in the game, it all comes down to the resources of the developement team...

    Should the raids be "bigger"? Yes, I think so. I don't think we need more pointless trash mobs, but if they could make more meaningful trash (not trash in other words), then that would be awesome. More bosses would be great too. Can they do it with the current size of the team? Not unless they cut something else out.

    They're already working overtime to give us what we are about to get in 3.1 for example.

    Should there be another difficulty in raids? Yes, doesn't have to be just the same version in different difficulties, but yes... Can that happen? As before... Not without cutting out something else.
    This is sad. I mean I just realized that raids and EX primals are one and the same. With one 4 bosses and no trash its like we are doing trials over and over. Why even call them raids if they do not act lime them?

    I guess I am just looking for a raid that are actual raids and not trial bosses.
    (0)

  5. #5
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Madjames View Post
    I guess I am just looking for a raid that are actual raids and not trial bosses.
    Last I recall, Turn 2 is a gauntlet of goblins you have to fight. WoW is basically set up like this except not separated by instances. Go in, kill trash mobs, kill mini-boss sometimes, fight big boss, rinse and repeat.

    The best solution as I have said like a broken record is that simply Normal mode needs to be on the difficulty level of Final Coil (with no echo buff) and Savage needs to be as brutal as possible. It is sickening when I hear people want a hold my hand baby mode so they can get the story. The story is a reward and it should be treated as such. SE catered to the ones not willing to put the effort or wait to out gear it/echo buff. Normal should of set the motion for midcore players and Savage should of truly been for the best of the best.

    SE needs to realize that sometimes they need to balance what is best for the game and not cater to the "I think I am entitled" players. Challenges and walls need to be a thing to give incentive to players to keep pushing. It is also understandable that some teams cannot handle the intensity of Savage. Normal is the middle ground here for people wanting challenge without being brutally punished like some really hardcore crave.

    Right now in the game, the only challenging content in this game is Savage and RavEX, which you can easily be carried in RavEX now. I don't believe 3.1 is going to be the solution either. At most the next extreme primal will offer little challenge for a few days until everyone and their mother can farm it.

    tl;dr: Developers cater way too heavily on both ends of the extreme and never attempt to find a middle ground.
    (1)

  6. #6
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Velhart View Post
    Last I recall, Turn 2 is a gauntlet of goblins you have to fight. WoW is basically set up like this except not separated by instances. Go in, kill trash mobs, kill mini-boss sometimes, fight big boss, rinse and repeat.
    CT1 was in my eyes the best designed instance in FF14 to show how fights between the bosses can be interesting. In CT2 they destroyed that line, but got a little bit back to it in CT3.
    (3)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  7. #7
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by KarstenS View Post
    CT1 was in my eyes the best designed instance in FF14 to show how fights between the bosses can be interesting. In CT2 they destroyed that line, but got a little bit back to it in CT3.
    Difference is CT is built to be done in one sitting. Each turn takes days to weeks to complete. As much as it is not seamless, it is organized keeping it the way it is, instanced per turn. Maybe at best they can make it seem like you are naturally transiting via zoning and let you re-enter at that point.

    Quote Originally Posted by Alahra View Post
    Not everyone wanted harder raids, though. I was quite happy with FCOB's difficulty, and we weren't really informed prior to release that Savage was going to be a level of difficulty beyond that. The information we got in general suggested that Savage was just the new name for the standard raid difficulty to differentiate it from the "Normal" mode. Instead, we learned after release that Savage leaned more toward the difficulty of SCOB (Savage).
    I was actually giving SE credit at first because I thought at first that Normal would be Coil level difficulty, and Savage being SCOB(Savage) hard. Then I saw Yoshi-P said that people will complete Normal in under a few hours. Such awful design the raids are right now.
    (0)

  8. #8
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by KarstenS View Post
    CT1 was in my eyes the best designed instance in FF14 to show how fights between the bosses can be interesting. In CT2 they destroyed that line, but got a little bit back to it in CT3.
    LoTA was great content for its time--it was the only one of the three that kept me interested long enough to farm a piece every week while it was still on lockout. I got hardly any pieces from ST, and while I usually got something from WoD, I did skip a number of weeks.

    Quote Originally Posted by Velhart View Post
    I was actually giving SE credit at first because I thought at first that Normal would be Coil level difficulty, and Savage being SCOB(Savage) hard. Then I saw Yoshi-P said that people will complete Normal in under a few hours. Such awful design the raids are right now.
    They were pretty clear from the beginning that the normal mode was going to be a "story" mode, so I wasn't expecting it to be anywhere near Coil difficulty. However, it's probably easier than Ravana and Bismarck HMs, which is really silly. I just can't believe they made the gulf between both difficulty modes so large.
    (0)
    Last edited by Alahra; 10-06-2015 at 03:03 AM.

  9. #9
    Player
    Rin_Kuroi's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Tahlia Panipahr
    World
    Leviathan
    Main Class
    Summoner Lv 100
    I'm pretty happy with alex nm. A lot of people in my fc who never raided are now doing it. I like the idea of having an easy raid that introduces people to the idea. Raider brain drain is a thing and having a raid that's welcoming to new comers helps replenish the raider population. My real problem is the massive difficulty jump for a3s/a4s. There's basically two raids instances for midcore players (ie the largest population of raiders).
    (0)

  10. #10
    Player
    Hito-Shura's Avatar
    Join Date
    Aug 2014
    Posts
    217
    Character
    Kaz Ashura
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    I don't know how to op managed to keep his cool while replying to some of these replies... Some just makes me cringe at how bad they are...

    Is opposing a valid thread with bad arguments in an attempt to sound intelligent and experienced a new fad on this forum?
    (3)

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