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Results 131 to 135 of 135
  1. #131
    Player
    Regpuppy's Avatar
    Join Date
    Aug 2015
    Posts
    5
    Character
    Puppy Pawer
    World
    Cactuar
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Crater View Post
    It was more fun than single-pulling Rank Vs, and it was more fun than fighting enemies as a single party, and it was more fun than having to waste time flying around in between every couple pulls because monsters don't respawn quickly enough to kill them continuously.
    Not like you have to fly that far, most of the time or relocate that often. You also don't have to hit only rank V's. It seems like just murdering enough things while solo is still enough to force a star rank spawn. From personal experience and the way it's worded, you can still make headway towards track spawns with tier 3's, just not in larger groups. We were able to get away with forcing track spawns on some of the easier islands by just killing any tier 3/4 with the occasional tier 5. Less stress this way too, not being in the constant grindfest with randoms pulling things in on a whim.

    "Changes will be made to the spawn requirements when several parties continue to defeat low rank monsters."


    As for whether it's more fun this way or the old way, that's subjective. But personally, for me and some of my FC mates, it's at least a little less monotonous than the old method of endlessly farming triceratops. I mean, Diadem is far from anything really new or exciting. But yeah.
    (0)
    Last edited by Regpuppy; 12-06-2015 at 05:03 PM.

  2. #132
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    This system is not fun, a player joins as a battle class and no fighting but rolls on loots.
    Then the resolution is nerf the loots. ^^;

    To save my breathe, my feedback is I don't paticipate Exploratory Missions.
    (0)

  3. #133
    Player
    OmegaStrongtan's Avatar
    Join Date
    Jan 2015
    Posts
    272
    Character
    Omega Strongtan
    World
    Zodiark
    Main Class
    Thaumaturge Lv 18
    90 minutes of mindless zerg is too long and boring.
    Double the drops but limit the time to 45 minutes while keeping the 120 minutes cooldown.
    (0)

  4. #134
    Player
    Mature's Avatar
    Join Date
    Aug 2013
    Posts
    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    Arcanist Lv 70
    Just to say that Diadem is dead right now. There was more people interested in going in before the patch.

    Right now I don't see much point on doing it.I really like the idea and the whole concept but at the moment is a bit pointless as to why should I go in for 90 mins. Maybe for gathering...

    The best thing to do for it is to add more gathering stuff , increase the spawn rate for steel spoils by 40% , add materia crafting/gathering V now (I know is coming for 3.2) let the star ranks pop faster as it was so there's something to do.

    90 mins is a long time to run a "dungeon" and to press buttons for not reward to be worth having of is not there.

    I honestly like a lot the whole diadem idea it just needs good rewards for people to join all the time.
    (0)

  5. #135
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Naoki_Yoshida View Post

    Thank you for all the feedback regarding the Diadem.

    The mixing of battle classes/jobs with gathering classes

    Requests for a filter feature for aetherial equipment exchange

    Players ignoring monsters after managing to land the first attack

    Implementing a vote dismiss feature
    Honestly, Yoshi, I really appreciate all the hard work you guys do, but this post saddens me. First off, the list of feedback you posted seems to be addressing very minor issues. There are plenty of feedback posts and threads which tackle much larger issues, but you seem to have focused on a very minor select few. Further, to each point, it sounded as if you said 'we get that you're unhappy, but we have our reasons and are going to keep it as is." with the notable exception that you are decreasing the drop rates of items.

    The core issue and feedback that I've seen on reddit, on general discussion posts, on dungeon forum posts and here, is that Diadem lacks actual incentive for exploration. I've seen various ideas of how to fix it. Some are fairly viable, others not (in my opinion). However, none of that is addressed in your post.

    The core issue with Diadem is not that gatherers can come, or that people aren't trying when there, or that we cannot kick someone or that we can't filter equipment. It's that the entire execution is boring. There is no feeling of exploration at all. When I go on an exploratory mission I expect the focus to be exploring. It's not, at all. And this is not because players don't want to explore, it's because the design of the entire Diadem. A combination of the following things make it this way:

    *Mobs respawn
    *Killing mobs quickly increases respawn rate of better mobs
    *Flight


    This has resulted in people flying to the easiest thing, because they can just fly over everything else, and then killing that easiest thing over and over until the stuff with the good loot spawns. It's a fundamental design flaw.

    Therefore, I feel that removing any one of the above may help solve the problem. If mobs don't respawn, people naturally have to move around to kill. If people can't fly, they have to work their way to the good stuff. If killing mobs more quickly doesn't increase spawn rate of better mobs, people may have more incentive to spread out.

    However, other things could be added which encourage exploration. For example, make use of the caves. Have a gold chest that sits at the end of the cave, so if you work your way through it then you get a chest. Provide a gold chest reward if you fully reach a certain point on each island. Or whatever.. encourage people to move. Right now you encourage people to sit at one point and farm, and any movement is detrimental to the party.

    I was really looking forward to this, as exploration is a big thing for me, but this isn't exploration. This is a Hunt Farm.

    Another big issue that I have seen is that this was hyped up to be rather mid-core. That it should appeal to people who find things like Void Ark to casual and Alex Savage to difficult. However, this is not difficult at all, and definitely not mid-core by any means.
    (1)
    Last edited by Kaurie; 12-12-2015 at 03:31 AM.

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