To sum it up:
Same as savage is destroying statics -> its not against rules (depends on situation and GM) but it made the whole content toxic to the point that players fight each other!
And that is indeed a result of bad gamedesign!
To sum it up:
Same as savage is destroying statics -> its not against rules (depends on situation and GM) but it made the whole content toxic to the point that players fight each other!
And that is indeed a result of bad gamedesign!
@Yukiko This is not the fault of the dev. The dev placed hunts. The decision to fight / zer / pull earky is purely a decision from players. You cant blame devs for the attitude of the players. Tool is there to enjoy some stuff if some use it wrongly nobody elese to blame but those very same that use wtongly ... take your responsability as a player and stp blaming devs for your like of maturity.
White Knight detected...@Yukiko This is not the fault of the dev. The dev placed hunts. The decision to fight / zer / pull earky is purely a decision from players. You cant blame devs for the attitude of the players. Tool is there to enjoy some stuff if some use it wrongly nobody elese to blame but those very same that use wtongly ... take your responsability as a player and stp blaming devs for your like of maturity.
It is devs fault that monsters die within one minute where alone travel from top to bottom of same map takes you about 1,5 minutes!
Furthermore there were a ton of suggestions made by players here on lodestone forums and up to date devs dont even "answer"...
Once they added a so called fix and increased a bit monster life... you know what happened? After next patch new weapons all was back at where it was before the fix!
To be fair, people in general need to learn how to get around the maps a lot better. I can't tell you how many times I see people teleport to Horizon when Alectryon is clear up in Cape Westwind or to Moraby when Unktehi is near the entrance to Mist. A lot of them just see the zone that it's in and blindly teleport to it without even opening up the map to see where in the area it is.White Knight detected...
It is devs fault that monsters die within one minute where alone travel from top to bottom of same map takes you about 1,5 minutes!
Furthermore there were a ton of suggestions made by players here on lodestone forums and up to date devs dont even "answer"...
Once they added a so called fix and increased a bit monster life... you know what happened? After next patch new weapons all was back at where it was before the fix!
The devs can only give hunts so much HP before it's unreasonable for them to be killed during off-peak hours or on smaller servers.
It made me lol hard when they did that, cause it was someone's PF that we both happened to join.Later that day, when my FC leader joined her party as their tank, instead of casting Medica II to heal the entire party at once, she'd throw Regen on the other 7 members just to avoid healing her. Nevermind that she was pulling that crap on a S-rank that I spawned myself.
I don't mindlessly beat on mobs with counter and warrior self heals are OP, so it's whatever. :3
Last edited by Ashkendor; 02-11-2016 at 03:44 AM.
Every time I tell people they can click on map coordinates in the chat log, they are surprised.To be fair, people in general need to learn how to get around the maps a lot better. I can't tell you how many times I see people teleport to Horizon when Alectryon is clear up in Cape Westwind or to Moraby when Unktehi is near the entrance to Mist. A lot of them just see the zone that it's in and blindly teleport to it without even opening up the map to see where in the area it is.
Then when I tell them they can click on the aetheryte from the map itself to teleport, their minds are blown.
Of course, knowing shortcuts from housing wards and ferries and such are also a plus, but the basics seem to be lost on so many. Perhaps much of their anger is that they're being called slow when they simply don't know a faster route? I try my best to help them with that.
http://king.canadane.com
Oh, definitely. I try to tell people in my hunt parties and linkshells the quickest way to get there. The funny part is half of them don't listen even when I do. Marraco down in Boulder Downs? Derp, let's teleport to Dragonhead instead of Mor Dhona and then cry that it's dead by the time we walk halfway across the entire frozen wasteland of CCH. Sounds like a great idea to me!Every time I tell people they can click on map coordinates in the chat log, they are surprised.
Then when I tell them they can click on the aetheryte from the map itself to teleport, their minds are blown.
Of course, knowing shortcuts from housing wards and ferries and such are also a plus, but the basics seem to be lost on so many. Perhaps much of their anger is that they're being called slow when they simply don't know a faster route? I try my best to help them with that.
That's why it's been constantly suggested to give A+ ranks dynamically scaling HP/stats based number of currently engaged players and average item levels. With a minimum set, of course, which would be the baseline difficulty that the devs want.
So... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
Last edited by Ashkendor; 02-11-2016 at 06:04 AM.
Not sure how it would be done, but it's a good idea. As for your example, yes if a bunch of people joined at the last 10% (which doesn't happen all that often), then it would gain HP proportional to the number of people that join, though it wouldn't change the HP %. Not really a big deal, if the algorithm was tuned correctly.So... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
And resource intensive? Possibly, but it's not our place to speculate on that, and it isn't productive either. If the devs wanted to do it, they could. They just don't. It's still a good and workable idea, though. I do agree on your last point, however. I would still have it scale anyway, so then it wouldn't matter what people do or don't accept about hunts.
Last edited by FaileExperiment; 02-11-2016 at 07:48 AM.
Honestl, it works fairly decently, this is how WoW handles rare mobs now, the total stays at 10% but it gains a higher health pool with the more people that tag it, it's not perfect, but it's not bad in the slightestSo... what, if more people show up and start hitting it suddenly it gains a bunch of HP even if it's already sitting at like 10%? Putting item levels into the mix seems like it would be unnecessarily resource intensive, especially for S rank hunts where you literally have hundreds of people in combat with them if they happen to pop during peak hours. I think people just need to accept that hunts weren't meant to be downed by half the damn server and resolve to do everything they can to get to the next one faster.
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