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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Damona View Post
    The turning point for the game will be 4.0 anyways, at least for me. If they go the whole Heavensward route again like they are doing now, I'll gladly quit.

    The one thing I will not deny though, I really loved thordan ex, even with almost 205-210 and hating it at first, it felt like I did something. One of the few rewarding things in my eyes but primal fights are always nice, even if they are a script show and rarely have any randomish moments to them.
    If 4.0 is another rehash, I'll probably switch to about a 50% membership, appearing just before patch and disappearing just after Ex primal farms, and gradually fade from there.

    Just because of all the skilled players who were farming for Tidal Mirrors over DF at one point, Levi Ex really claimed that place for me. Losing GL3 only once in that fight just due to people both keeping up the pace and respecting my "please leave us Monks the last punch on the marked spume" was an amazing experience. Not that BLMing, Barding (especially co-Barding, love that), DRGing, tanking, or healing it were any less fun, actually. Just goes to show that every fight ends up at the mercy of its combatants though. Sometimes you enter, take a look each at the two BLMs and know the adds are going to be Flare ash before they can touch anyone, and neither tank moves to intercept, and sure enough, the adds are dead before they reach either BLM or the healers. Other times, you know that PLD will be going Sword main, and the whole set of triggers that might cause seem to just lay themselves out in front of you for you to play around with; anything goes, just make sure to double Regen per Conv as always, and if things go south, track tank CDs. Those little things make XIV for me. Sadly, apart from a couple good Ex roulettes, I haven't felt them in a long time. More and more the ideosycracies seem to fade, and I feel like it's due more to the fights, somehow feeling less open-ended, and reduced community experimentation than to any internal (class/job) design.

    As for rose-tinted goggles, one of the funny things to me is that a lot of my complaints I'd put up on the forums back in 1.x haven't changed at all going into 2.x and now 3.2. I expected I'd be wanting more of the 'good old days', but instead it's just the exact same worries that seemed problematic then, although perhaps magnified.
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    Last edited by Shurrikhan; 03-30-2016 at 05:31 PM.

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Shurrikhan View Post
    If 4.0 is another rehash, I'll probably switch to about a 50% membership, appearing just before patch and disappearing just after Ex primal farms, and gradually fade from there.
    .
    This is my perspective as well. The X.0 patches (expansions) are the place to set up a foundation for future updates. You can't really afford to undersell in the new content and jobs (which I feel 3.0 has done in some regards), and it doesn't leave for a very good foundation to work upon (Airships, "FC" crafting, job design, specialists, etc). And some of the cuts they made doesn't sit well with me, either in regards to the 3.x series; we have two dungeons per patch and they are the only two options for roulette. In it's place we'd get things like diadem and LoV (which fall into the same trap where it feels very rushed and doesn't leave a lot to work with).
    (1)
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  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by RiceisNice View Post
    This is my perspective as well. The X.0 patches (expansions) are the place to set up a foundation for future updates. You can't really afford to undersell in the new content and jobs (which I feel 3.0 has done in some regards), and it doesn't leave for a very good foundation to work upon (Airships, "FC" crafting, job design, specialists, etc). And some of the cuts they made doesn't sit well with me, either in regards to the 3.x series; we have two dungeons per patch and they are the only two options for roulette. In it's place we'd get things like diadem and LoV (which fall into the same trap where it feels very rushed and doesn't leave a lot to work with).
    About that whole Expert roulette issue, I've been wondering what would happen if they just, instead of using a single worthwhile roulette, would just rescale the rewards (essentially a bit more than a current content encounter of the same expected clear time) for 3 additional dungeons, 2 additional trials, and 1 additional raid, per day, where you can collect 3 further daily bonuses total (now closer to Ex rl for the given dungeons), maximized by doing one of each category (dungeon/trial/raid), complete with a further reward multiplier for going min ilvl sync, the decision for which can be made via a group vote even after entering or after each boss. Poof, we get to see old content (more often) even when not grinding out relics. And it took a whole lot less flavor text to bring back than the dungeoning steps of the anima weapon.

    Quote Originally Posted by RiceisNice View Post
    If you want to make FFXIV to be accessible with not too much time commitment (some players, me included can attest to only having about 1-2 hours to play during the game's peak hours) having to require to do more than one roulette (especially as a dps) is a bit of a turn off in that regard.The current tomestone reward structure is fine imo.
    My thought there was that it'd be optimal to have choices, but not so many that you're just shooting into the dark for elusive queue times, and variance. If any of these dungeons would, prior to finishing off your bonus, give as much as Ex rl, it's not like you're going to be spending more time doing dailies per week, anyways. When capped, you're capped. Just due to shit luck in Midas normal, I'm usually capped off 2 Experts. None if I do any Feast. And that's still doable with 60 minutes per day.

    Quote Originally Posted by RiceisNice View Post
    What I'd like is for the words 'Expert' and 'Roulette' to be reflective of what they typically imply. The dungeons are far from demanding anymore than the bare minimum of the players, even when newly released, and you can't honestly consider two possible outcomes to be a roulette.
    I'd be fine with that as well.
    (1)
    Last edited by Shurrikhan; 03-31-2016 at 03:21 AM.

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Shurrikhan View Post
    About that whole Expert roulette issue, I've been wondering what would happen if they just, instead of using a single worthwhile roulette, would just rescale the rewards (essentially a bit more than a current content encounter of the same expected clear time) for 3 additional dungeons, 2 additional trials, and 1 additional raid, per day, where you can collect 3 further daily bonuses total (now closer to Ex rl for the given dungeons), maximized by doing one of each category (dungeon/trial/raid), complete with a further reward multiplier for going min ilvl sync, the decision for which can be made via a group vote even after entering or after each boss. Poof, we get to see old content even when not grinding out relics. And it took a whole lot less flavor text to bring back than the dungeoning steps of the anima weapon.
    If you want to make FFXIV to be accessible with not too much time commitment (some players, me included can attest to only having about 1-2 hours to play during the game's peak hours) having to require to do more than one roulette (especially as a dps) is a bit of a turn off in that regard.The current tomestone reward structure is fine imo.

    What I'd like is for the words Expert. and Roulette to be reflective of what it typically implies. The dungeons are far from demanding anymore than the bare minimum of the players, even when it's newly released, and you can't honestly consider two possible outcomes to be a roulette. They could accomplish it with by keeping all the 60 dungeons in the ame roulette and enforce an ilvl sync so your average player doesn't outgear the requirements, let alone it's rewards; our current EX roulette offers 195 with an ilvl requirement of 180. Assuming they tune it so that you can clear it easily at 180, players on average are already wearing i200 from void ark and esos, and 190 from proto gordian.

    If they want to keep older content relevant, there's much more graceful ways to do so, as well as better areas to do so. Beast tribes for example is entirely solo content, and it re-emrges previous issues likew aiting for spawn timers. Then you have hunts... The placement and implementation of the content is also another factor. Anima for example, has level 50 dungeons that can be done unsnyced, defeating the purpose of it to enliven queues. While at the same time, it doesn't touch onto the library which is relatively dead compared to other dungeons.
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    Last edited by RiceisNice; 03-31-2016 at 03:13 AM.
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