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  1. #1001
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Istaru View Post
    I hope you are being facetious, I really do. For some people, that is the problem. We want something new, genuinely new. Not another 3 years of the pretty much the same...exact...thing.

    A good bit of the current angst is due to an interview where Yoshida alluded to 4.0 being at least mostly like 2.0 and 3.0. Which honestly, concerns me.
    That was actually a legitimate question. The progression rewards are exactly the same between 2.0 and 3.0 (I'm not talking about all the glamour options and mounts), which was linear. The only difference between the two is that 2.0 had more original ideas fight wise imo, but that's all. Still amuses me that quite a few people can't clear coil t5 sync'd.
    (2)

  2. #1002
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,447
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    After giving it some thought, I would like to see outdoor dungeons that take place in the 1 to 50 zones that other players are actively using to level. The idea would be randomly spawned bosses and trash that you would clear, similar to a group levequest, but you go from marker to marker, boss to boss and then complete! You would queue for it just like any of the other roulettes and it would teleport you from where you queued to the target zone. It would add more life to existing zones and the event could be totally random with what boss you get but the loot would follow the normal itemization for the levels of the players. It would be neat for level 12 players to watch a bunch of level 60 players fight a few bosses near them and then move on. This wouldn't be hunts, just a dungeon taking place in the open instead of an instance. Groups could be spread out all over the zone, it would be a great use of all of that open and for the most part, empty space.
    (3)

  3. #1003
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Hyperia View Post
    After giving it some thought, I would like to see outdoor dungeons that take place in the 1 to 50 zones that other players are actively using to level. The idea would be randomly spawned bosses and trash that you would clear, similar to a group levequest, but you go from marker to marker, boss to boss and then complete! You would queue for it just like any of the other roulettes and it would teleport you from where you queued to the target zone. It would add more life to existing zones and the event could be totally random with what boss you get but the loot would follow the normal itemization for the levels of the players. It would be neat for level 12 players to watch a bunch of level 60 players fight a few bosses near them and then move on. This wouldn't be hunts, just a dungeon taking place in the open instead of an instance. Groups could be spread out all over the zone, it would be a great use of all of that open and for the most part, empty space.
    I hope they bring back open world dungeons that you can go in solo to get stuff/find random loot chest or farm bosses and explore.
    (1)

  4. #1004
    Player
    Little_Pebble's Avatar
    Join Date
    Jul 2016
    Posts
    1
    Character
    Ishi Yamauchi
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Large-scale PvE with Soft PvP
    Conquest, Campaign, and Besieged were all PvE systems in XI that added quite a bit of variety to a daily log while fleshing out the world itself. What these two systems brought were national pride, server pride, and a casual vehicle for a great impact on the world.

    How You Participate


    Conquest
    Conquest was something you participated in right when you started the game. At level 1, you grab a buff from a guard in your home nation and begin playing the game. By killing mobs and running supplies, you earned rewards for your nation. Individual bonuses were also given.

    Campaign
    Campaign was another nation-based PvE system, but rather than passively add points toward a nation’s influence, players participated in battles at outposts across the world. When an attack began, you would receive a buff from a nearby NPC, and rewards were given not just to your nation but also to the individual based on how much they participated.

    In addition to battles, there were other ways to influence your nation’s efforts. One was the recruitment of NPCs. Anyone could go into the field and run into famous NPCs; the player could then convince them to join the war effort temporarily by fulfilling a unique condition. Recruitment could also take place from the walls of nation with which they were allied, so you could steal them right from a rival nation.

    Another way to influence your nation’s efforts in Campaign was through polling on military tactics. Every week, players could vote on battle tactics and whether the general direction a nation should take over the subsequent week.

    The final way to participate in Campaign was through special quests. These are essentially levequests with more serious consequences.

    Besieged
    Besieged was similar to Campaign in that the player directly engages hostile mobs. One way to participate was simply to enter the zone when the battle began. You were then expected to defeat all the mobs in the city while protecting an item called the Astral Candescence that--if lost--would drastically ruin your server’s experience until it was recovered. You also had to protect NPCs in a similar manner.

    Before the attack, players may participate by attacking strongholds. This can reduce the number of mobs that will attack the city, but it will not indefinitely stop attacks. Armies marching from a stronghold also appear on the map, so it is possible to reduce forces before they reach the gates.

    After the battle, NPCs or the Astral Candescence may be lost. Players must then form a party and storm a stronghold to rescue those NPCs or recover the item. There are also individual rewards for this beyond the functions restored.
    Effects on the World

    Conquest
    Conquest rewards were simple but certainly valuable. These rewards included instant teleports to regions, particular goods sold by NPCs in your nation, and general bragging rights. Instant teleportation was possible if your nation did not currently hold an outpost at an increased cost. You did, however, have to talk to the outpost NPC while your nation controlled the region in order to unlock it in the first place.

    Campaign
    Mob armies that control regions would ruin your day traveling and could advance all the way to your city.

    Recruited NPCs would gather an army that gave your nation an advantage in battles and stood around the city visibly for all to see.

    Besieged
    If your server lost the Astral Candy, you lost many bonuses including--but certainly not limited to--the effectiveness of spells to avoid aggro, exp bonuses, a way to earn the currency for instant travel around the expansion areas.

    What Made Them Meaningful

    The inability to travel quickly was one of the biggest things that made this content not only valuable but also gave it a sense of urgency. Conquest’s instant teleportations in a world where the only instant teleportation you could get was a WHM spell was a valuable thing. Items were also valuable given that the auction houses were all locked to the individual nations. Due to the condition that your nation control an outpost to unlock it for the future, this created healthy rivalries and cooperation among players to take control of beginner areas where nations built influence easily.

    Restrictions on the auction house and travel were at the heart of Besieged as well. If a particular NPC was taken, the auction house in the expansion area would be shut down. If you wanted access to the second most popular auction house, you had decide whether it was worth the effort since the return trip to the expansion area would take upwards of twenty minutes. These same restrictions also put some importance on where items are available as well in systems like Campaign.

    Interaction with other players made this great. There are so many ways to participate. Getting NPCs back from Besieged is not easy. Please check the links I’ve included. This content is accessible to all and presents challenges that I think meet the needs of many players.

    Ishi, What the Heck

    I’m tired and feel like rambling. My sub runs out soon, and I’ll drop this game pretty hard most likely. I’ve tried multiple characters, classes, and types of content. It’s just not for me; I actually nod off in dungeons a lot of the time. Regardless, I thought I would share some ideas that let players participate in various types and levels of content that I found fun. I miss arguing with players from other nations and among servers. I miss being able to log in and do something that really changed the world. I know these ideas would require fundamental changes if implemented exactly the same way, but this is just me throwing out some systems I liked.

    Besieged: http://ffxiclopedia.wikia.com/wiki/Besieged
    Campaign: http://ffxiclopedia.wikia.com/wiki/Category:Campaign
    (3)
    Last edited by Little_Pebble; 07-15-2016 at 03:09 PM.

  5. #1005
    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 Hyperia View Post
    After giving it some thought, I would like to see outdoor dungeons that take place in the 1 to 50 zones that other players are actively using to level. The idea would be randomly spawned bosses and trash that you would clear, similar to a group levequest, but you go from marker to marker, boss to boss and then complete! You would queue for it just like any of the other roulettes and it would teleport you from where you queued to the target zone. It would add more life to existing zones and the event could be totally random with what boss you get but the loot would follow the normal itemization for the levels of the players. It would be neat for level 12 players to watch a bunch of level 60 players fight a few bosses near them and then move on. This wouldn't be hunts, just a dungeon taking place in the open instead of an instance. Groups could be spread out all over the zone, it would be a great use of all of that open and for the most part, empty space.
    Not saying your idea isn't well thought out, but on the technical side, that can be worrying. Instances exist to begin with so people don't crowd in a area, causing lag and areas filling up. What I like about dungeons in instanced form is that the developers can be very creative with it without the worry of surrounding areas coming into conflict with it.

    Your idea may work on a small scale, used as lower level content that uses up guildleves. Its server load and limited creative decisions that worry me about it.
    (0)

  6. #1006
    Player
    Braden's Avatar
    Join Date
    May 2016
    Posts
    24
    Character
    Braden Leviathan
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Velhart View Post
    And that question was?



    No that is complexity.
    My question 50 pages ago was who will buy a game 1,3,5 years from now, knowing that all 99 percent of the content is irrelevant.

    Depth... lol you had a hard time with tp and str sets... no wonder this easy mode works for simple minds. You probably rolled str set with a dps ws with a different modifier. That explains it.

    i do raid ty. Its not good.

    You have no obligation. Its so much worse than XI, being an asshole doesn't hurt you at all.
    (0)
    Last edited by Braden; 07-15-2016 at 06:42 PM.

  7. #1007
    Player
    Braden's Avatar
    Join Date
    May 2016
    Posts
    24
    Character
    Braden Leviathan
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by FizzleofHyperion View Post
    Braden: The problem is that there is an interview with Yoshi P where he clearly says the newer generation can't handle gear stats like FFXI. If he devalued the younger generation or there actually is a survey showing that the new generation of gamers/mmorpg gamers are just incompetent? I doubt he would make it up. Simplicity seems to work eventhough i hate it because its killing the game for a quick buck.
    Yep, its too sad really.
    (2)

  8. #1008
    Player
    Braden's Avatar
    Join Date
    May 2016
    Posts
    24
    Character
    Braden Leviathan
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Claymore65 View Post
    I have a legitimate question for FFXI fans: What is the appeal of "Force Popping Notorious Monsters" in the context of FFXIV? What does it offer that is truly different from hunts, aside from a claim system that prevents the whole server from just zergging hunt. I'll admit that alone would be convenient and make hunts more fun, but I still don't fully understand what it brings to the table. It brings...waiting around / exploring the Open World in search of a particulranar monster, and then killing it? How is that fundamentally different than hunts? .
    ppl want drops to matter. Not just handing over gear because you participate.

    And make it more difficult.
    (4)
    Last edited by Braden; 07-15-2016 at 07:00 PM.

  9. #1009
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Tome caps on a per character basis were imposed to force us to roll alts; because the stat differences of races are so negligible that no one bothered to roll alts at all. I would go insane if I had to do x2/x3 the amount of beasttribe quests etc everyday.
    (0)

  10. #1010
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Istaru View Post
    text
    Yep, that's why magikolith (skills assigned with stones) from FFIX is one perfect solution for this.

    For exemple, we could have this :

    Imagine at level 60 we have 30 Magikolith points to put in passives skills only.
    Here a list of examples what we could have for passives skills shared among all job :

    - immunized against blindness (5 points)
    - immunized against poison (5 points)
    - immunized against mute (5 points)
    - immunized against petrification (5 points)
    - immunized against madness (5 points)
    - immunized against frost (5 points)
    - etc. (or it could be atleast a protection which depend on chance to avoid status effect or reduce it time like materias pvp)

    - resistance fire + 25% (3 points)
    - resistance water + 25% (3 points)
    - resistance storm + 25% (3 points)
    - resistance earth + 25% (3 points)
    - resistance wind + 25% (3 points)
    - resistance ice + 25% (3 points)

    - critical hit + 3% (3 points)
    - determination + 3% (3 points)
    - spell speed + 3% (3 points)
    - parry+ 3% (3 points)
    - piety + 3% (3 points)
    - accuracy + 3% (3 points)

    - regain HP + 1% (4 points)
    - regain MP + 1% (4 points)
    - sprint cost half of PT (5 points)

    ....

    For the passive skills for each job, I think everybody know what we could have and some have already written examples of it.

    I will just do it for the Scholar :

    - Broil potency become 200 (4 points)
    - Ruin II potency become 120 (3 points)
    - Adlo potency become 320 (3 points)
    - Dissipate add at the original effect : invoke the other pet instantly and reset his cooldown (5 points)
    - Emergency Tactic reduce the cost of mana of next Adlo or Succor by 50% (2 points)
    - Resurrection cost mana and cast time is reduce by 25% (3 points)
    - Energy Drain don't cost aetherflow stack but in return his cooldown become 40 sec. (2 points)
    - Shadow Flare slow become 10% (1 point)
    - Virus give additionally Poison to the target, potency 50 (2 points)
    - Eye for an Eye, the barrier effect has now 40% to be activated (1 point)
    - Sacred Soil give additional effect : HoT potency 30. (3 points)
    - Bio II have 20% chance to refresh DoT from Bio (2 points)
    - Miasma II have 40% chance to refresh DoT from Miasma (2 points)
    - Sustain cast become 0 sec and cost mana become 0 (1 point)
    - Deployment Tactics work on you (1 point)
    - Indomitability potency become 600, but in return cost 2 aetheflow stacks (4 points)
    - Under Rouse, the pet cast an additionnal Auto-Heal on the member of the team with lower HP (3 points)
    - Bane can now spread Miasma II and Virus (2 point)
    - Leeches cast become 0 sec (1 point)
    - Summon and Summon II cast time is reduce by 25% (1 point)
    - Lustrate have 20% chance to apply an shield Adlo on the target (2 points)

    Ok, I listed some examples, and I will not pretend it's perfectly balanced but it's an idea what we could have in the futur if SE decide to follow this path.
    (1)
    Last edited by Ceasaria; 07-15-2016 at 10:17 PM.

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