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  1. #1
    Player
    Jimboselecta's Avatar
    Join Date
    Aug 2013
    Posts
    20
    Character
    Jeuno Maru
    World
    Shiva
    Main Class
    Astrologian Lv 70

    Suggestion: The Cull/Culling Time/Going out and killing things! GROUP Content!

    The regions of Ishgard are under constant threat! Venture out into the wilds and fight back against the hordes of monsters that threaten the local population! Earn experience, achievements and unique rewards while keeping the borders safe!
    A new pesistant event throughout Heavensward Zones, bringing players together for an additional way to level up when out of quests/leves or instance queues are taking too long

    4 Players (Pre-made or Solo) enter The Culling Ring located at a settlement in each zone, after selection of role and options the player is moved into a group by the system and given a brief moment to meet and greet before The Cull begins, groups can be made of any combination of roles although the usual TANK/HEAL/DPS set-up will increase chance of success!

    The group moves along a pre-determined path into the wilderness, bringing back the sense of adventure! Although they are free to explore other areas as they venture out (many secrets await those who explore!) At various points the group will have to complete objectives eg. they are ambushed, surveying an area, a treasure chest appears (a trap?!) escort a civilian, the group may have to split up to complete some objectives! FATES will continue to spawn as normal completing these while in a Cull group will reward additonal exp! "Normal" monsters will aggro as usual however monsters that spawn during a Cull will not reset and must be killed before continuing!

    At various points the group will come across a camp, they may have to clear monsters before they can rest or resting may spawn a tough boss monster! Stopping at a Camp "saves" your progress here you can decide if you wish to continue or return to base, any equipment found will now have the option to be rolled on (based on zone level) gil and tokens will be automatically distributed

    The Cull will end when - The Group makes it to the final Camp at the end of the trail and returns to base or if the group is wiped out !WARNING! any exp earnt will be kept however gil, tokens and equipment are lost up to the last "save" so dont rush ahead or you risk losing everything!

    Level Sync will be in operation allowing players to play with friends or travel to zones where more people are participating, players earn more experience the closer there level is to the Culls level eg. Western Highlands LVL 50 Forelands LVL 52 Hinterlands LVL 58

    Flying Mounts do not work during a Cull to prevent groups skipping content
    Chocobo companions can be summoned, allowing 4 + 4 groups, difficulty will increase dramatically and exp is lowered for players
    Players can change class during a cull but only at Base or a Camp

    Rewards include various achievements eg X Culls completed etc and Tokens can be spent on minions, bardings, glamour gear and level based "instance" equipment (eg a Western Highlands Cull token can be used to buy a peice of gear from Dusk Vigil great for if you have had terrible RNG or plan to level another class!)

    The Cull is meant as an aditional way to level up, especially for those who suffer from long queue times, play with players from their own servers and learn their roles outside of instance based enviroments! The system would reward group play, giving each player a Rank at the end of The Cull and reward them, level sync allows 60 players to join up for their own completion or to gather gear for their next leveling class

    Suggestions and Thoughts!
    (0)
    Last edited by Jimboselecta; 07-08-2016 at 06:47 PM.
    My [Selbina Milkshake] brings all the boys to the yard!

  2. #2
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    It sounds like you are trying to create a Deep Dungeon-esque OW group experience.

    Though honestly, if EXP gets reduced for bringing chocobos out then there is no point allowing chocobos to begin with, as chocobos are hardly worth a player pet in firepower in 95% of the cases. And if the EXP gets reduced for having more people/chocobos in the group that also heavily discourages it being group content in the first place.

    I also feel that flying should not be disabled, and that you should not have a predetermined path for it. Otherwise it would only feel like a standard dungeon set outside, following the normal chain of trash trash trash boss, rather then responding to problems in the region. The player team should decide in what order they go after the camps and deal with the hotspots scattered around the map.

    I would also say the system should be expanded to also work for ARR areas. Use Levequest "another world" effect so that high level enemies in the cull do not disrupt newbies.
    (0)