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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Altena View Post
    Eh? If the system remained similar, it would still prioritize 1 melee, 1 ranged, and 1 or 2 others. From my understanding the system tries to avoid matching with double of the same job and that should retain as the DPS queue still has a large pool of DPS players, it just lets more through the door.

    Honestly if you were able to get 5-10 min queues instead of 20-30 min queues in exchange for a slight decrease in chance for picking up a piece of gear or 2 for your job that may or may not drop anyway? I would personally prefer faster queue times. The marketboard is there for "fill in" slots. You're not likely going to get fully geared out in the 6-8 runs of a dungeon anyway.. At least I am not in my current levelling climb for my off jobs. If it wasn't for stored gear for the loot I had greeded on other jobs during my climb I wouldn't have much gear at all..

    RNG is always going to be RNG. Dungeon drops are a bonus but you shouldn't rely on them.
    It doesn't technically have to be, though. WoW is only one example, and a later one at that, of "personal" loot, wherein each player loots from their own loot table, or "party" loot, where possible drops are limited to those that are not already possessed by each member who can use them. Similarly, there's always currency, for which we still have almost our entire "key item" space to hold, if SE would just finally transfer non-tradeable currencies to that section. Or there's internal RNG normalization, wherein your character data stores a hidden counter for loot chance, increased with each failure and decreased with each usable drop received, weighted or not according to that item's strength.

    Quote Originally Posted by Altena View Post
    Oh I definitely don't think it's impossible (apologies if I actually said it was as I didn't mean it literally). I would be all for scaling content, and think it would be fantastic if it were fairly easy to do - however we had a very tough time getting "true" scaling FATEs when we asked for them for the "years" and still haven't recieved anything remotely close to what we wanted in my opinion. I feel like it would be another story for dungeon content as dungeons require mechanics to be scalable which may limit the ability to design some of them. Mechanics such as having to jump into a bubble when a limited number of bubbles pop in order to avoid a big AoE come to mind. I mean I am sure they could add more bubbles in this case, however it wouldn't exactly be the easiest thing to implement I imagine.
    FATEs have a few disadvantages that dungeons do not. They spawn in waves, and therefore can only check player count and/or composition accordingly. Chances are, early leavers will do so at the tail of a wave, but not so quickly as to remove their contribution to the next wave's "sync". Etiquette itself does little to prevent that, but as relative party contribution required for a gold has been decreased it shouldn't be a necessary issue by any means.

    Further, they provide few opportunities for assessment. You could, for instance, (this bit irrelevant to player count scaling) have a dungeon mechanic that increases in speed with each failure to damage the party and lasts until someone screws up in order to provide increased rewards, but FATEs, as with most open-world content, have tended towards a slightly more zero-sum idea of rewards. It would take time to remove those habits completely to allow for more detailed cooperative play.

    And the last of course is that open world parties rarely function as such. Even in instanced 24-man raids, there's little expectation of per-party positioning coordination until they would be lethal to each other, smaller benefits be damned. This also works contrarily to the 'join freely' concept of FATEs, for which only parties have access to AoE heals, etc., making it difficult to tailor healing needs to the healer count involved, because their hps could be tripled or cut to a third just depending on whether they are in a party, and of how many people in range.

    In dungeons, however, you can make benchmark assessments of DPS, etc. in order to alter later content (and its rewards) accordingly because you have a more or less set party. A portion or degree of these would have to be scrapped and returned to normal should a player abandon, and be replaced by a player of any or the same role, respectively, but on average you are free to tailor.

    The only real design limiter I can imagine is that either boss arena sizes would also have to be scaled, which still has a mild additional impact on (especially melee) uptime, or player-marked AoEs and the like would have to be scaled smaller to allow for the same level of safety possible as in a 4-man party in the same limited area, which also may impact uptime.

    I will address your 2nd point with my first one. Similar story - I think it would be great if we could scale them, however I think it would be more challenging to do, rather than a flat increase in the number of DPS slots.

    Either way, that comes back to scaling the dungeon difficulty based on this new composition. If that were an issue then sure, it would likely be looked at in terms of balancing that difficulty.

    I imagine it would be easier to balance unreleased content then it would be to go back and attempt to balance existing content with a new system like this..

    Lastly, yes it is unlikely that this will happen - however it is honestly a way to improve the queue time for DPS. Not just for Stormblood but for beyond.
    I truly believe any opportunity they can take to work towards a long-usable intuitive design now is entirely worth its effort, so long as they don't drop into the red, content-release-wise (and even then, if something like this refreshes enough content, such as by being temporarily framed into random daily bonus dungeons, perhaps even for different player counts, it would still absolutely pay off). Composition-based scaling, allowing for, say, greater avoidable damage and swap-mechanics in the case of an all-DPS party, as to make it highly challenging but technically survivable, or giving reason to use 2 tanks in a 5-man 2/1/2 party, may not be worth designing for the time being, but allowing at least for an inflated DPS count, with slightly increased requirements on heals and tanks indirectly atop greater mob and boss health, due count safety mechanics, targeted AoEs, etc., should be an amazingly strong QoL increase in the early days of the expansion, and with lasting benefits.
    (4)

  2. #2
    Player
    Xlantaa's Avatar
    Join Date
    Feb 2015
    Posts
    1,000
    Character
    X'lantaa Lizhashen
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    ¿And help DPS? No, you asked only for DPS classes, ignoring tanks / healers desires, now eat your queues.

    PD: Sorry, I'm salty because no tanks/healers new classes.
    (43)

  3. #3
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Xlantaa View Post
    ¿And help DPS? No, you asked only for DPS classes, ignoring tanks / healers desires, now eat your queues.

    PD: Sorry, I'm salty because no tanks/healers new classes.
    It's perfectly clear that you are, without elaborating.

    It's fair that you are, as well. Everyone wants new toys in the expansion, and while new skills/balance are nice, they aren't completely different like a new Job. Kind of like... if you have a PS4, and someone gets you a PS4 Pro for your birthday, that's nice and all, but it isn't like getting an Xbox or a Nintendo console, for example. I feel for the healing/tanking community.

    If only everyone could come out like you, and say that's why they're angry, as opposed to making this about the DPS queue. Anyone could have told you queues would be bad even from just RDM alone. And even if the 2nd Job was Tank (or healer), what, healers (or vice versa) would have been happy to be left out? There was no winning this one, so I'm a bit sympathetic to the dev team. I don't think they should be expected to always hit 3 jobs per expansion like it's some kind of checklist. I feel their personal vision for what they want to create is far more important than shoehorning something in for arbitrary reasons that will self-correct in the future. The result is always better when that's the case, so I'd say the healers and tanks should be somewhat thankful that they're going to take these criticisms to potentially make a way stronger addition to your roles in the future!
    (1)

  4. #4
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90
    8 man dungeons would be cool to be honest. It would add a little variety.
    (8)

  5. #5
    Player
    Mikaeus_The_Lunarch's Avatar
    Join Date
    Aug 2016
    Posts
    95
    Character
    Mikaeus Thelunarch
    World
    Adamantoise
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by DamianFatale View Post
    8 man dungeons would be cool to be honest. It would add a little variety.
    we actually already have 2 8-man dungeons, the praetorium and castrum meridianum. So i don't see why we haven't had another one yet.
    (2)

  6. #6
    Player
    Yasuhiro's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    1,225
    Character
    Marie Antoinette
    World
    Kujata
    Main Class
    Conjurer Lv 76
    Quote Originally Posted by DamianFatale View Post
    8 man dungeons would be cool to be honest. It would add a little variety.
    That's what I thought hard mode dungeons were gonna be when I first played this game.
    Dunno what gave me that idea I think it was things like praetorium.
    (1)
    Final Fantasy XIV forums in a nutshell
    Quote Originally Posted by Saccharin View Post
    I stopped reading here. I really did. Can people stop asking for FF14 to be FF11 reborn. They tried that and look what happened.

  7. #7
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    doing dungeons as healer help dps queue, too
    (5)

  8. #8
    Player
    Arutan's Avatar
    Join Date
    Dec 2016
    Posts
    1,513
    Character
    Drae Wellenbrecher
    World
    Ragnarok
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Altena View Post
    Increase the new 4-man instances to either 5-man or 6-man instances
    No. Can't have much loot now, it's not to get 1 or 2 people more rolling in dungeons.
    I'm not a crafter gatherer and I don't wanna spend the rest of the game buying everything from MB.
    (2)

  9. #9
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    I would argue the major issue with this is that it might not actually be mechanically feasible within the game engine and even if it was it would be an epic amount of work to make the change with a questionable amount of benefit. That's not even really taking into account party balance. Healing in particular would probably need some tweaking because the increased difficulty for healers would be directly balanced off player performance so one extra good player would make little difference while one extra bad player would add plenty of additional work.

    In the end I doubt we will see this happen.
    (3)

  10. #10
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,397
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Starting with SB, they should have made dungeons 5 man and upped the health on enemies. However it only partially helps due to it putting more stress on healer and tank which I am sure they are trying to avoid with the upcoming changes.
    (0)

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