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  1. #3
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'd just love to see 3-8 player difficulty syncs for any originally 4-man dungeons...
    I think it would go beyond just buffing mob levels / damage / HP in order to scale the difficulty like that - certain mechanics (if dungeon bosses could be said to actually have mechanics) are designed with 4 players in mind.

    The simplest solution would be to perminately increase the DPS slots so the dungeons become 5 or 6 man. Finding that balance of how many extra slots to add might be difficult but increasing it by 1 would be a good start, and 2 would probably be even better.

    ------- Edit - Hit daily post limit -_-

    Quote Originally Posted by Arutan View Post
    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.
    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.

    Quote Originally Posted by Shurrikhan View Post
    It would indeed go beyond that. But so has it for every game I've seen that allows for flexible member count. Some even vary according to composition. But that's a far cry from their being impossible to produce. I also don't see why we should necessarily have to remove 4-man dungeons just to satisfy a dps overflow. Allow for it, sure, but why replace entirely?
    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.

    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.

    Quote Originally Posted by Belhi View Post
    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.
    I can't see how this is an issue with the game engine? I mean queues have differing numbers of players in various duties. Some are 4-man, others 8-man and others 24 man.. Some are role bound (PvE) and some are open to any roles (PvP & PotD).
    How is this mechanically not feasible to pull off? Perhaps I don't have your level of programming knowledge, however it seems like a strange thing to have a problem with. How would it be difficult to increase the number of player slots? A "Light party" is anything over 4. A full party is 8. An alliance is between 9 and 24. It's not like we are going beyond 8 players in a levelling / story / end game dungeon..

    I mean even looking at PvP alone - if the alliance fills up and some people fail to hit the Confirm button, they get kicked out but the queue still succeeds and you are left with a sub-24 man alliance.. If they can manage that - I am sure they can add an extra DPS slot or two to the "new" levelling / story / end game dungeons.

    I do want to stress that I am not suggesting they rework all current dungeons to a scaling system in my OP. Nor am I suggesting a scaling system (as nice as that would be).
    What I am suggesting is that they increase the party composition size to 5 or 6 man dungeons with 1-2 extra DPS slots, for NEW dungeons that are yet to be released - and can be balanced accordingly before being released.

    As for your point regarding healers - honestly from my understanding a good portion of the community are suggesting to increase healer load for 4-man dungeons as it has been shown that *most* healers end up having too much free time, and are expected to push DPS. Some that do not wish to push DPS end up just standing there for half the time..

    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.

    Quote Originally Posted by Arutan View Post
    I'm talking about minions and music. Those are the true endgame alongside glamour.
    Buff drop rates :P

    Problem solved.

    If that doesn't satisfy you - default to "Greed" when the player already has said minion or music sheet. This would avoid it hitting the floor if everyone has it, while increasing the chance that those who don't have it get it.

    Though I do seem to recall you talking about crafting / gathering and looting gear.
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    Last edited by Altena; 02-19-2017 at 11:03 PM.