You can fight raptors and kill stronghold mobs remaining stationary using an Archer to pull just about as well as you can roaming. But I don't know why it's really that big of a deal.
You can fight raptors and kill stronghold mobs remaining stationary using an Archer to pull just about as well as you can roaming. But I don't know why it's really that big of a deal.
I think it's more so about how "grinding" in XI was more like fighting "micro-bosses" whereas "grinding" in XIV (atm) is just an el-oh-el-zergfeast - that is, there's really no skill involved besides pressing buttons. The "pull camps" the OP mentioned involved fighting a mob that a) didn't die in 10-15 seconds, and b) took the planned coordination of other members of your party to defeat - that is, people had actual roles to play and they had to, well, play it or the party wouldn't do well (or wouldn't work at all o.O).
I enjoy static camps with a good population of mobs to pull. I hate ravaging the shoreline killing everything in two seconds while never stopping. Static camps yes please!
^ Absolutely sums up how I feel.
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung
Kazham trains... *shudders*
killing the efts over year ago in muntay was more of this style. they needed to be tanked and their lightning hit crazy hard. they didnt go down to easy and you had to watch you dont aggro anymore since they were pretty close. thats the closest thing to 11 style grinding in this game ive encountered.I think it's more so about how "grinding" in XI was more like fighting "micro-bosses" whereas "grinding" in XIV (atm) is just an el-oh-el-zergfeast - that is, there's really no skill involved besides pressing buttons. The "pull camps" the OP mentioned involved fighting a mob that a) didn't die in 10-15 seconds, and b) took the planned coordination of other members of your party to defeat - that is, people had actual roles to play and they had to, well, play it or the party wouldn't do well (or wouldn't work at all o.O).
also back then we didn't have raise so if someone died they had to return and the party had to run back to get them since they couldn't get there alone.
If we had something like besiged/ full scale campaign, that would be a good alternative for leveling when quest and such have run out, but not keen on the old style camps of old.
I always thought moblin maze thing in 11 was a good idea but it was put in the game in my view the wrong way it should have been solo friendly.
I must be weird to other's as i prefer single player games grind to online grind , although final fantasy 2 was brutal.
there is no difference between grinding and quest based progression
since quest based progression requires you to grind mobs anyway
There is no difference between sitting at spot X and killing 10 mobs
or being told by an npc to go to spot X and kill 10 mobs
since thats literaly all the difference is, is thgat an npc is telling you to do it
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I like pulling to a camp, don't really mind the roaming parties. I like quests as long as its not just me soloing a chain of quests to 50... I do not play a MMO to solo. Mostly I love playing in a party no matter what that party might be doing.
That said, there needs to be solo content I can enjoy while I wait for my party or for those who just want to play alone.
Repeating myself here but we need tons of content for every playing style. People in large groups, small, duo, or solo need things that are interesting and engaging to do at all levels.
Many people want this -OR- that at the exclusion of whatever activity they do not personally enjoy even though others might like it. Why shouldn't we have camps you pull to and roaming camps. Solo quests and party quests. Instanced NM's as well as open-world ones. Open world dungeons and instanced ones. Why shouldnt we have it all and the players can decide what they want to do. Avoid the stuff you don't care for and concentrate on the stuff you like. Balance the rewards where work = reward across all the types of activity.
It should be obvious that they aren't going to please everyone or even the majority by sticking to one type of activity.
Maybe there is no diffrence but u do actually feel the diffrence. Even if it's the same. Most of rpg games are about grinding but simple things can make it either utterly boring or quite fun.there is no difference between grinding and quest based progression
since quest based progression requires you to grind mobs anyway
There is no difference between sitting at spot X and killing 10 mobs
or being told by an npc to go to spot X and kill 10 mobs
since thats literaly all the difference is, is thgat an npc is telling you to do it
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