Page 21 of 32 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast
Results 201 to 210 of 336

Hybrid View

  1. #1
    Player
    mikanana's Avatar
    Join Date
    Aug 2017
    Location
    Ul'dah
    Posts
    106
    Character
    Strawberry Latte
    World
    Louisoix
    Main Class
    Paladin Lv 70
    They should do something about those one million shouts.
    For example make the party seeker option to include a motive (fate farm, quest etc), and inform the player once they enter eureka for the first time about this party seeker option, (or make a mini PF for the instance)
    Also is anyone else having this problem where in big fates, your actions will not register and the mobs will not appear (have not loaded yet)? I find myself unable to join FATEs because of that, the boss dies before it even appears on my screen so its kinda annoying.. 0.0 is it the internet connection?
    (1)

  2. #2
    Player
    SpiritMuse's Avatar
    Join Date
    Feb 2015
    Location
    Ul'dah
    Posts
    1,012
    Character
    Lelane Lavellan
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    I definitely would like to see more varied ways of levelling. Mob grinding can be fun with the right people, but it can also get exhausting after a while. Especially because each level seems to take longer and longer as you need more xp for each but you don't really seem to get more. I'd like to see some kind of daily quests, handed out in Kugane at the port if not in the instance itself. Maybe they could ask you to hunt down x creatures of a level appropriate to your own and get some bonus xp, so you can get a bit of progress every day without just having to mobgrind. It'll be slower than just keeping at it, but it would also encourage you to go in for a bit every day.
    (2)

  3. #3
    Player
    ChocoFeru's Avatar
    Join Date
    Jul 2012
    Location
    FFXIVESP
    Posts
    583
    Character
    Choco Feru
    World
    Ragnarok
    Main Class
    Dancer Lv 100
    Another update: At level 20 YOU DO NOT HAVE EXP BUFFER.

    In FFXI we had an EXP buffer after hitting max level.
    Let's say that I was at max level and had a buff of 30.000 EXP, then I die and lose 5k EXP, then I would still be max level with a 25.000 EXP as buff.

    Here on Eureka you do not have any EXP buff, so when you die without a raise... you will always de-level to 19.

    So my suggestion: Give us the option to build some EXP buff to prevent de-leveling, just like in FFXI.
    (8)

    Twitch: https://www.twitch.tv/chocoferu/
    YouTube: http://www.youtube.com/ChocoFeru
    Spanish Community FFXIVESP: http://www.discord.gg/ffxivesp

  4. #4
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by ChocoFeru View Post
    Another update: At level 20 YOU DO NOT HAVE EXP BUFFER.

    In FFXI we had an EXP buffer after hitting max level.
    Let's say that I was at max level and had a buff of 30.000 EXP, then I die and lose 5k EXP, then I would still be max level with a 25.000 EXP as buff.

    Here on Eureka you do not have any EXP buff, so when you die without a raise... you will always de-level to 19.

    So my suggestion: Give us the option to build some EXP buff to prevent de-leveling, just like in FFXI.
    Here's an idea: just remove that de-level and exp loss penalty. At lower levels, the penalty is about 30% of your total exp per level.
    (3)

  5. #5
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Mahrze View Post
    Here's an idea: just remove that de-level and exp loss penalty. At lower levels, the penalty is about 30% of your total exp per level.
    that removes all aspects of risk or loss from being a part of Eureka. For once, our lives have value in this game outside of Savage. Otherwise, people would just return to base at every death just out of convenience but instead we have people reviving left and right and working together because that 25-30% is worth a lot.
    (3)

  6. #6
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,914
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Nora_of_Mira View Post
    that removes all aspects of risk or loss from being a part of Eureka.
    I disagree. Dying has a lot of penalty already depending on where you die and what level you're in. I kept dying trying to get to the level 3 quest which is surrounded by level 7-8 mobs. I wasn't in danger of the exp penalty at that level range but it was still a disgusting experience.
    You can't unlock aetherytes until you're 9. You can't use your mount until you're 17. Dying is already penalizing enough by virtue of time wasted and frustration for having to run all across the map again; losing exp on top of that... yeah.
    (4)
    Last edited by BillyKaplan; 03-16-2018 at 11:32 PM.

  7. #7
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Nora_of_Mira View Post
    that removes all aspects of risk or loss from being a part of Eureka. For once, our lives have value in this game outside of Savage. Otherwise, people would just return to base at every death just out of convenience but instead we have people reviving left and right and working together because that 25-30% is worth a lot.
    This mechanic would be moot at end stage (and based on my quoted post, forcing you to "stay on the level grind") and all it does is give people free raises for the good samaritan title.

    That 25-30% is basically 2 fate NM bosses, this is not proportionate, this is again, forcing you to stay on the level grind. There is a difference between "risk vs reward" and gating things because reasons. People at the higher lvls will stay at the higher levels because of the rewards, and this high penalty for death will only widen the gap, with said players staying in those high lvl areas to recoup losses. Leeches are already gathering because of #fatetrain or #zergrush.

    Barring NM fate bosses, its likely an average of 300+ kills per level, that means that one death is about a third of those kills to get back.

    but that's only an issue in the starting hours/levels and its a problem that diminishes over time. I got my lvl3 magicite because I was in a party that lured the mobs away for us. (lvl5 was a bit easier). Lvl6 for exp penalty is a good spot to start it at.
    The problem remains the same, you're limited to only go where you can, not where you should be, the leveling is skewed in favor of killing 100 something for a NM mob to reward you decent exp, othewise the chain bonus grind is a joke when 1/3rd of the bonus you're spent getting to 10+ chain and another 1/3rd is spent on only then getting a bonus proportionate to the level experience (I.e: chain+ 21-30).

    Again, overcomplicated gating is not proper risk vs reward, its just making things difficult more than they should be.
    (1)
    Last edited by Mahrze; 03-17-2018 at 12:13 AM.
    If you say so.

  8. #8
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    Quote Originally Posted by ChocoFeru View Post
    Another update: At level 20 YOU DO NOT HAVE EXP BUFFER.

    In FFXI we had an EXP buffer after hitting max level.
    Let's say that I was at max level and had a buff of 30.000 EXP, then I die and lose 5k EXP, then I would still be max level with a 25.000 EXP as buff.

    Here on Eureka you do not have any EXP buff, so when you die without a raise... you will always de-level to 19.

    So my suggestion: Give us the option to build some EXP buff to prevent de-leveling, just like in FFXI.
    The better option is just not have exp loss to begin with. It's an archaic mechanic that even FFXI has eased up on over the years.
    (8)

  9. #9
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    You know the feeling of losing exp and delevel somehow reminds me of Dark souls, imagine if they were to add a YOU DIED warning everytime you release
    (0)

  10. #10
    Player
    Claviusnex's Avatar
    Join Date
    Jun 2015
    Posts
    965
    Character
    Alinhbo Rhiki
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    I posted this on another thread as well but I would like to see the ability to bulk open lockboxes and exchange crystals. When you have hundreds in your inventory doing one at a time takes forever. Adding a quantity to open/exchange box would go a long way to reducing the additional unneeded grindyness turn-in causes.
    (2)

Page 21 of 32 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast