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  1. #221
    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
    but its not that complicated. every solo JRPG I've played (recently Xenoblade) has you sneaking around higher level mobs to get to where you need to be with a chance of getting one shot, thats the risk vs reward I'm talking about.
    Again, you're comparing your personal experience with a thought that you notice people gripe about. The first reasoning was so that people cooperated and the "wee woo" res spam. Now its the solo jrpg.

    Bottom line here, this part of the content is your cup of tea and I respect that. But that cup of tea is also gonna burn people coming behind, who don't play like you, who maybe even don't like to play what you do. Dismissing them or gating them behind this just because "its probably not for them" would be a loss on any camp. This is how current risk vs reward is not helping the longevity of it.

    Quote Originally Posted by Nora_of_Mira View Post
    That is the current state of things if you choose to go at this solo. I know a lot of people here are saying "this is supposed to be soloable, Yoshi P said", I kind of remember him saying that, but I also remember it sounding like "Yeah, its soloable, but it would be faster if you grouped up". I'm too lazy to find his quote.

    my point is: if the first 10 levels are too difficult, removing the death penalty is not the solution. Otherwise, lvl 15+ people have nothing to worry about and eureka will only get easier over time instead of challenging.
    This penalty is not about going solo, its about the reward structure tipped too much on one side because they want people to take time on this because there is no depth behind it. I like Eureka, and I appreciate the "wee woo" theme, but it won't last. Keeping something challenging also involves knowing that people will phase out, and those that stay behind should be able to keep it relevant or get there to retain it relevant.

    Many people in the instance want the reward and not the experience. And I get that this kind of penalty is a way to keep the lazy people behind. But again, that doesn't help towards the longevity of this content.
    (3)
    If you say so.

  2. #222
    Player
    Ghastly's Avatar
    Join Date
    May 2014
    Location
    Abalathia's Spine
    Posts
    1,146
    Character
    Ast Eryut
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Ideas I posted in another thread, please read it community managers/devs

    The problem is the things and lack of variety there, there are no events outside of NMs, not many different and FUN ways to get exp and crystals, and no randomness to the enemies, why isn't there a 50% chance that a morbol will splash bad breath on everyone? Why can't skeletons all of a sudden summon a horde of skeletons? Why are we forced into a LOOP of pulling the same enemies waiting for them to respawn instead of like making them dynamic and get weather bonuses, "survival" bonuses (like if this type of monster hasn't been killed in a while they give bonus crystals and exp).

    Or let's say that all the dynamic stuff couldn't be done because our servers can't handle it

    Why not then just make Eureka a no-party area where enemies fight like they do now but give a lot more exp and crystals? At least regular grinding will feel fun because killing 10 enemy alone will feel like we're making progress. I wouldn't mind this, it would be like when I do Hunt bills which is a lot of fun for me. Or even just add hunt bills, would make the monotonous loop of fighting the same monsters 1 hour have some kind of purpose. Or have Krile give us orders every 30 minutes

    Kryle: Leshys are becoming too strong! We need to you to kill 30 of them! (And a Leshy boss at the end of that 30 chain)
    We need the devs to not just use "safe" content that worked in other mmos and start adding creativity to them.
    (2)

  3. #223
    Player
    Keridwyn's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    680
    Character
    Keridwyn Maeve
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Mahrze View Post
    They confirmed this to happen on the other thread.
    Awesome, now we just need some more goals and grind related tasks! NMs are good but we need some love for the soloists and just a few mpre ways to break it up.

    Give us bounties! Small Monster Culling for my MHW friends out there. Would work perfectly.
    (3)

  4. #224
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,845
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    Quote Originally Posted by Mahrze View Post
    There's no reason for Eureka to have anything gatherer related. That had its own can of worms in diadem. People gathering in the instance is no different than the current AFKers, only taking an instance slot.
    Sorry, I didn't mean to imply that it should. I just liked finding those treasure chests randomly.
    (0)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - OK! ✅ to armor
    "... and mounts?

  5. #225
    Player
    Shouko's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Aliiza Duskryn
    World
    Jenova
    Main Class
    Weaver Lv 75
    Quote Originally Posted by BillyKaplan View Post
    Snip
    I see people raise each other out of parties all the time, I myself have even gone out of my way to raise a whole party in an area with mobs that would 1 shot me. I've also gone back to town just to switch to a job that can raise and then back to town to switch back.

    If there's no penalty more people will be inclined to leave you there and then if say you die on the way to an NM pop, people aren't going to run back raise you and then run back unless you're fairly close by. So then you have to go back to town run all the way back and if the NM is one of the northern ones and you're not 9+ yet then you have to take twice as long to get back and NM might be dead by the time you get there.
    (0)

  6. #226
    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 Shouko View Post
    Snip
    You're relying on other people when my main issue is that you shouldn't have to because this content is supposed to be soloable but it obviously isn't. NM is not solo content, it's a boss fate meant to be zerged by the instance at large (or at least that's how people are going to play it) so by all means, die and rez if you wanna play solo (in the ideal world where that won't cost you exp), you weren't on the way over in the first place.

    Alternatively, again, leave this as-is. Just have raise not negate the exp penalty so that solo play won't be punished specially (please don't do this SE).
    (3)
    Last edited by BillyKaplan; 03-17-2018 at 04:07 AM.

  7. #227
    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
    Dismissing them or gating them behind this just because "its probably not for them" would be a loss on any camp. This is how current risk vs reward is not helping the longevity of it.
    [...]
    Many people in the instance want the reward and not the experience. And I get that this kind of penalty is a way to keep the lazy people behind. But again, that doesn't help towards the longevity of this content.
    edit: it's also a loss to players like me who appreciate this difficulty and risk. they'll never strike a perfect balance with each piece of content. for example, Im completely burnt out on dungeons and any roulettes because of how boring and easy they are, its not for me anymore. Do I feel at a loss because I cant enjoy dungeons and 24 mans? Nope, I got ex primals, savage, and now Eureka to enjoy.

    --before edit--

    I'll admit, I'm seeing your point clearer now, so I appreciate your posts. This content is definitely MY cup of tea as I've been Fate chaining since Tuesday, halfway to level 10, and have yet to lose any exp, so my perspective is very different from people struggling to adapt to the content.

    as for longevity, thats not really Yoshi's strong suit, so I don't think of current content in terms of longevity. (PotD is the exception but you could argue very people are doing the savage floors.)

    overall I think we'll just have to wait and see how it pans out once the tryhards get to 20 and the levels start deviating further apart.
    (1)
    Last edited by Nora_of_Mira; 03-17-2018 at 04:15 AM.

  8. #228
    Player
    hijifa's Avatar
    Join Date
    May 2017
    Location
    Ul'dah
    Posts
    38
    Character
    Azalea Ho'ru
    World
    Tonberry
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by KaldeaSahaline View Post
    1) You say elite mobs, but don't go into any detail what an elite mob is? What differentiates it from a normal mob? Or a hunt mob? Give examples.

    2) What would be the benefit of monsters having multiple elements in this shallow system? What actual impact would it have on me, the player? Go into detail.

    3) What does having separate elemental attack/defense have anything to do with us the players? We can only pick one element, and we're always going to pick the applicable one to do what we already do (tank reduce damage, dps increase damage).

    4) Bad examples. That's redundant with the elemental wheel. Historically speaking "farming" elemental resistance sets has never once been fun.

    1. Elite mobs could be mobs with a star in their name around mobs near their group. For example these mobs on a basic level could just be stronger, drop more loot, more exp, or have extra elements like mentioned above. For example a Fire mob that normally does fire attack, but can cast water spells is interesting, even more interesting if they can cast water AOE.

    DPS on fire could easily die like this if caught. Another suggestion i saw is that normal monsters have telegraphs, but since elite mobs are basically the same looking monsters and can cast the same thing, they don't have telegraphs, they could even have EXTRA spells.

    2. Mixing elements in a single mob is interesting. While it may not add much gameplay wise in the early stages, it gives alot of room for more types of monsters in the future. Now there are 6 types, letting there be dual elements is 15 different already. Kinda like pokemon. For example fighting against a WATER ICE mob, its should be weak against LIGHTNING FIRE, but because its mixes, its only weak to lightning. Attack wise doesn't matter much, but defence wise, it could be normal attacking with either water or ice element, or could be casting different skills of the other element. Like a water monster casting ice shards. Its interesting for tanks since normally you would stack water defence, but now you might want a balance water ice def for this monster specifically.

    Of course another interesting combination is a WATER LIGHTNING GROUND mob. Not only does it not have a weakness, but it (should) be resistant to water lightning and ground since attack with the same element it has is bad. You would attack this mob with fire wind or ice, at base 100% values. Here is where some traits come into play, like increasing your neutral base attack by 10% for example helps.

    Best combo by far, probably saved for the most MVP of monsters, a 6 coloured boss. Does it change gameplay much? no. Is it OMGWTF cool when you see this boss? Yes. Role actions that can negate its element comes into play.

    3. This morelikely comes into play when monster element are hidden. So initially finding out what element the mobs attack and def in will be a challenge. You might be right that it doesn't add much, but i definitely want to see monsters being able to cast spells or skills outside their element. Like a FIRE mob normally attacking with fire, but may cast an earthquake(EARTH) spell.

    4. Gear is just another way to make players feel they are making a decision, and adding player variety. Some players may mix pieces, some may go all in. Magic board can be swapped on the fly but not gear. Although gameplay wise they won't matter much, (since if you add more resistance from gear, you must rebalance the magic board rates), it gives the player some choice, doesn't tell the player something is always be best choice.. (i370 is literally the best IMO) also gives players sense of progression, "yay level 10 i get to wear new set" "yay level 13, change weapon feels good man". gear could just be level gated, and sold directly in the shop, for few protean shards. Devs should know the main reasion people go in is for relic, so make getting gear easy instead.

    Honestly think pokemon here. A Charizard is a FLYING FIRE type pokemon with bonus damage and resistances to fire and flying but it can still cast spells such as earthquake or dig. While you might go ice element on it, in pokemon, FIRE is also super effective against ice.

    7. I know you are saying that special traits and special skills etc won't matter much gameplay wise, since if we get more traits, or skills, the monsters will be re balanced accordingly, BUT, sometimes its not always about a gameplay aspect, its about the cool or fun factor. While a trait that increases you passive resistances by 2/4/6/8/10% sounds bland since "youre a tank just get it".. it is CHARACTER BOUND, so now since you have this trait you are more liklely to be a tank for the group. This opens different playstyles, some may prefer to be the "most op tank" tanking all the defence passives. Some may like to balance so they can easily switch jobs. For casual and midcore, its just fun customization that wouldn't honestly have an impact. For hardcore players going for the strongest elite mobs or optimization, they might want to go all in. These would be permanent right, so initially you might just take all offence traits, even on tank to maximize dps, but then comes along a powerful MVP where the extra 10% def matters.

    Although you MHW idea is very exciting, it won't work in ffxiv cause the base systems of the game don't really have this feature yet. Or unless the said monster is really huge, like shinryu.
    (1)
    Last edited by hijifa; 03-17-2018 at 04:19 AM.

  9. #229
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    I also echo alot of the suggestions mentioned in this thread.

    OBJECTIVES
    Like Diadem, let some of the NPC gives objectives to retrieve items or kill a certain mob & reward it with exp points, protean crystals, ect.

    MORE DIFFERENT LEVEL FATES
    Fates doesnt have to be NM fates regular fates where exp points, anemos & protean crystals are rewarded. Different lvl fates in there respective areas

    MORE EXP POINTS
    I have no problem with the grind...but give more exp point & less penalties.

    LOCK BOXES
    Why have sparklers & confetti as rewards in these lock boxes. Especially when you spends hours grinding & fighting NMs is the only way can obtain lock boxes. Better rewards: lvl 6 materia, cracked crystal & clusters, minions, protean crystals, etc.

    Lock boxes shouldnt be limited to NMs.

    I hope SE hear & implement some of the suggestions that are listed in this thread. I enjoy Eureka but improvements are always welcome.
    (2)

  10. #230
    Player
    Shouko's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Aliiza Duskryn
    World
    Jenova
    Main Class
    Weaver Lv 75
    Quote Originally Posted by BillyKaplan View Post
    Snip
    And you can solo, I was soloing on SAM at the start by myself with no help and chaining up to 30, I had to use a ton of regen pots but I still did it.
    The xp loss penalty is there to provide you with a sense of danger, if you're not careful or get too greedy and die then you get punished, if all that happens is you die and have to waste a few mins getting back there's no dangerous element to it, it's normal run back and continue on.

    I wouldn't want this in the main game like XI did but it sure as hell makes you think twice about what you take on in Eureka. Besides it's not like you're relying on anyone to help you do anything beyond getting a raise.
    (0)

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