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  1. #1
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Just some suggestions, might be some duplicates.

    *Limit Break gage is individual; each player builds it up via chaining
    *Ability to exchange items for others; Maybe 3x or 5x of the same thing (eg pot helm) allows you to get a different helm (eg cowboy hat).
    *Alternatively, allow trade 1x-2x of the various items to exchange for a new lock box. Might get fireworks...but a random chance beats having 5 cowboy hats I'll never need.
    *Allow all (almost all?) drops to be purchased via Protean Crystals; even if it cost 10,000 for the mount, I would at least know I am making steady progress rather than strictly RNG.
    *Mounts at a much lower level. Pre-level 9, getting to the NM fates was hell because by the time I walked to them they'd be almost over. Thematically doesn't really make sense to gate mounts anyway.
    (0)

  2. #2
    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 kaynide View Post
    *Limit Break gage is individual; each player builds it up via chaining
    I'd make it so chaining gives a bonus but it still builds regardless. Otherwise you can't build it on the occasion you're facing an NM (like if it spawned and you just joined the instance). Also chaining is nigh impossible with the zerg train currently.
    (1)

  3. #3
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    I can agree with that. Build as per usual, just some +% to the build with the chain. (Could be as simple as the TP gain increases +10% at chain 10 for example)
    (1)

  4. #4
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Airget View Post
    There needs to be a way of limiting the effects of content being "Zergable". A majority of the NMs in Eureka could be fun and engaging if it didn't come down to players being able to brute force it because they have the numbers to overcome it.

    I would like to see an option where Eureka could serve as a hub for players to gain levels and fight the NMs in said open world but also the option to challenge NMs as a party of 8 or an alliance of 24 with increased rewards.

    The game needs more instances of players actually being able to challenge themselves with content, not content that just allows players to zerg it once their levels are high enough.
    So in other words, it should be a trial and not open world. Instances were created exactly because when you stick something outdoors and let everyone have it, everyone will. Zerging is defacto in the design.
    (1)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

  5. #5
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Also!
    *Visual indicators that NMs are inbound. Eg. as 50 darners are killed, maybe the spawn point of Emperor has a glowing light. Point being, a PT can grind 50 or so real quick and if no light, move on to another NM. Alternatively, just let the NM body stay on the ground until the window reopens.
    *"Popable" NMs (along the lines of FFXI; spawned with trigger items at a "???" mark)
    *Kinda unrelated, but get rid of Diadem and the level design behind it altogether. The "Flying" zones (sea of clouds/churning mists) look sloppy and "Stretched" IMHO. Future Eureka zones should continue in the 2.0 non-flying/compact/more detailed design.
    (0)
    Last edited by kaynide; 03-21-2018 at 11:22 PM.

  6. #6
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Some ideas I wrote down:

    -Lack of daily objectives. What they fail to see here is that they have conditioned their players over the years to take content in at short spurts even if you are grinding. So when placed into these type of instances, people feel instantly overwhelmed and feel more obligated to keep up and that is when it really feels more like a chore than being fun at all. Creating daily tasks would give incentive to players who want to relic grind, but not feel overwhelmed by the amount needed to be done. It feels like an accomplishment going in each day. It also encourages optional solo play because there will come a time when the crowds will die down because it will become old content. Having this will at least not put you in a bad spot when this happens.

    -FATE's give EXP no matter what level you are. This is controversial I am sure, but because FATE's give great EXP rather you meet the level standards or not, this is making everyone get in one pile and move from one FATE to the next. If nothing is rewarded, even EXP, to people who do not meet the leveling requirements at least by 1-2 levels, then they should receive nothing for their efforts. Doing this will make it do people are not just doing FATE trains and are more spread out in the area. In turn however, we reward players with great EXP chains within their leveling range. So the amount given from normal mobs is not abysmal feeling.

    -Return Faction Guildleves from 1.0 to Eureka. Similar to Faction Leves, have players gather over time items they can use to pop Faction Levequests with other players and engage in a challenging levequest and be rewarded many points and lockboxes for completion. Or you can compare it kind of the seals in FFXI, where you gathered a certain amount and able to enter an instance with them. Since we are already in an instance however, I believe using the levequest structure should resolve this. Make it so who uses their seals gets the items and loot, however you reward people who help them with enough points and lockboxes to make the experience feel worthwhile.

    -Take away EXP loss punishment. While the punishment itself I don't think is the worst thing ever, it has created another issue. It has now made people want to only be on jobs that can raise others (like healer jobs, RDM, SMN). I like you are character progressing and not job progressing, but if we took away this punishment, this would balance out more and people will want to play the jobs they want to. Not feel like they play the jobs they have to. Especially since we do not have gear levels.
    (4)

  7. #7
    Player
    killstein's Avatar
    Join Date
    Sep 2015
    Location
    Ishgard
    Posts
    158
    Character
    Ark Vuilocand
    World
    Famfrit
    Main Class
    Dragoon Lv 80
    this is probably somewhere in this thread and i Know i saw it elsewhere but this is me adding my +1 to being able to level sync DOWN without penalising low levels in your party.

    i got my friend to try eureka today, she's lvl1, i'm 20. i couldn't do anything to help her gain exp in a party of us two, so i had to disband our party and heal on the side while she chipped away at mobs. i wasn't able to dot/attack/Anything bc automatically she'd lose all xp. i would Really love to see this happen. :c
    (2)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I apologize for whichever suggestions have been made before; I'm posting in haste.

    The main issues I've perceived:
    - There's too much temporarily "dead space"
    - The (community perceived-) optimal play involves too much "dead weight" during the leveling process -- Reasons largely shared with above
    - There's too much dependence on / benefit in instance-hopping.
    - Too much dependence on /shout and third party tools for core tracking.

    Main reasons for this:
    - Level-to-power curve, by player level and/or by mob-player difference, is overly sharp
    - The way respawn timers work at present

    Suggestions to attempt remedy to the above, in simplest, though not likely best form:
    - Create an at-base NPC or world map function to record NM kills, including recency thereof.
    - Significantly flatten the curve of power squish/growth per level of difference (mob-to-player / player-to-mob). (This can be done in a variety of ways; I may edit these in later.)
    - Flatten the exp splitting / penalty proportionately to above. Perhaps then further allow for lenience even thereafter, especially to the benefit of higher level players being able to aid lower level players without crippling their experience gains.
    - Allow for respawn timers to be "overclocked" somewhat. Anytime a mob is killed (put onto its cooldown) and no other NMs within 2-3 levels are available (e.g. if a level 5 NM is put on CD, and the level (2), 3, 4, 6, 7 (and 8) NMs are all also on CD), then one will be refreshed based on the number of players at its appropriate level and its refresh time remaining. Very obvious hints will be included to show which is refreshed.

    There's far more I'd prefer to adjust as well, in the realm of elite mobs, mob packs, more interesting blessings, better mob distribution, and better ways to address the respawn timer situation (reminiscent of some old favorite suggestions for hunt reworks, but still allowing for scaled world-vs.-mob fights), but I feel like those 4 things would already pack a ton of good.
    (3)
    Last edited by Shurrikhan; 03-22-2018 at 12:10 PM.

  9. #9
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    it would be far better if you didn't have to pass a wall of level 14/15 monsters to get to a level 12 fate (as an example) combine this with the death penalties and it's designed to make you fail. It's pretty obvious they just want you spinning your wheels.
    (3)

  10. #10
    Player
    Vstarstruck's Avatar
    Join Date
    Dec 2017
    Posts
    1,128
    Character
    Beastmistress Milk
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Daily and weekly short quest (think HW singing clusters)
    Some sort of player search interface (PF) while inside
    level sync (same method as FFXI do not make it over complex)
    Making something to do with crafting and gathering, I/E:
    Quote Originally Posted by ToasterMan View Post
    I fell like they could've added a lot of fun activities on the island or something and you'd get crystals depending on how well you did.

    Like one of them could've have you defending a settlement. In between attacks, crafters and gatherers could build things in order to buff the settlement defenses. The attacks would be easier or harder depending on how well you built it up. The rewards would be dependent on how well you did the attack.

    You know, activities that spice the gameplay up. Literally anything other than grinding mobs in a zerg rush.
    Get rid of exp loss, does not fit here
    aetherite and mount at level 1
    Allow tells in and out of the instance so friends can join up easier
    going with^ have instance entry menus so you can join your friends.
    Adjust/remove lockboxs. (replace with currency tab currency)Have a way players win these side bonuses with less inventory clutter.
    Fully customizable sub stats like HW/ARR relics for both the AF and weapon

    Consider making ilevels more relevant, like i355, maybe consider a limited amount of upgrades from 350 to 360 so the second 24 man still has purpose. Maybe using the weekly coin drop to make gear 360 is an option. (keep in mind there are people out there that has no issues getting full crafted gear in insane little amounts of time, consider this when you work out ilevels and the time invested to get said grindly gear/relic/ relic weapon)

    Remember people want quick/non-tediousness grinds for these in general because gear gets outdated. Other games that have grinds that last months and years, has those items last for 5 years +, look at ffxi who has gear still usable for gear 10+ years old. Some gear in ffxi is still consider current whose age is older then the complete FFXIV game, even including 1.0, that is mind boggling. In other words, if you want to make a long grind, have a true upgrade system in place (trials of the magians from ffxi) that upgrades across expansions so people have more faith in doing really long grinds since they know it will last.
    (1)
    Last edited by Vstarstruck; 03-22-2018 at 12:57 PM.

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