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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    How Would You Have Done: Pagos ?

    As per the title.

    What should Pagos have tried to accomplish?
    How might it have done so?

    Detail would be appreciated.
    (0)

  2. #2
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Not being Anemos 2.0.

    I have totally no idea, but anything else could have been better.

    Yeah I don't like Eureka that much, sorry.
    You can skip my comment.
    (3)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Shortlist / Reserved
    (0)

  4. #4
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    I think Pagos should have built off of past complaints about Anemos.

    The NM Train was the most efficient aspect of Anemos - chaining mobs was not. They should have made chaining more worthwhile (buffed EXP from ALL mobs in a chain, not just tenth, twentieth, and thirtieth), as well as Included Pagos crystals dropping from them; that would have been a start, instead of just increasing the number of mobs needed for an NM in an attempt to discourage the train.

    Daily quests to accept in Pagos for elemental EXP and/or Pagos crystals. Not a fan of chaining or the NM train? Or just don't have a lot of time in there to play due to work or (soon) school? Daily quests that can be used to level up and obtain items needed.

    Incorporating gathering in there would have been nice. They ... somewhat tried with crafting with the Hakutaku Crystal, but I'd rather have the crafting/gathering aspect be more widespread (as opposed to just one NM), and a viable alternative to chaining or the Train.

    Make the Challenge Log daily instead of weekly - this could serve the same purpose as daily quests, though I would still prefer more variety with regards to ways people can gain elemental EXP and achieve the items needed for completing the relics.

    Basically more variety to how one could achieve the end goal (level 35 and completion of relics).

    Also, none of the "we took your mount away; you can have it back at level 35" nonsense.
    (4)
    Last edited by HyoMinPark; 08-10-2018 at 12:07 PM.

  5. #5
    Player
    Jxnibbles's Avatar
    Join Date
    Jul 2015
    Posts
    304
    Character
    Aimori Duciel
    World
    Gilgamesh
    Main Class
    Black Mage Lv 80
    Not be Diadem 4.0.. Just shelf the idea it is not working.

    Almost nobody wanted to chain farm in Anemos, Most people afked at Nms GOOD DESIGN /s. The treasure fates are a noob trap. This is terrible.

    Honestly if this was released six weeks ago.. It may of have a better reception but with 4.4 coming up whats even the point. You have better gearing options for a fraction of the time.

    People waited a very long time for this and it feels like a major step back from Anemos.
    (2)
    Last edited by Jxnibbles; 08-10-2018 at 02:30 PM.

  6. #6
    Player
    Hestzhyen's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    744
    Character
    Hestzhyen Voer
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    If we're supposed to kill lots of trash, either make it fun or make it efficient.

    1. I don't know what they could do to make it fun to kill tons of mobs as they currently are in Pagos... XIV's combat is too rigid. Adding mechanics deal with might help but honestly, I'm at a loss with this.
    2. Add tons of weak mobs that die in a few hits, but have them zerg players in waves. Efficient, tanks have something to do, DPS and healers get to learn what their AoE buttons do, kill count goes up a lot and seeing things melt always feels good (think end-game Diablo farming). Reduce drop rate from individual monsters accordingly.

    And stop the petty artificial difficulty gimmicks like not letting us ride mounts or use certain aetherytes until x has been achieved. I did that rigamarole once already- if you're going to make me level again (and why would you, seriously?), don't try to tell me my pony forgot how to walk on solid ground until I reach some arbitrary threshold or this aetheryte network is pants-on-head stupid because reasons.
    (2)

  7. #7
    Player
    MuseTraveller's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    586
    Character
    Mihn Saruihn
    World
    Malboro
    Main Class
    Bard Lv 80
    Nerf the mobs a little. We don't need striking dummies with truck load of HP.

    Give our mounts back!

    Instead of chain killing mobs, chain kill NMs.
    I'd liked faster spawn rate of NMs, maybe based on how fast you kill it, it calls for back up and that scales the difficulty. Maybe leads to mega boss/fate if all done correctly.

    I'd have liked gathering aspect. Build defence on the entrance, have emergency mission where the entrance camp is attacked and you have to defend it immediately else Duty Failed and you get booted out of the zone.

    Escort NPCs fate, ok this one may not be good idea but just variety to kill mobs get exp.

    More lockboxes. Short small rewards to keep one going. Anemos had truck load of lockboxes, a bit less would been nice but not less than 5 from a NM.
    Make monsters drop lockboxes too or ANYTHING, materia, mats, something useful.
    (1)

  8. #8
    Player
    Yhual's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    51
    Character
    Albireo Yhual
    World
    Leviathan
    Main Class
    Warrior Lv 70
    i would’ve made it really really dynamic, like world events in other mmos. have camps that need to be protected, weather effects actually mean something and bosses that need all hands on deck.

    can have different phases or tasks so almost everyone can find something to do. the more help you offer, the more rewards you earn. if you wanna attempt to help out solo, you still can. if you wanna take on an alliance and spearhead the events, you can.

    just always have something fun and dynamic going since i know that kind of thing wouldn’t work out in their current overworld. but since eureka is an instance, i think something like this would be okay.
    (1)

  9. #9
    Player
    MuseTraveller's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    586
    Character
    Mihn Saruihn
    World
    Malboro
    Main Class
    Bard Lv 80
    Quote Originally Posted by Yhual View Post
    i would’ve made it really really dynamic, like world events in other mmos. have camps that need to be protected, weather effects actually mean something and bosses that need all hands on deck.
    Weather effect that could buff NMs but also give better exp/rewards would been nice! Higher risk but better pay off.
    (0)

  10. #10
    Player
    K1tt's Avatar
    Join Date
    Mar 2017
    Posts
    89
    Character
    Kitt Cat
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Right now id make mobs at the appropriate level soloable and give a lot more exp. I'd remove the exp loss if someone else attacks your mob, remove the +/- 7 levels nonsense. Increase the frequency of nm spawns.
    (2)

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