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  1. #1
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kalise View Post
    This is also in effect with NM's themselves too.

    Which is super annoying.

    Like, all NM's are lower level than the surrounding enemies. Which, when combined with the stupid scaling of levels, means that when you pull an add (Or, this being Eureka, someone pulls THE ENTIRE ZONE INTO THE FATE) it runs over and one shots you...

    Which is so dumb...

    Especially given how many jobs have AoE's in their ST rotation. To say nothing about healers (Which are also gimpped by virtue of how large scale open world content renders many of their skills obsolete due to being "Party Members Only")
    The monsters around NMs are less of an issue as you are much more likely to have a group that has tanks and healers to deal with them... The quests you are more likely to be alone, and have no means of dealing with the much higher level mobs. Additionally, I'm pretty sure some quests put you against mobs with a bigger level difference than the NMs do.
    (0)

  2. #2
    Player
    Nyarlha's Avatar
    Join Date
    Jun 2015
    Posts
    219
    Character
    Nyarlha Moonstalker
    World
    Lich
    Main Class
    Monk Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    The monsters around NMs are less of an issue as you are much more likely to have a group that has tanks and healers to deal with them...
    Have you actually joined a Fate train? Tanks tanking? Dealing with adds? What is this madness you speak of?
    NMs are just burned, adds ignored the people they kill raised at some point.

    Doesn't help that people always seem to manage training mobs from halfway across the zone somehow.
    (0)

  3. #3
    Player
    Milea's Avatar
    Join Date
    Mar 2016
    Posts
    96
    Character
    Mileinalaeinlaa Lieea
    World
    Excalibur
    Main Class
    Summoner Lv 100
    It is not that fates are bad per se, but been there done that.
    They were in diadem. They were in Eureka. They were requirement to grind old relics.

    Are they trulynthe only way to implement a powerful boss to fight? No.
    Perhaps they are the easiest however, since code already there.

    Hunts are't the same as fates. Hunts spawn in different places.

    And you didn't notice I added the idea that the hunt should move around, roam the map. Maybe have it change element depending on where it is or spawns etc.
    (2)

  4. #4
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Milea View Post
    It is not that fates are bad per se, but been there done that.
    They were in diadem. They were in Eureka. They were requirement to grind old relics.

    Are they trulynthe only way to implement a powerful boss to fight? No.
    Perhaps they are the easiest however, since code already there.

    Hunts are't the same as fates. Hunts spawn in different places.

    And you didn't notice I added the idea that the hunt should move around, roam the map. Maybe have it change element depending on where it is or spawns etc.
    ok, so the main point is you would want some of the boss creatures to wander, and not always spawn in the same place. Yea, i agree, for some bosses this could be interesting, it can also create some interesting situations where a boss surprises you. I would add they could have some where a boss spawns in the same location, but its a different boss.

    you have no problem with them showing their location on the map right? At least once its engaged.
    (0)

  5. #5
    Player
    Brynne's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    399
    Character
    Brynne Lagaao
    World
    Siren
    Main Class
    Warrior Lv 100
    How about a system where an item needs to be traded to a location to spawn a boss, which then belongs to the party (or alliance, if possible) and scales in difficulty depending on the number of party members? The item could be obtained from the treasure chests mentioned which require exploration, and can also be unique to each party/player so groups aren't fighting over chests. Tie it to a system of map hunting, quests, and/or leves, and it could be a lot of fun, potentially.

    I think the main problem is that it is not "open world, anyone can jump in" content, but between hunts and fates, that kind of content seems to have a lot of problems anyway. Why not try something like this instead? You'd still share the open world aspect with others, but you could do your own thing or group up with randoms as you please.
    (0)

  6. #6
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    My suggestion for the next Eureka type area? Add in repeatable daily quests, crafting, gathering, and an actual public dungeon (not BA or instanced). Said public dungeon would be where all the high level mobs would be at, and you could party with others in there to solve puzzles, find loot, and have the most powerful NMs spawned there.
    (0)

  7. #7
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 100
    The reason folks AFK waiting for NMs is kinda two-fold. The first is that, past a certain amount of people farming the monsters to pop an NM, more people don't help. When 130 people in a zone all crowd around the area for a single NM killing birds or whatever, the issue becomes more respawn time so past 30 or people there's really no POINT for people to help more. Obviously what they should do is go off and pop other things... except for issue #2: If you're not at the NM already or in a place with easy transportation (So, base camp), there's a very real chance that something may pop and you won't reach it in time.

    If you want people not to sit around AFK while others work, you need to fix one of these. Fixing the first one isn't possibly unless you make it so kills aren't required at all... but that just makes EVERYONE AFK until the next pop, not just most people. #2 could be fixed by adding easier ways to get to a FATE location once it's popped (Say, a consumable like the Eurekan potion to return to base camp and a more robust aetheryte network) or giving some alert that an NM will pop soon or making it invulnerable for a couple minutes when popped.

    Granted, there's also the option of just not making FATEs so OP. From a few things the devs said, it felt like they wanted people to primarily farm monsters and use NMs as a nice bonus... except the difference in xp and rewards is so vast that killing regular monsters is just not worth it, especially if you risk losing out on an NM. If you could farm monsters and reliably get crystals and xp, it wouldn't be quite as bad.
    (3)

  8. #8
    Player
    Brynne's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    399
    Character
    Brynne Lagaao
    World
    Siren
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Urthdigger View Post
    When 130 people in a zone all crowd around the area for a single NM killing birds or whatever, the issue becomes more respawn time so past 30 or people there's really no POINT for people to help more. Obviously what they should do is go off and pop other things... except for issue #2: If you're not at the NM already or in a place with easy transportation (So, base camp), there's a very real chance that something may pop and you won't reach it in time.
    This is so accurate it hurts. Honestly when I go into Eureka I'm always trying to make sure I help out with the FATE train, since I don't want to be one of The Dreaded AFKers, but the hardest part is usually getting any kind of attack off on a mob because they die so fast. And like you said if I'm going to try and spawn something on my own, I run the risk of missing a FATE when it spawns back at the train. It's not really worth it.
    (0)

  9. #9
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Urthdigger View Post
    The reason folks AFK waiting for NMs is kinda two-fold. The first is that, past a certain amount of people farming the monsters to pop an NM, more people don't help. When 130 people in a zone all crowd around the area for a single NM killing birds or whatever, the issue becomes more respawn time so past 30 or people there's really no POINT for people to help more. Obviously what they should do is go off and pop other things... except for issue #2: If you're not at the NM already or in a place with easy transportation (So, base camp), there's a very real chance that something may pop and you won't reach it in time.

    If you want people not to sit around AFK while others work, you need to fix one of these. Fixing the first one isn't possibly unless you make it so kills aren't required at all... but that just makes EVERYONE AFK until the next pop, not just most people. #2 could be fixed by adding easier ways to get to a FATE location once it's popped (Say, a consumable like the Eurekan potion to return to base camp and a more robust aetheryte network) or giving some alert that an NM will pop soon or making it invulnerable for a couple minutes when popped.
    Also, people are discouraged from popping other NM's when there are so many "on CD". That needs to change. A 2 hour CD goes against the ethos of the zone where NM's are supposed to be actively popping as they're the only source of crystals.

    What are we supposed to do when nothing is up? Other than attempt to go to another instance.
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  10. #10
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    I would have been a hell of a lot more interested in Eureka if it was more solo friendly. I'd even give the exp penalty on death a pass since I'm aware some people liked that mechanic if the rest of it wasn't such a slog.
    (5)

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