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  1. #1
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    Quote Originally Posted by Skies View Post
    Actually the opposite, my deal Khal. It might not be much, but i'm a tabletop RPG player and a game master to boot, and I do make a point of designing my own foes for the party to fight and what they (And me) have said is actually a design choice I personally like. Give them fodder for most of the time, hold back on the big involved fight for when it matters, what it does is create a completely special feel when they are hitting against a hard foe.

    Both approaches have quite literally their pros and cons and people like each approach differently, but either of them used to no end bothersome. We need both the challenge to feel like we know what we're doing and the fodder to let us relax.
    Why not create multiple mobs/camping spots, and give ppl the option* to choose which type of battle pace they prefer? Is it difficult to do that on a massive scale? like...basically, "Spam-Fest vs. Strategizing" all the way from "lvl 10 - max lvl."

    Would it be difficult to implement a system that gives that option to players at all times?
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  2. #2
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    Zantetsuken's Avatar
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    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    Why not create multiple mobs/camping spots, and give ppl the option* to choose which type of battle pace they prefer? Is it difficult to do that on a massive scale? like...basically, "Spam-Fest vs. Strategizing" all the way from "lvl 10 - max lvl."

    Would it be difficult to implement a system that gives that option to players at all times?
    I have to agree, just because how similar it is to post #12... ↓↓↓↓

    Quote Originally Posted by Zantetsuken View Post
    In a similar vein:

    I made a request in the last section of the poll for an alternate to rapid mob chaining for full party exp-ing.

    In a nutshell, I asked that they introduce new large mobs (like Great Buffalo) that have very high HP, powerful attacks, and varying attack patterns that reward players with lots of xp proportional to the time and strategy that it takes to kill them.

    Essentially, take the FFXI style of battles and add in a healthy portion of Monster Hunter as a new option for leveling.

    Not only would this make battles more enjoyable and and intense, but it would also allow players to really get accustomed to using all their job/class skills -- long before they get to 'endgame content' (and need explanations on how to hold hate, etc..)
    As I said, we just need an alternative to the current system. If parties want to kill raptors in crazy fast chains, they can still do that, but if killing larger mobs in longer battles is a balanced option (xp:time), I think many players will end up choosing the latter.

    Here's breakdown of what I would consider ideal leveling styles based on party size:

    Solo, Duo [Classes] = Guildleves
    Light Party [Class Parties] = Exp Chains (raptors, wolves, etc..)
    Full Party [Job Parties] = Large Mob Battles
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    Last edited by Zantetsuken; 03-22-2012 at 06:42 AM.

  3. #3
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    Quote Originally Posted by Zantetsuken View Post
    I have to agree, just because how similar it is to post #12... ↓↓↓↓



    As I said, we just need an alternative to the current system. If parties want to kill raptors in crazy fast chains, they can still do that, but if killing larger mobs in longer battles is a balanced option (xp:time), I think many players will end up choosing the latter.

    Here's breakdown of what I would consider ideal leveling styles based on party size:

    Solo, Duo [Classes] = Guildleves
    Light Party [Class Parties] = Exp Chains (raptors, wolves, etc..)
    Full Party [Job Parties] = Large Mob Battles
    With that system, though, it means we would be "condemned" to the current "1000000 mob spam-fest" for leveling, huh?

    I hope that's not the case. Leveling is supposed to be the only "recurring" content we have available, even when expansions and all that are on the back burner. If it's stays fast, and continues to offer very little "stimulation," then the game's gonna get really boring.

    The finished product will end up being the way it is now:

    Play after the new content is released, beat it, cancel subscription; repeat cycle.
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  4. #4
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    Zantetsuken's Avatar
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    Siorai Aduaidh
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    Leviathan
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    Quote Originally Posted by Khal_Drogo View Post
    With that system, though, it means we would be "condemned" to the current "1000000 mob spam-fest" for leveling, huh?

    I hope that's not the case. Leveling is supposed to be the only "recurring" content we have available, even when expansions and all that are on the back burner. If it's stays fast, and continues to offer very little "stimulation," then the game's gonna get really boring.

    The finished product will end up being the way it is now:

    Play after the new content is released, beat it, cancel subscription; repeat cycle.
    Not quite sure what you are saying here...

    How does adding an alternative to the current spam-fest, end up condemning us to the current spam-fest?

    Most people level in full parties, which means they will likely opt for the more strategic and longer battle xp option (esp if there is a slight xp bonus over chaining mobs in the same timeframe)
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    Last edited by Zantetsuken; 03-22-2012 at 07:30 AM.