The current SP system is fine, the devs just need to rebalance monster to give adaquate SP/XP values.
To hell if I would play this game if they reverted back to the SP system they had before.
The current SP system is fine, the devs just need to rebalance monster to give adaquate SP/XP values.
To hell if I would play this game if they reverted back to the SP system they had before.
Thank the lord! Someone gets it!Honestly, I believe that what ESAR's is saying (the core concept) would work rather well. It bases your experience (SP) on the experience (actions) you have in battle, with the KEY DIFFERENCE TO THE SYSTEM WE HAD AT LAUNCH BEING: "If in a party, every participants SP is calculated together and split evenly."
This way you don't have someone getting 50 SP while others get 300 SP, it's all split evenly amongst those that performed at least 1 action during the course of the fight (so on easier fights healer only needs to top off the tank once and the the healer gets SP as well, or they can simply cast a nuke or debuff or something).
In groups, this makes it so that you want to fight mobs that take more than 2 seconds to kills since you want everyone to get their shot in, but you don't have to do the crabs/efts/whatever that take forever to kill either, you can move on to the next mob if your camp has the mobs/respawn rate to support you.
This also means that if you are geared to the teeth and can 2 shot a mob that it takes someone else of the same rank 4 shots to kill, you will have to kill twice as many for the same amount of SP, which will take you slightly longer since you have to find more mobs / switch targes and all that, but this means that maybe you should fight something a little harder that does take you 4 shots to kill instead of 2. (though the trade off for killing more in less time is that you get more drops, so it could be worth it depending on the group/player).
And being geared to the teeth you still have the advantage when fighting for progression (you know, that content that is coming)instead of just SP grinding, so the incentive to min/max isn't totally lost.
ALSO
This actually caters to the player base that SE is going for (casuals) that won't be geared to the teeth. Well, not that it caters to them, but that it gives them roughly the same SP/hour (unless they pause between actions/mobs for whatever reason) that the elitists players recieve. And of course hard core players will always level faster simply because they have more time to devote.
See this here, I'm not trying to destroy the game like you all seem to think
TYTYTY![]()
What other people are trying to say, ESAR, is that this is a class not a skill. I do not want to level my class based off of the amount of abilities I used or number of times I hit an enemy. The only way you'd be able to do anything near your example would be to bring back the skill system of FFXI to let you gain more skill off your weapons and magical attributes.
this used to be similar to the system on game release, nobody played their role, just wanted max sp. You need a system so players play their role in a party, so just tweak the current system
RF online is one game i know of that has a system like this in place... I think this would only hurt people who are healing and buffing you. The exp as it is is traditional RPG-style, Each member participating against the enemy gets an equal share of the exp. It is good like that.
Absolutely right, Reika. +1!!
I believe that the point allocation system needs to be automatic for the reason that if the player doesn't distribute the points within reason your character will be no good, this'll mostly be end game though.
Better yet I like the idea for a point allocation system that is unique to each class, so when you switch classes you already have the better stats to go with it.
It is good that it is manual, it just needs to be so that different stat setups can be saved for different classes, instead of one setup for all classes. And this does not require the removal of physical levels.
In turn, stat points need to carry more weight than they currently do, so that we wont have to re-assign up to 400+ stat points. They can pretty much halve the amount of stats you can distribute, and double their effect, or something to that end.
With the old SP system, few enemies could actually be fought by parties because of ridiculous disparities in enemy type (they had to have a lot of HP and strong AOE.) Most enemies were ignored because of bad SP gains. This is a bad thing. I should not run through a zone saying, "Wow, look at all these dangerous-looking and awesome enemies that aren't worth killing because they suck for SP gains. Where are my crabs, man?!"
And what, pray tell, makes the current system impossible to balance? In any system, people will find out what works best and use that. An implementation of an SP chain would work in the system we have now too, so there's no need to limit us in terms of enemy choice.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
. . .Theres no way to properly balance the current system, it's impossible, it's not in the nature of the math.
There's a better way, if you don't see that or understand it I can't help you.
I'm trying to prevent the same problems that were present throughout the life of ffxi.
It seemed to me that this was their intention initially.
I only sought to reinvent it and make it fun and fair so there was no complaints.
Apparently though that doesn't matter, people just generally like to complain, even if they don't understand what they're complaining about. More power too you'll. But please if your gonna tell me it doesn't work, prove it with the math.
I don't care, use the current system in comparison. Maybe by familiarizing yourself with both you'll understand the differences.
You keep saying it won't work, but I'm not seeing any math. I do love me some irony.But please if your gonna tell me it doesn't work, prove it with the math.
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