Page 17 of 19 FirstFirst ... 7 15 16 17 18 19 LastLast
Results 161 to 170 of 196

Dev. Posts

Hybrid View

  1. #1
    Player
    Fletch's Avatar
    Join Date
    Mar 2011
    Posts
    11
    Character
    Irwin Fletcher
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    I rarely post in the forms but I do need to add to this one. I cannot stand these 15 minute wait periods after clearing an instance. The LS spends hours standing around doing nothing every night waiting for that stupid timer. It really makes you lose interest in the game. Where is the enjoyment/excitement in playing for 20 minutes then standing for 15....
    (1)

  2. #2
    Quote Originally Posted by Fletch View Post
    I rarely post in the forms but I do need to add to this one. I cannot stand these 15 minute wait periods after clearing an instance. The LS spends hours standing around doing nothing every night waiting for that stupid timer. It really makes you lose interest in the game. Where is the enjoyment/excitement in playing for 20 minutes then standing for 15....
    Lockout timers are a good thing, also it doesn't affect the majority since by time people are done with it they go right back into it, it'll only slow down seal farmers (since i highly doubt they intended toto-rak to be used for farming seals like it is.)
    (1)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    146
    Well even if you have a alot of different content to do or not if the item you want comes from a primal battle or instanced raid you still will have to spam it to get that item unless you get lucky, i say ditch the totem like items and having to get 10 or whatever to get the item just give us points for every kill or clear in some sort of rating system like hamlet defence has then we can buy the item with those points. Either way super low drop rate on primals and instances raid is just annoying and needless.
    (0)

  4. #4
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    They just need to make raids a lot longer and more challenging, then put like a 3-5 day lock out on it. I'm talking about dungeons where clearing trash mobs is a challenge. Make each dungeon have an entire gear set (including jewlery) for every class, and have one piece drop from each boss (that means like 5+ bosses per dungeon) and 1-2 pieces ALWAYS drops when you kill a boss. Then make like 3 more of these dungeons with different gear sets with different stats, so people can mix and match stuff to customize their gears.

    The longevity comes from needing to get all the pieces for the gear sets for all your classes, and having to wait for the dungeon to be available, not because you have .000001% chance of even getting something. If you have many different dungeons with long lock outs, you can do something different everyday, the content lasts long, and someone gets something everytime you go out.
    (2)

  5. #5
    Player
    Mihana's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    597
    Character
    Sa'hana Zhralyia
    World
    Mateus
    Main Class
    Bard Lv 80
    As I was reading the reply a few things hit me that might help with the need to redo content over and over.

    * Add Weapons via Achievements.


    After a certain set number of runs against any one Primal you'll earn an achievement that gives you a pick of any single weapon of your choosing. Example:

    Defeat Ifrit 50 times. - Reward: 5 Inferno Totems
    Defeat Ifrit 200 times. - Reward: 1 Inferno Blessing (Allows you to choose 1 Ifrit's weapon of your choice.)

    Defeat King Moggle Mog 80 times. - Reward 5 Kupo Nut Charms
    Defeat King Moggle Mog 300 times. - Reward: Moogle's Blessing (Allows you to choose 1 Moogle weapon of your choice.)

    The number of times are just an example, but if there was a guarantee to get at least one weapon by the time you reach a certain kill count then there's something to look forward to.

    * Special Items via Primal Achievements

    Defeating the Primals any number of times could yield special items. Maybe a piece of headgear modeled after the primal. A helmet with a set of horns just like Ifrit's. A cap with Moogle ears and the ball. An actual feathered headdress resembling Garuda's plumage.

    * Increased Drop Rates for Primals

    Killing a Primal for a certain number of times will unlock a special drop rate modifier via the achievements which will increase the chances of obtaining something other than dark matter from a chest. It works only for that primal, and the more times you defeat it the better chances of a drop.

    Alternatively there could be a special modifier added instead which slowly increases based on how many times you successfully defeat the primal. Any battle against that same primal resulting in your party's defeat will reset the drop rate to it's default value.

    * Conditional Achievements


    For those who consider themselves hardcore special conditional achievements could be added to existing Primal battles or dungeons. They exist for some areas already. For example...

    - "Old School" - Defeat Ifrit Using Only Classes.
    - "Pipin' Hot" - Defeat Ifrit In 15 Minutes.
    - "Surviving the Lord of Inferno" - Defeat Ifrit Without Anyone Dying.
    - "Cold Day in the Seven Hells" - Defeat Ifrit Wearing Only a Reindeer Suit.

    Maybe special titles could be unlocked, or even items. The above is only an example.

    * Double Your Odds


    This idea I kind of like... Upon the defeat of a Primal you're given the option to accept the current chest rewards, or refuse. If you refuse it gives a bonus chance that the chest will have better drops, or odds of an additional drop upon opening the next time you win. This effect can be stacked up to 3 times before the chest is automatically opened and rewards are obtained.

    The same could be done for dungeons, pass on the current rewarded loot from the chest or leave it and allow it to increase next run.
    (4)


  6. #6
    Player

    Join Date
    Apr 2012
    Location
    heck, your bed
    Posts
    226
    this is why pvp is important. you need something to do with all that time and gear, other than get more gear and revisit old content. it fills in the blanks and gives people goals, drive, and motivation. New content is great, but what's the point when it's just a 2 step process of a-getting new stuff b-helping others get new stuff. then you wait for more new content.

    I agree with the OP on the problems, but I think (optimistically) the current mechanics are a stop-gap measure just to keep things rolling for now while they kick ass on 2.0

    as far as lockouts go, it could be good or bad, in my last game we had 9 hour and 18 hour lockouts on most endgame Raids. It was great because people showed up, it sucked because when it was over, most of then would log out and burn the locks.

    anyway, yeah, arena style pvp for something to do until 2.0 gets here pls ^^
    (0)

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Giit View Post
    anyway, yeah, arena style pvp for something to do until 2.0 gets here pls ^^
    In before "PLD is OP it can go invincible and not take damage from me while killing me. Plz nerf" and "got killed in arena. going to the forums".
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #8
    Player

    Join Date
    Apr 2012
    Location
    heck, your bed
    Posts
    226
    Quote Originally Posted by Duelle View Post
    In before "PLD is OP it can go invincible and not take damage from me while killing me. Plz nerf" and "got killed in arena. going to the forums".

    lol I'm so looking forward to those threads we could get a head start on balancing things out by just plopping an arena right outside the doors of Ul'dah and I bet a ton of people would stick around to see that.

    didn't mean to hijack the thread ^^ I'll go away now <3
    (0)

  9. #9
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    641
    Quote Originally Posted by Duelle View Post
    In before "PLD is OP it can go invincible and not take damage from me while killing me. Plz nerf" and "got killed in arena. going to the forums".
    They have already sort of addressed this in most recent patch...and when PvP comes out every class will probably have some skills that will go through that ability. I was pretty sure it's already been stated that PvP wasn't going to be available until AFTER 2.0 is released.
    (0)

  10. #10
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    641
    CONTENT TYPE Ideas----

    Weekly events for gatherers
    1. Fishing contest: Who can catch the biggest fish. Silly prizes include things like fish slapping weapon.
    2. Other gathering related content: The Great Gatherer Scavenger hunt...your quest collect all the items in this weeks pool first one back gets X prize. To be fair already gathered items will not count. They will only be items counted officially gathered while you hold the quest.

    COUGH COUGH What happened to Parley?
    We need some Player vs Player content. If not fighting against each other for now...there's lil games that can distract us. Card game? Chocobo racing? A healthy dose of competition of some kind is ALWAYS a nice addition to MMOs.

    Random Map Dungeon
    I don't want it to be every dungeon but one or two dungeons that never have the same map when entering.

    Cough cough cough...I would like to point to a game...it was a VERY GOOD GAME. In fact it could have been one of best games ever...and I think it is actually on my top list of games...It's SE's in FACT...
    THE LAST REMNANT...
    Special books you can earn that increase drop rates.
    Dungeons where you can get random strong enemies appearing...that don't always appear but when they do give you the opportunity to earn a rare item.

    Dungeons where all treasures are random.

    Dungeons where mini bosses drop a key which then can be used once you beat the dungeons main boss to grab a rare treasure. Since there are limited chest(s) at the end only those possessing a key can open the chest and your group may have to decide who gets to loot the chest if the run is successful.

    Dungeons with locked doors and multiple victory paths and limited number of keys to use. The group must then decide which doors to open and may run out of keys and unable to finish a dungeon if keys are used poorly.

    Some thoughts for you all to stew on.
    (0)

Page 17 of 19 FirstFirst ... 7 15 16 17 18 19 LastLast