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  1. #21
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by Arcell View Post
    Well i dont see anything about NM adjustment..
    (0)

  2. #22
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Further balancing adjustments are ongoing, and are being based on the new designs in place for a maximum party size of eight members, as well as the smaller four-member party, both of which I've added to our list of intended changes.
    Further balancing adjustments based on max of 8 parties, that would logically include NMs. It's not said explicitly but it's implied.
    (0)

  3. #23
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Who knows :P hope it is part of it.
    (0)

  4. #24
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    These NMs are a joke, since January my LS and I have been killing all of them with 6-8 people.
    (0)

  5. #25
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    I want to see content that is designed for big parties but the game seems to be going in the other direction. If party cap is set at 8 what do you do if you're the 9th or 10th member wanting to come have fun? Sit and watch until someone has to leave? It's already like that with 15, it will be a lot worse with 8. Sure if you have 16 you can form two groups but that instantly doubles the competition. I don't mind competition but I don't want this game to turn into XI. They can add as many NMs as they like but certain NMs are always going to be way more competitive than others. Let's not have Dragon's Aery v2.
    (1)
    FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

  6. #26
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    Quote Originally Posted by Xenor View Post
    I want to see content that is designed for big parties but the game seems to be going in the other direction. If party cap is set at 8 what do you do if you're the 9th or 10th member wanting to come have fun? Sit and watch until someone has to leave? It's already like that with 15, it will be a lot worse with 8. Sure if you have 16 you can form two groups but that instantly doubles the competition. I don't mind competition but I don't want this game to turn into XI. They can add as many NMs as they like but certain NMs are always going to be way more competitive than others. Let's not have Dragon's Aery v2.
    I would like to have a Dragon's Aery v2, just don't make the drop rate 1% so that we have to be there for years >.>

    At least make a few NMs 24hr respawns, these joke "Roaming Monsters" are not even NMs, hence the lodestone post:

    "Conversion of roaming monsters to notorious monsters"
    (0)

  7. #27
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    A roaming monster is a normal mob, like a marmot. SE plans to have such mobs turn into NMs like happened in XI. Leaping Lizzy type NMs.

    The current NMs are a joke but the game does not need any 24 hour spawns. You will be there a very long time even if the drop rate is 100% if you're camping against half a dozen linkshells every night with half their LS wanting the drop. No thanks lol. I'll only accept 24 hour spawns if they drop second rate gear that is worse than anything that can be obtained in an instance.

    Open world NMs are always going to require little skill because open world fights are limited in what can be done and anyone can go zerg, die, zerg, die until the mob dies. You can't do that in a timed instance because if you suck you won't even make it through to the mobs that drop the good loot or have the time to kill it if you do get through. You can also have more dynamic effects in your instance that just wouldn't work in open world.
    (0)
    FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

  8. #28
    Player
    OJtheLIONKing's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Ojay Lionking
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    No matter what any dev does, short of making them unbeatable there will always be someone complaining that enemies or NMs or bosses are "too easy." Hell, even with that Pandemonium Warden fiasco in FFXI a few years back I saw people blaming the players, rather than the devs, for the fight taking 18 hours. It's good game design to make fights that are challenging for most players, but also feasible for most players to beat. This maximizes the content that's doable for the playerbase for the amount of manhours that go into making these NMs, which is something the dev team is in very short supply of right now.

    tl:dr Dev team can't waste time making content for 5% of the playerbase like a lot of FFXI's endgame content, it needs to be accessible to more people. If they can make a hard mode or something for more drops in instanced content, then that'd work fine for everyone I think.
    (0)

  9. #29
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    88
    yea, as long as you have 2 healers mosshorn and all of his adds are solo-tankable by a decent gladiator. Just have the DD's take out the adds either one by one or AoE (wide volley on archer does a lot of damage to his adds). He's definitely killable with less than 8. You won't run out of time either because mosshorn himself is actually pretty squishy, especially with battle regimen.
    (0)

    http://doomvoid.guildportal.com

  10. #30
    Player
    Kazimir's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    233
    Character
    Chuck Lebro
    World
    Sargatanas
    Main Class
    Conjurer Lv 5
    Quote Originally Posted by Xenor View Post
    Open world NMs are always going to require little skill because open world fights are limited in what can be done and anyone can go zerg, die, zerg, die until the mob dies. You can't do that in a timed instance because if you suck you won't even make it through to the mobs that drop the good loot or have the time to kill it if you do get through. You can also have more dynamic effects in your instance that just wouldn't work in open world.
    How so? If they make NM's a challenge for a full group they would need plenty of skill. You can't zerg in this game either, once a mob is claimed there's no inviting outside people and with a proper weakness / raise timer you're not going to be able to just zombie it to death.

    Quote Originally Posted by OJtheLIONKing View Post
    No matter what any dev does, short of making them unbeatable there will always be someone complaining that enemies or NMs or bosses are "too easy." Hell, even with that Pandemonium Warden fiasco in FFXI a few years back I saw people blaming the players, rather than the devs, for the fight taking 18 hours. It's good game design to make fights that are challenging for most players, but also feasible for most players to beat. This maximizes the content that's doable for the playerbase for the amount of manhours that go into making these NMs, which is something the dev team is in very short supply of right now.

    tl:dr Dev team can't waste time making content for 5% of the playerbase like a lot of FFXI's endgame content, it needs to be accessible to more people. If they can make a hard mode or something for more drops in instanced content, then that'd work fine for everyone I think.
    A lot more than 5% of the player base can beat most of FFXI's endgame content. It really is not that hard. It takes cooperation, strategy, and timing, something none of the current NM's really need to beat, and something all NM's should require. Of course, there are harder HNM/NM that takes such a cooperation that not everyone can beat, but that's needed for the more skilled players to not get bored.

    They can't make all NM's easy enough that everyone can do them. When you do that you get what we have now. A bunch of bored players and only a few that are okay with it. Minus the pop times and camping, FFXI actually did a really good job with its NM difficulty. I'm fine with some instanced content but I don't feel they should go the WoW route of having a normal and hard mode where the only big difference is drop rates. Perhaps if the hard-mode fight had it's own unique twists and the gear dropped was also unique with superior stats it would be fine with me. Just my opinion though, of course.
    (0)

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