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  1. #1
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Arik View Post
    G'mornin Physic.

    Was this the case for mages/healers as well?
    Under the original SP system, if both a healer and a DD teamed together and fought, say, 1000 mobs, would they have gained the same SP after the 1000th mob?

    Was there really a rationale for fighting a mob and getting 250 SP, then fighting the same mob and getting 0-15 SP?

    I hope that I am not simply misremembering sept-nov26th.

    Thanks, go Yoshi!!
    actually when you had long parties you saw that the exp sort of stayed the same, there were different enemies that worked with some jobs better than others, like a melee heavy party could get really good exp chaing low hp mobs, but the healer got weak exp, the solution is for the healer to focus more on damage and debuffs, but many didnt understand that. Ideally for a straight healer, healing a bunch of people was good, so they loved aoe mobs, once you started to see how it worked, it was pretty decent, it actually made people play well and rewarded them for being on point, healers would watch the enemy for its aoes, and start casting before it even hit, removing para was also something they were on top of. for me, debuffing and doing as much damage as possible was the path to great exp.

    problem is on weak mobs, you could kill em before you got the random proc, and who is most likely to be fighting weaker mobs? soloing people, and who solos? beginners usually. basically they should have either had a minimum exp amount, or they should have cut the gains but made them non random. like i said, it has its flaws, but it wasnt something where you got a lot of exp for failing.
    (2)

  2. #2
    Player
    Arik's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Arik Viceroy
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Understood.

    Ty.
    (0)

  3. #3
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Physic View Post
    actually when you had long parties you saw that the exp sort of stayed the same, there were different enemies that worked with some jobs better than others, like a melee heavy party could get really good exp chaing low hp mobs, but the healer got weak exp, the solution is for the healer to focus more on damage and debuffs, but many didnt understand that. Ideally for a straight healer, healing a bunch of people was good, so they loved aoe mobs, once you started to see how it worked, it was pretty decent, it actually made people play well and rewarded them for being on point, healers would watch the enemy for its aoes, and start casting before it even hit, removing para was also something they were on top of. for me, debuffing and doing as much damage as possible was the path to great exp.

    problem is on weak mobs, you could kill em before you got the random proc, and who is most likely to be fighting weaker mobs? soloing people, and who solos? beginners usually. basically they should have either had a minimum exp amount, or they should have cut the gains but made them non random. like i said, it has its flaws, but it wasnt something where you got a lot of exp for failing.
    incorrect. they were no where even close to the same. if you got in a 3-4 hour grind party with the original system the mages would get 2-3x as much sp as any mele class.
    (0)


    http://crystalknights.guildwork.com/

  4. #4
    Player
    Physic's Avatar
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    Apr 2011
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    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by darkstarpoet1 View Post
    incorrect. they were no where even close to the same. if you got in a 3-4 hour grind party with the original system the mages would get 2-3x as much sp as any mele class.
    only if it was a party made for them with like 10 melee getting hit with aoe, but yeah they did have possibility to get a much higher cap,x2 so yeah that did happen, but in our smaller parties they were usually a bit behind so ehh
    (0)

  5. #5
    Player
    darkstarpoet1's Avatar
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    Mar 2011
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    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Physic View Post
    only if it was a party made for them with like 10 melee getting hit with aoe, but yeah they did have possibility to get a much higher cap,x2 so yeah that did happen, but in our smaller parties they were usually a bit behind so ehh
    no even with crab parties with no aoe mages still got much much more sp than meles did. that is big or small parties.
    (0)


    http://crystalknights.guildwork.com/

  6. #6
    Player
    Shai's Avatar
    Join Date
    Mar 2011
    Location
    Hawaii
    Posts
    714
    Character
    Shai Hulud
    World
    Hyperion
    Main Class
    Scholar Lv 60
    Quote Originally Posted by darkstarpoet1 View Post
    incorrect. they were no where even close to the same. if you got in a 3-4 hour grind party with the original system the mages would get 2-3x as much sp as any mele class.
    Haha this is not my experience at all!

    My leveling group (outside of the big 15man groups) were 3 mages a GLD and 2 PGL.

    Those 2 PGL hit the SP cap so much faster! (Ants in Copperbell). The 3 mages would spam spells and hope for an SP proc, but it really would have (might have) been better with 1 healer. I spammed all that I could spam and often walked away with 200SP when the PGL got 600 SP. It was driving me crazy. A good Heal Proc (on everyone) and you could get 110 SP ... PER PERSON ... but the proc rate was pretty low if I recall. It was better to spam nukes and hit mobs for 80-90 SP proc while waiting for that AOE cure.

    AOE buffs were also good. Sometimes 20-30 SP per person. Sweet-diculous in the 15 man jumble F parties. Imagine always being buffed and never being poisoned or paralyzed because your mages competed for that PROC? I loved that system, man. It was much faster (of a grind, and a kill, and paying attention or you miss out on your SP opportunities).

    I would have taken either of Physics tweaks: a soft SP minimum or lower SP (per action) for 100% procs. That would have solved the 0SP on some fights which was massively disappointing. It was in fact my only complaint so I was mad when that complaint = new SP system.
    (1)

  7. #7
    Player
    Nuru's Avatar
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    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    1 + 1 = 1 to you guys, how the hell does that work?

    Tanaka + Yoshida = Tanaka and Yoshida, not either or.

    So, 1 + 1 DOES = 2. Learn your math guys, and then you can relate to real life situations.
    (0)

  8. #8
    Player
    Lavinia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    61
    Character
    Lavinia Ferris
    World
    Hyperion
    Main Class
    Warrior Lv 80
    Ok for starters Tanaka Job System in XI was interesting it made people with certain classes desirable but made it hard for others. Thats how we came to the Armory system a way to develop characters with no classes and so they can all level equally.
    Thats good I liked it but the System was broken on the balance to the game-play.

    Now many say Yoshi/P hasn't done much. But If we compare how is he starting to bring up the new events where he has been able to create some hype around where his updates all come together on the lore.

    I Can say bring Tanaka and Yoshi together many have posted it before Tanaka is a veteran developing games but he PHAIL at making content that can make people intrigued or exited that's where we are seeing Yoshi shine right now with he Hype has been able to create. After he add the new battle system we will be able to argue if he can bring what Tanaka did when producing games but until then Yoshi is an entertainer and Tanaka is a Create and leave it guy
    (0)

  9. #9
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    I don't want this game to turn into every other mmo where you quest and quest and quest, in FFXI quests were convoluted, and you did have to look them up in a wiki. They honestly weren't more engaging than these quests, but some of them had cut scenes which made them pretty cool.

    So basically, no to quest driven gameplay, and no to XI's style of quests with no information, but I guess maybe yes to more cut scenes (basic ones, no real motion actors needed)
    (0)

  10. #10
    Player
    Join Date
    Mar 2011
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    1,387
    Quote Originally Posted by zaviermhigo View Post
    I don't want this game to turn into every other mmo where you quest and quest and quest, in FFXI quests were convoluted, and you did have to look them up in a wiki. They honestly weren't more engaging than these quests, but some of them had cut scenes which made them pretty cool.

    So basically, no to quest driven gameplay, and no to XI's style of quests with no information, but I guess maybe yes to more cut scenes (basic ones, no real motion actors needed)
    Yes, quests should be a matter of quality over quantity as opposed to just "a thing to occupy the players".

    Adding questing hubs to a game with a progression system tied to guildleves seems kind of superfulous, unless of course the quests are actually very entertaining content. I cannot fault a quest if it is fun and interesting. But if it's more of what we already have, then is it really worth sacrificing the other features in Tanaka's original Version update schedule for them?
    (1)
    Last edited by gifthorse; 05-08-2011 at 02:05 PM.

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