It's not like grouping is anything else than "easy" as well. It's more demanding in terms of time/dedication, but while I can't say I ever died while grouping, I definifely went back to the bind quite a few times when solo.
It's not like grouping is anything else than "easy" as well. It's more demanding in terms of time/dedication, but while I can't say I ever died while grouping, I definifely went back to the bind quite a few times when solo.
I agree that side quests need XP to make them worth doing. even just giving XP for killing the targets (e.g the stuffed dodo one i just did) would be an improvement. im not asking for a large amount or for it to become THE way to level but next to no reward is silly. Quests should add towards the progress of your character in my opinion.
You should be getting SP from the quest mobs or at least some sp at the end of the quest for what you have done. It does not need to be at the same lvl as leves but it seems odd that for killing x monsters you character does not progress at all with their skills.
Also more incentive to do the quest would be nice like non-tradeable armor that is decent looking or has good stats for the lvl or more storyline in the sidequests. Even a fame like system in FF11 or more rewards would give me more incentive to do them.
I also agree.
Currently other than a tiny bit of lore there is no reason to do quests. Add SP or these quests will remain useless.
If they gave SP would I do the quests with my rank appropriate job as a valid way to solo? Absolutely!
Since they don't offer SP Will I do these quests when I already have 1 rank 50 job? NO! Why would I?
Add SP to quests immediately please.
I personally would like to see a lot of group based quests where u need 4-8 players and it would be more "instance" based. So you still can grind in dungeons but have a nice SE story spin on it. Like tale out bandits at their base and there could be CS and enemies talking in battles. I played ffxi for years and the grind could only stay interesting for so long and that's with a game where the classes are done right and the battle system has strategy too. I don't want the wow dungeon fights where everyone just dog piles on the mobs and it's a breeze but would like to see some story structure while leveling and toss in a boss at the end. Each fight could be a few minutes long for strategy and stuff.
And solo quest rewards could be like the justice badge quest on ffxi... Decent non craftable reward that u could use 10ish levels or so... Just my 2 cents feel free to destroy me now lol
You should be rewarded SP/XP for the quest mob kills. I don't want a lump SP/XP reward at the end, But if the quest has me kill green even match monsters, I expect to get the SP/XP as if I were killing a normal grind mob. If exploitation is the concern, only allow flagged questers to be able to engage the monster, once they met the requirements of the quest goals they can not attack said monster any longer.
I'll give you an honest view.
I was expecting these quests to offer new Unique items, a chance to fight against different monsters (maybe some Amal'jaa or something) and a repeatable way to earn SP. What I got was a few hours of my LS running around and gaining nothing, while I sat there and finally said something like: "So, all these quests do is waste some text in your journal?"
To fix sidequests, all we needed was a few re-colored or re-skinned goggles or coatees, Unique, at low or high ranks and people would have been happy. Giving people stuff they would never want or use is silly and disappointing. Also, these quests should vary more. Why not have a time limit where you need to kill as many monsters as you can, then get an SP reward? Why not have a repeatable quest in each city where you can team up and gain SP that can be done once a day? People want ways to gain SP, special items and ways that MAKE THEM play with other people. We don't want to lose time and gain nothing.
While unique items are nice, unique items should be the prize for truly challenging activities with a certain breadth and requirements. Otherwise the items wouldn't be unique (or not even rare) 5 minutes after implementation.I'll give you an honest view.
I was expecting these quests to offer new Unique items, a chance to fight against different monsters (maybe some Amal'jaa or something) and a repeatable way to earn SP. What I got was a few hours of my LS running around and gaining nothing, while I sat there and finally said something like: "So, all these quests do is waste some text in your journal?"
To fix sidequests, all we needed was a few re-colored or re-skinned goggles or coatees, Unique, at low or high ranks and people would have been happy. Giving people stuff they would never want or use is silly and disappointing. Also, these quests should vary more. Why not have a time limit where you need to kill as many monsters as you can, then get an SP reward? Why not have a repeatable quest in each city where you can team up and gain SP that can be done once a day? People want ways to gain SP, special items and ways that MAKE THEM play with other people. We don't want to lose time and gain nothing.
The problem here is that we don't have very many ways of leveling up in FFXIV. We just have grinding (group or solo), and levequests, which aren't anything else than directed grinding.
Any and every MMORPG needs several ways to achieve character progression, to avoid boredom. That's why quests are normally one of those and award xp basically everywhere else. Since we can't ask SE to suddenly reinvent the wheel and offer us marvelous new skilling up solutions out of the blue, I would say adding quests to the bunch would help a lot.
I'm totally fine without an SP/XP reward from the sidequest itself as long as:
1) The enemies grant me normal SP/XP. Really, if I have to go kill them, they should give me normal mob rewards. Even if they're a bit lower level, and as such give less SP/XP than I'd get from killing things on my level.
2) I get something *useful* from the quest. This can take the form of unique or useful items, good snippets of story, or progression towards unlocks (see: airships, chocobos, abilities, zones, etc). In an ideal world, the last two would be guaranteed and the first would happen occasionally throughout the quest chains.
Agreed, if nothing else just have the mobs give a little xp, and little sp, where you do get something for killing them but not a way to motivate you to grind on them... And once you've hit your target, they drop to zero.I disagree with doing the sp/xp thing like that. It is what destroys the community in games.
The rewards need to be much better and a little reward of sp/xp like 500-1000sp I can see. but to give like 2.5k-6ksp for a quest would turn this into a solo only mmo.
I think quest should be part of character progression that I completely agree with but not the leveling part of progression. Have quest unlock ones with better rewards, unlock new areas, unlock new abilities, unlock a variety of things.
But making it where people can purely level up on quest would be a disastrous effect to everyone who wants to party before endgame. While the ability part will still be there with the whole playerbase soloing quest it would pretty much end any chance of grouping at that point simply because there would not be enough people to do it.
Having SP rewarded at the end of the quest calls to question which class should that sp go to, your current, the one you accepted the quest on, etc... Xp would be easier, but not needed.![]()
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