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  1. #1
    Player
    Drazzan's Avatar
    Join Date
    Mar 2011
    Posts
    255
    Character
    Emmalynn Tsukiko
    World
    Gilgamesh
    Main Class
    Paladin Lv 70

    [Game Suggestion] Party Implementation Suggestions

    Hey Forum;

    I have a few suggestions related to that of Partying. From Update 1.5 it was clear that what direction Yoshi P wanted to push in. That was made even clearer with the discussion about 4 man -> 8 man parties. I've noticed a lot more SP grinding parties that move around a set area, killing monsters to obtain SP and this is great. Though there is still a few more issues that I believe need to be addressed.

    The first, Battle Regimens. The idea of Battle Regimens are great, however, when a party is engaged with a monster in a SP-Grind Party, the monster dies that fast that it's counter-productive to initiate Battle Regimens. Perhaps having some form of "Active Battle Regimen" in which something similar to the Skillchain System could be conjured up, this could be used in average Leve parties and such. As well as this the current Battle Regimen System seems more catered towards Bosses than normal SP Parties.

    The second, SP Balance. Comparisons of Guildleve SP and Out-Of-Leve SP, it's easy to see why people opt to do Guildleves so much. Fine tuning that balance and making it so both Guildleves and Out-Of-Leve SP parties gain similar SP is something I'm sure is of priority to you. Thus I think some things should be introduced in order to balance these two spectrum and have them meet on an equal level.
    People currently Guildleve more than Partying because of the SP. If that was to be changed, people would party more. So how about offering some form of Incentive to Partying. Efficient Partying outside of Guildleves could offer some form of spendable points, such as Conquest Points from XI. It could also perhaps offer less Fatigue against your main class, when leveling outside of Guildleves, that way, someone participating in a Guildleve knows they are going to receive Points/Gil/Items/High SP, but the risk factor of becoming Surplus is that much higher because of the acceleration of points.

    The third, Chain Bonus. Just like in previous games I think it would be great to have players rewarded for killing a certain amount of monsters of say; the same type. Much like FFXII's system where the chain increases the more of that family of monster are killed. Or something similar to XI's system could be introduced where speed and skill are the key to increases the Chain Bonus. This Chain Bonus could range from say:
    Chain 1: 0~10: 110% SP/XP
    Chain 2: 10~20: 120% SP/XP
    Chain 3: 20~30: 130% SP/XP
    Chain 4: 30~40: 140% SP/XP
    Chain 5: 50~+: 150% SP/XP

    Each Chain offers an increase in 1% stopping at 150% thus giving a natural more streamlined "Guardian's Favor" Effect. Though even while the bonus stops at 50, the chain could continue on indefinitely and become more difficult at each rank increase. Meaning, eventually a party will have to work their way up once more.

    These implementations or something asimilar would at least; increase partying for the masses and allow more group orientated play. Something which I believe is very important in a Final Fantasy title. Keep up the good work.
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  2. #2
    Player
    Drazzan's Avatar
    Join Date
    Mar 2011
    Posts
    255
    Character
    Emmalynn Tsukiko
    World
    Gilgamesh
    Main Class
    Paladin Lv 70
    *Double Post*
    I also forget to mention the most important thing.

    A more rounded and easy to use Party Construction System would be the key focal point to obtaining parties, thus they would become more common if users were to use a system similar to XI. I'm not saying turn this game into XI, just that; things that XI done were good, and worked.
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