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  1. #1
    Player

    Join Date
    Mar 2011
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    184
    Again, awesome points.

    Alright you got me i now agree that at this juncture the best option would be to work on creating an optimal LFG tool and finding out if it can do the job. If the current players use it then why not right? It would only get better with more.

    As for Rift it is super that you found their system to work for you but if you read their forums many people are having troubles with it and as of patch 1.2 a que tool will be in.

    I am done, though. As I now feel bad that I would rather roll with the punches instead of punching back.
    (0)
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]

  2. #2
    Player
    Khazar's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Khazar Karnak
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    If they fix the way you cancel a levequest and repeat it the next reset i think it would partially solution this. We all know what levequests are the best and everybody just repeat them each day until R50, verdue, inferno, moon mistress, dunnesfolk, reveries, cracked up... if abandon a levequest doesnt allow you to repeat it next reset the people would look for people around with the same levequests for levesharing and not making a static party tho.
    (1)

  3. #3
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Guildleves, the content you love to hate

    So I have been thinking of how SE could improve Guildleves and solve many of the issues with them ie. abandoning them, only picking certain ones, certain camps over-crowded and have come up with a few idea's.

    First though I believe the original plan for Guildleves as we have them now was that it was supposed to be more casual/quick content so that you could login and grab some leves and go do them. The main problem is that they are pretty much the only content, so everyone is doing them as they have nothing else to do. Also certain Leve's are better than others in regards to SP/EXP gained so this also make Leve Abandoning to keep those certain Leve's more desirable.

    What could work?

    My first fix would be to allow all 9 Leve's to be available for selection every reset for every camp. This would allow people to freely choose the Leve's they wish to do so if they are in a group they can make sure they get the same ones to link if they wish.

    Next would be to change the way Leve SP/EXP is accumulated. For this maybe it would be better to give a lump sum of SP/EXP at the end of the Leve upon completion and remove the SP/EXP gained from the mobs killed. This would have to be scaled in different ways though.

    For example all Rank 20 Leves could give a base 5000 SP upon completion, Rank 30 gave 10,000, Rank 40 15,000 and so on. That would be the base, then you could add a multiplier for difficulty with the number of stars the Leve was completed on. Maybe 5% per star so if 10,000 was the base and you completed it on 5 stars you would get 15,000 SP/EXP. Then you can add other modifiers like completion time, your rank vs. leve difficulty and so on. Also if they were to give static SP then they would have to probably have a minimum rank restriction in place to stop Rank 1's tagging along on R40 Leve's.

    Also be a bit more creative with the rewards, a lot of people have a lot of gill so it is not so great a reward any more. Maybe try rewards like 30 Guardians Aspect or 15 Anima as a reward something like that to get people tempted to try different Leves.



    Possible Result

    By doing these few things it would allow people to spread out and utilise different camps to do Leve's as all Leve's of the same Rank would give the same SP/EXP so there would be no need for everyone to go to Broken Water to do the best R40 Leves.

    Also it would stop Leve abandoning as you could decide with your group before hand which Leves you were going to take and obviously if you abandoned you would get nothing as the SP/EXP is rewarded at the end so it would be pointless.

    This would also allow you to retry Leve's immediately if you did fail or D/C as it wouldn't be exploitable because the SP/EXP and reward is only gained upon completion. So if you D/C halfway though the Leve they could allow you to retry straight away as you wouldn't have gained any SP/EXP until the end anyway.

    I think with just these few changes it would help a lot with the current situation regarding Leves and make them a bit more enjoyable as players will be able to go out and try different Leves at different camps without feeling like they are missing out on huge amounts of SP/EXP by taking different ones.

    Additional Idea's

    Others also suggested a Grade/Score at the end that could be the base for what SP you received. So if you did extremely well you got an S grade and got max SP from the Leve, if you did badly you would get get an E grade and get less SP. I actually really like that idea as it would give some extra motivation and an additional objective while doing the Leve.

    Solo Vs. Party

    So how do we balance solo vs. party with this new system. An idea would be to have only people who have linked the leve receive the lump sum of SP at the end. This would also have to work with other balances of Leve linking.

    Maybe they could make it so you only get the lump sum at the end if you linked and linking only gives a 5% bonus per link. This would allow solo people to do them without feeling like they are missing out on the huge SP gains you currently get by linking but it would also allow parties to link for a smaller boost while also increasing the difficulty and other modifiers for an even bigger boost.

    Lets say for example doing an R40 leve solo would give you 10K SP. Now if you fully leve linked it in a party and did it on a higher difficulty it could add up to a 50% boost so it would make it 15k SP. I think that would be more fair than what we have currently.
    (2)

  4. #4
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    I like alexia's ideas, but I don't think leves should be the main focus of leveling for party players >_<

    The mobs are weaker on purpose(too weak) for solo/duo players), making them an unchallenging joke for real parties.
    (0)
    Last edited by Shiyo; 04-24-2011 at 05:20 AM.

  5. #5
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shiyo View Post
    I like alexia's ideas, but I don't think leves should be the main focus of leveling for party players >_<
    Exactly which is why I state at the opening they are only supposed to be casual/quick content. Now hurry up SE get this battle system finished and get in some great new systems and content that we can all enjoy ^^
    (0)

  6. #6
    Player

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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    224
    Quote Originally Posted by Shiyo View Post
    I like alexia's ideas, but I don't think leves should be the main focus of leveling for party players >_<

    The mobs are weaker on purpose(too weak) for solo/duo players), making them an unchallenging joke for real parties.
    Coblyns, Puks and rodents are, but those only go up to a certain point. They also have low base exp. Monsters like Efts with large pools of Hp are best for a large party. >_>
    (0)
    Did you expect something witty?

  7. #7
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    You don't fight efts and stuff in leves, lol. Which is why party based play should be on normal mobs like efts/crabs/raptors, but even these mobs are too weak.
    (0)

  8. #8
    Player

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    Mar 2011
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    Limsa Lominsa
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    224
    Quote Originally Posted by Shiyo View Post
    You don't fight efts and stuff in leves, lol. Which is why party based play should be on normal mobs like efts/crabs/raptors, but even these mobs are too weak.
    Too weak? You must not be fighting them at the proper level then...
    (0)
    Did you expect something witty?

  9. #9
    Player Shiyo's Avatar
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    Apr 2011
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    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    Yeah, they're too weak when +10 to a trio, which is the highest SP you can get from a mob. 8 people hitting a +10 mob = too weak.
    (0)

  10. #10
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Shiyo View Post
    Yeah, they're too weak when +10 to a trio, which is the highest SP you can get from a mob. 8 people hitting a +10 mob = too weak.
    this is the truth, you can basically duo or trio a monster 10 levels higher than you with EASE, it makes no sense that an 8 man parties best option is to fight the same thing. They need to do something like gate the max level based on number of people in the party. 1-3 is 10 levels higher 4-5 is 13 levels higher 6-7 is 16 higher, 8 is 20
    or something along those lines. Basically you would be awarded for fighting more difficult mobs, and it would give more reason to fight different things.

    Also mobs sp needs to be decided more on the difficulty of the monster.

    When they decided on 10 levels, i really wonder if they had any idea how easy a monster 10 levels higher than you are in this game. most are easily soloable.


    as a side note they do have efts in leves.
    (0)

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