simple solution: make the mobs challenging and harder to kill
simple solution: make the mobs challenging and harder to kill
Yes it does, it fixes everything. Mobs hard = no one leeching, if they leech they get kicked. If they dual box, they'll be outside the party PLing on a higher level char, not INSIDE the party. Do you know how big of a headache I got dual boxing 2 jobs and solo skill chaining with myself in FF11 and stuff? A big one, really fast, it took too much thought power.
No it doesn't fix the problem, much less everything. Hard mobs are quite relative depending on the jobs and levels of the party, and unless you want everything from the star marmot to the goblin headman require a full party to take on, there will still be way for leechers to get xp. Basically if you can grind on something, anything, past lvl1 with 7people. Guess what! You can have a leecher too!Yes it does, it fixes everything. Mobs hard = no one leeching, if they leech they get kicked. If they dual box, they'll be outside the party PLing on a higher level char, not INSIDE the party. Do you know how big of a headache I got dual boxing 2 jobs and solo skill chaining with myself in FF11 and stuff? A big one, really fast, it took too much thought power.
Did you play FF11? You couldn't leech in that game because mobs were hard. IF you leeched it was noticed instantly and you got removed. I don't understand how you can argue against players experience with a system I'm talking about, lol.No it doesn't fix the problem, much less everything. Hard mobs are quite relative depending on the jobs and levels of the party, and unless you want everything from the star marmot to the goblin headman require a full party to take on, there will still be way for leechers to get xp. Basically if you can grind on something, anything, past lvl1 with 7people. Guess what! You can have a leecher too!
@ Vack(somethingsomething)
I agree with you about the 30s, but starting at about 37 or 38 you can pull about 30k (or more) per hour grinding in a 4-6 man team similar to XI leveling. I'm not sure how that bankrupts any "asinine" points I'm making because I'm not really making many points other than explaining how I use the system to my advantage.
I'm also not sure you are familiar with the definitions of "hypocrite" or "irony."
I'm not being a hypocrite or ironic. My only attempt was to show how the system "being abused" is harmless to others around me and no one has really done a good job of giving evidence how this affects or hinders other people from doing what they do to enjoy the game. It seems they mostly just "don't like it."
That's all, man. I'm not trying to change people's minds. I simply wanted to express a feeling and have a counter argument for the devs (should they read it) to consider.
My succinct point:
The system is beneficial for some people and doesn't interfere with how other people play the game, either.
AFK levelling is going to go away. It's just a matter of how it's going to happen. Arguing that it should stay is futile. It won't.
Only real discussion is how far they'll let players take breaks and still progress. None, 2 minutes, 5 minutes, 15 minutes? 1 mob, 2 mobs, 5 mobs?
I think it's reasonable to let a player autofollow for 5 mobs during a party if they have to take a 5 minute break to do something, or even 10 minutes. But not more than 30 minutes.
They could implement the system I proposed, which is if you don't generate any enmity for 3 fights, you stop getting sp until you perform an action.
Or they could re-implement the surplus system and apply it to afk levelling. Only give you so many sp per week that you can get while not contributing to the kill. Maybe 5k sp a week max that you can get while not doing anything for an entire fight.
That's a more complex system, but more flexible.
You're thinking too hard, it's not going to go away.
it's easier fixed than that. if someone goes afk too long in your party and you feel it is unfair you already have the option to kick them from party. see the fix is already there.AFK levelling is going to go away. It's just a matter of how it's going to happen. Arguing that it should stay is futile. It won't.
Only real discussion is how far they'll let players take breaks and still progress. None, 2 minutes, 5 minutes, 15 minutes? 1 mob, 2 mobs, 5 mobs?
I think it's reasonable to let a player autofollow for 5 mobs during a party if they have to take a 5 minute break to do something, or even 10 minutes. But not more than 30 minutes.
They could implement the system I proposed, which is if you don't generate any enmity for 3 fights, you stop getting sp until you perform an action.
Or they could re-implement the surplus system and apply it to afk levelling. Only give you so many sp per week that you can get while not contributing to the kill. Maybe 5k sp a week max that you can get while not doing anything for an entire fight.
That's a more complex system, but more flexible.
http://crystalknights.guildwork.com/
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