So that makes 2 of us! ^^I hope to god devs do not take anything from this thread.
Secondly, to the OP; its important for you to find out why exactly you cant get optimal exp from certain mobs. There are two major problems that have nothing to do with difficulty. Not gonna tell you what it is... just gonna let you figure it out.
I agree with your comment, there is no need to adjust mob toughness per level, if these ppl are looking for a challenging fight in this game, it's as easy as going somewhere OTHER than the usual camps, finding a mob that is 10~15 levels higher than you and voila! you have your epic battle that may very likely kill you if you screw up. case in point: I sometimes grind off Kobolds around Iron Lake. Next to nobody levels there, the enemies are at a level (lv 51-54) where Titan's rage could finish me off if I'm not careful (I was r42 arc when I first leveled there) More recently I soloed the Prince of Pestilence. I can gaurantee that was not an easy fight, and it took me about a good 15 minutes to kill it using a hit-and-run strategy, all the while losing about half or more of my hp every time.I hope to god devs do not take anything from this thread.
Secondly, to the OP; its important for you to find out why exactly you cant get optimal exp from certain mobs. There are two major problems that have nothing to do with difficulty. Not gonna tell you what it is... just gonna let you figure it out.
To summarize, the OP and the ppl nodding thier heads to it obviously aren't challenging themselves enough, even though the capability to do so is already in the game, adjusting the current mob difficulties won't satisfy them, as they would likely start killing weaker mobs, then start complaining about how they are too easy. Challenge comes to those who dare to push themselves beyond thier limits, not to those who expect someone else to give them one.
If you have to go out of your way to "challenge" yourself, the game is a complete joke and designed HORRIBLY, sorry. Forcing the game to be harder does nothing, mr. herp derp over here can go 1 shot mobs, level faster than me, and also gain more gil than me while I'm trying to make the game "harder". No point sorry, game should automatically be hard by default. This isn't a single player game where we need a "extremely easy" game setting for 2 year olds, and a "hard" game setting for real players, this is a game where the default setting should be "hard".
Well put. I have no problem running into challenges in FFXIV. Even on 1-star, doing leves in Nanawa Mines at and below r30 is a challenge to complete in time with all the additional aggro mobs running around. Either there exists a challenge, or I lack the skills to faceroll everything. Whichever it is, buffing mobs even more would make my life miserable.I agree with your comment, there is no need to adjust mob toughness per level, if these ppl are looking for a challenging fight in this game, it's as easy as going somewhere OTHER than the usual camps, finding a mob that is 10~15 levels higher than you and voila! you have your epic battle that may very likely kill you if you screw up. case in point: I sometimes grind off Kobolds around Iron Lake. Next to nobody levels there, the enemies are at a level (lv 51-54) where Titan's rage could finish me off if I'm not careful (I was r42 arc when I first leveled there) More recently I soloed the Prince of Pestilence. I can gaurantee that was not an easy fight, and it took me about a good 15 minutes to kill it using a hit-and-run strategy, all the while losing about half or more of my hp every time.
To summarize, the OP and the ppl nodding thier heads to it obviously aren't challenging themselves enough, even though the capability to do so is already in the game, adjusting the current mob difficulties won't satisfy them, as they would likely start killing weaker mobs, then start complaining about how they are too easy. Challenge comes to those who dare to push themselves beyond thier limits, not to those who expect someone else to give them one.
you might have a point, if the exp wasnt capped at 10 levels higher. I can solo mobs 10 levels higher than me, duo its pretty feasible. but having the same limit with 8 people is just bad play.I agree with your comment, there is no need to adjust mob toughness per level, if these ppl are looking for a challenging fight in this game, it's as easy as going somewhere OTHER than the usual camps, finding a mob that is 10~15 levels higher than you and voila! you have your epic battle that may very likely kill you if you screw up. case in point: I sometimes grind off Kobolds around Iron Lake. Next to nobody levels there, the enemies are at a level (lv 51-54) where Titan's rage could finish me off if I'm not careful (I was r42 arc when I first leveled there) More recently I soloed the Prince of Pestilence. I can gaurantee that was not an easy fight, and it took me about a good 15 minutes to kill it using a hit-and-run strategy, all the while losing about half or more of my hp every time.
To summarize, the OP and the ppl nodding thier heads to it obviously aren't challenging themselves enough, even though the capability to do so is already in the game, adjusting the current mob difficulties won't satisfy them, as they would likely start killing weaker mobs, then start complaining about how they are too easy. Challenge comes to those who dare to push themselves beyond thier limits, not to those who expect someone else to give them one.
The op solution is basically to swap the stats of mobs, say 7 levels higher, and increase sp rewards to match, but honestly this is only a cosmetic change to make it so that what you can fight looks closer to the level she imagines, It would require rebalancing in a number of respects, most notably dlevel effects.
Im not saying its a bad idea, it just seems easier that they remove the level cap, and let people get used to the idea that something their level is generally easy to kill, and doesnt give much exp.
welcome to hello kitty online: FFXIV version
I am sure that the 10 level restriction is just one aspect of the method to keep people from power leveling. Currently I have no problems with the difficulty of the enemies in the game vs the reward. That being said, if there must be a change then I would support scaling the length/difficulty of the fight at at least the same rate as the reward (sp/exp/loot).you might have a point, if the exp wasnt capped at 10 levels higher. I can solo mobs 10 levels higher than me, duo its pretty feasible. but having the same limit with 8 people is just bad play.
The op solution is basically to swap the stats of mobs, say 7 levels higher, and increase sp rewards to match, but honestly this is only a cosmetic change to make it so that what you can fight looks closer to the level she imagines, It would require rebalancing in a number of respects, most notably dlevel effects.
Im not saying its a bad idea, it just seems easier that they remove the level cap, and let people get used to the idea that something their level is generally easy to kill, and doesnt give much exp.
Now as another alternative, which I would enjoy much much more, would be to keep the enemies as they are, but have a variety of pack sizes. For example, fighting off 2 of the same enemy is typically harder than 2 in a row and a great deal more fun. This would force the need to party at higher ranks even more though to deal with the increased damage taken or to control the fight better.
As to the guy above me, we already have a hello kitty game.
http://www.google.com/imgres?imgurl=...1t:429,r:0,s:0
I thought the OP's argument was in favor of more challenge, not of slower leveling/ranking up... These are two entirely different things. I just don't believe battles should be short and stupefyingly easy. However, if the challenge is right, perhaps a solid chunk of SP/EXP would not feel like a giveaway... The fundamental current issue, to my eyes, is the fact that, no matter how meagre the awarded points, they still seem like a freebie, since battles are so fundamentally lacking in challenge and complexity.
I don't think the statements of those, like me, that advocate for more challenge in the game should automatically be made synonymous to demands for slowness in the ranking up process. This equating of one with the other, unfortunately, has become habitual behavior of people that oppose either of the two things in this forum and other similar ones.
R
What I've been trying to say exactly. Who goes to their friends and says "Hey wanna play this super fun and easy multiplayer game? Its built for soloing your way to Rank 50 with no problems at all! It tells you what level every mob is and if they aggro, its so easy it's one step away from the Dev coming to your house and playing for you while you watch!"If you have to go out of your way to "challenge" yourself, the game is a complete joke and designed HORRIBLY, sorry. Forcing the game to be harder does nothing, mr. herp derp over here can go 1 shot mobs, level faster than me, and also gain more gil than me while I'm trying to make the game "harder". No point sorry, game should automatically be hard by default. This isn't a single player game where we need a "extremely easy" game setting for 2 year olds, and a "hard" game setting for real players, this is a game where the default setting should be "hard".
MMOs are about working together to get things done, not ignoring everyone and doing everything alone. Its not MMOSRPG (Masive Multiplayer Online Solo Role Playing Game). If you don't like it, go play something else and stop ruining peoples fun and eating all their steak!
Sorry OP I've already forgotten what you've written XD.
The point of this thread is to highlight the issue of the cap on mob SP/EXP at 10+ ranks above your own. When I can solo a lot of mobs 10 ranks higher than me and easily duo to get the max SP/EXP it removes any incentive to play in a group of 8 outside of leves. Why would you take a big group out to level on those mobs when you will get less SP and most likely kill to fast so you will be waiting for respawns.
There are other solutions like removing the 10 rank cap but I still firmly believe that if I am rank 30 and a mob is also rank 30 it should present some sort of challenge and I should be rewarded accordingly.
What I suggest is not just a straight mob buff but also looking at SP/EXP distribution, mob distribution and respawn rates. It isn't an easy fix, I realise that but it is something that should not be overlooked. If they can get away with putting a plaster over the underlying issues then great I don't care as long as it works. If it means I can take a group of 8 to Mor Dhona and kill things 20+ ranks above us and be rewarded for the difficulty and challenge the present then great. As it is at the minute there is no point in doing that as I would get faster SP/EXP zerging Raptors.
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