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First Ever Double Capacity Point Campaign! (04/17/2014)Follow

#1 Apr 17 2014 at 5:24 AM Rating: Good
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PlayOnline wrote:

It is our great pleasure to announce the Double Capacity Point Campaign, aimed at all those adventurers who wish to take their jobs to new heights!

Campaign Period: Thursday, April 17, 2014 at 11:00 p.m. (PDT) to Monday, April 20, 2014 at the same hour

During this time period, all enemies will yield twice the capacity points that they normally would. As new job point categories are scheduled to be introduced with the May version update, there could hardly be a better time to take up sword or staff and start slaying savage fiends!

The second installment of this campaign is scheduled to run during May.

Read on for more information on capacity points and job points in the March version update notes.

http://www.playonline.com/ff11us/index.shtml
#2 Apr 17 2014 at 8:16 AM Rating: Good
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Pass. "Better grind now, it's not a 100% guarantee that we're just adding more trash. Can you take that chance?"
#3 Apr 17 2014 at 11:52 AM Rating: Good
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I'm sure the BLU mages will be happy, as they have a useful Job Point category.
#4 Apr 17 2014 at 1:42 PM Rating: Good
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yeah I am probably going to force myself out to grind at least 1 or 2 upgrades. Spell points are worth it. will still be horrid.
#5 Apr 17 2014 at 1:58 PM Rating: Good
I wished they'd change the way the system worked a bit.
Have job points automatically added the moment you hit 30k merits and be able to fight lowbie mobs too.
#6 Apr 17 2014 at 2:00 PM Rating: Good
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Janeash wrote:
I wished they'd change the way the system worked a bit.
Have job points automatically added the moment you hit 30k merits and be able to fight lowbie mobs too.


Do you have to go to the moogle to trade in the capacity points? If so that's nonsense.
#7 Apr 17 2014 at 2:12 PM Rating: Good
I don't know really, I'm only going off what a friend told me ingame.
She said something about mobs have to be lvl 95+ to count towards the new system which means grinding GoV or FoV just won't work as those mobs tend to be much lower.
I've don't tend to target such mobs so I can't see me getting in to this system soon if this really is the case. :(
#8 Apr 17 2014 at 2:16 PM Rating: Good
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Yeah has to be higher level stuff - and extra exp from stuff like GOV doesn't count.

Can get points in dyna and meebles (not many) and Skirmish.

There are some higher level GOV and FOV mobs though if you wanted the buffs or w/e
#9 Apr 17 2014 at 3:32 PM Rating: Good
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The problem is the extremely ****** amount of CP you get from mobs. Solo a EP/DC monster (iLevel119) and you get can 1600XP and .... 80CP. CP also gets penalized by party size but doesn't get chain bonus's. So 30,000CP takes a ridiculous amount of time to get and to make it all worse, you can't spend JP from on job on another, meaning no BRD's, WHM's or other useful jobs willing to help you.
#10 Apr 18 2014 at 1:07 AM Rating: Good
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Yeah, I don't even care about this one bit.

Double the amount of an already sh*tty CP yield is still a sh*tty yield.

The yield needs to be something closer to 10x of its current value at *least* before it would become something I'd bother logging in and making an effort toward.

Edited, Apr 18th 2014 3:09am by Fynlar
#11 Apr 18 2014 at 3:15 AM Rating: Excellent
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After all this time I'm only at 18K cap points on my main of PUP. I haven't been making any effort to farm them (because the stuff is crap), but in the meantime I am constantly having to watch for my merit points filling up so I can dump them somewhere. (especially after a few WoE runs)

And it takes TEN times 30K to get even the first thing from this? On pup that's either lolOverdrive effect, or +10HP on the automaton.

Which is why I haven't been making any effort to farm them.
#12 Apr 18 2014 at 5:25 AM Rating: Decent
It sounds like they don't have enough content in the Job Point area so they are putting these barriers in place for a reason.
Once they are set with the stat increases for each job they would/should implement the following:

*Throw away the job rule so you can use the points on whatever you like.
* Don't limit JP's to higher level mobs so you can start urning them from 75+ like merits.
(This will include FoV/GoV back in to the equasion so you can also farm sparks at the same time.)
*Automatically start urning JP's once EXP and Merits are capped.
*Make the requirements for unlocking each JP stat lower so it's less grindy and more fun.

I don't think they will change all of it based on my suggestions above but making content that most people don't use seems a bit silly to me.
At the moment it just isn't worth it to even bother. (Even after adding double points during a limited period.)
#13 Apr 18 2014 at 6:29 AM Rating: Decent
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Janeash wrote:

* Don't limit JP's to higher level mobs so you can start urning them from 75+ like merits.



No, we can't ever go back to 75. It's gone. Let it go. Embrace level 99.

Janeash wrote:

*Automatically start urning JP's once EXP and Merits are capped.


I don't even understand this one. As it currently stands, we get JP concurrently with EXP and or Merits. Why would you want to link them?

I only see really two things that the JP system really needs.... well 3.

Higher base points obtained when vanquishing a foe
Chain bonuses
Lower capacity point requirement to obtain a JP.
#14 Apr 21 2014 at 5:35 PM Rating: Good
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The double cap. points was kind of ..meh I also agree with almost all talk about the disporportion between exp, cp, and the near endless grinding for each job that needs them.

I'd rather they change it so we can choose to get only capacity points at the exclusion of merrits and as a "%" based on the amount of exp we get from that mob. A cap point only setting based on a 30% of exp per mob would be alot better considering the levels and exp gained off these mobs. They can add gear or effects that cost merrits to boost it to 50% ~ 60% of what would have been exp or limmit points per mob. Then the only issue would be switching back to merrits /exp to keep from going below 99 or needing to re build merrits. Not to mention expanding the range and ways to farm them. Abyssea is still a decent place to alliance farm exp/merrits for some odd reason but not so much out side reives delve and somtimes skirmish.

From what I can tell if all Job points can be farmed to 10/10 per job. Does the cost per level increase by 1 or does it along the lines of the cost of merrit points? An increase of 1 will cost 55 job points to cap one category and at 30,000 cp that's 1,650,000 cap points needed. The max we can have is 200 job points at a total of 6,000,000. Depending on how many categories we get in the end.. that is alot, and soloing on the low end 83 ~100 per mob is time consumingly insane. Especially if it's just for one job. Hell I'll even say let us go to capacity points only and let us farm them from Lair, Colony and Wilds keeper reives. As a percentage of what we would have gotten in exp. Right now it seems to be the only real mass form of farming in the Adoulin areas.

Or as an alternative, they should allow us to convert an amount of Merrits into cap points or directly into Job Points. That alone would speed things up as we could keep farming anything, anywhere Abyssea. Then merrit dump into Job points. It'll probably help the folks on odd jobs like bard, whm, rdm, geo, cor, dnc run, & ninjas.. Lord knows how much tools ninjas need to keep shadows up in groups farming cap. points in adoulin.
#15 Apr 23 2014 at 7:09 AM Rating: Good
Meldi wrote:
Janeash wrote:

* Don't limit JP's to higher level mobs so you can start urning them from 75+ like merits.



No, we can't ever go back to 75. It's gone. Let it go. Embrace level 99.

Janeash wrote:

*Automatically start urning JP's once EXP and Merits are capped.


I don't even understand this one. As it currently stands, we get JP concurrently with EXP and or Merits. Why would you want to link them?

I only see really two things that the JP system really needs.... well 3.

Higher base points obtained when vanquishing a foe
Chain bonuses
Lower capacity point requirement to obtain a JP.



Yeah I think you have a slightly different understanding of what I was aiming for in my last post.
The way JP's work is you can't urn them just anywhere on the map in the same way as EXP and Merits. (As already mentioned so you won't get EXP, Merits with JP's if your not targeting the correct lvl mobs.)
I never want to go back to lvl 75, that wasn't what I was saying.
Level 75 mobs should check around EP around 99 so if you could earn JP from them it might make them more accessable then they are currantly.
Making the lowest level a player could start urning JP's 75+ is a nice idea as you could sellect between EXP/Merits/JP's from that point.(Unless they become capped and then they automatically get added to the next set of points..
A previous poster said they have to use up their merit points many times before they get any JP's so this may solve it.

This means you can urn points while doing other things.

However if the currant system works fine for you then your all set :)
(I think SE was aiming for Merits V2 with JP's anyway so they seem to want minimum of lvl 99's to do this stuff and I doubt they would lower it.)
Me on the other hand, I probably won't touch JPs the way it is and we can only see how many people are really trying this content when the servey is completed.
#16 Apr 23 2014 at 1:20 PM Rating: Decent
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The thing is... its been what? 4 years since 75 wasn't the level cap anymore? For all intents and purposes, 75 is a meaningless arbitrary number now. It has no relevance or correlation with the current game other than it used to be the level cap way back when. Yet, people still clamor for that being the demarcation of endgame content. It doesn't make sense. 99 is the level cap now, people should stop asking for content to revolve around level 75.

I like the concurrent cap point generation. I don't want another system that I have to toggle to generate points on. They are making strides to increase the amount of job points earned and now we are going to have chain bonuses. I want to be able to earn merit points and cap points at the same time. I don't want one or the other.
#17 Apr 24 2014 at 6:03 AM Rating: Decent
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the stuff you can get with them isnt worth it imo
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99 NIN/DNC/WAR/MNK/SAM/BST/WHM/RDM
70 BLM/RNG
#18 Apr 24 2014 at 6:56 AM Rating: Excellent
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that depends on what job you are on. BLU has already been mentioned with an addition 10 spell points. Cor also has 2 nice options with enhanced roll durations and 10% chance to have wild card reset your own wild card. Thf has a really nice sneak attack adjustment. Sch also has a nice augment to regen spells.
#19 Apr 25 2014 at 5:54 AM Rating: Decent
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apologies i should have added the caveat for the jobs at 99 that i like playing where i use the 1hrs, my favourite job is nin :p

Edited, Apr 25th 2014 7:54am by dilthanas
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99 NIN/DNC/WAR/MNK/SAM/BST/WHM/RDM
70 BLM/RNG
#20 Apr 25 2014 at 11:07 AM Rating: Excellent
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Earn* it's spelled "earn". An urn is a pot you put things in, like a plant. Sorry but that was driving me nuts.
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