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So now that FFXI may be dying soon..Follow

#27 Apr 14 2015 at 6:42 PM Rating: Decent
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Thayos wrote:
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I would like some kind of solo/duo content as well.


I think I read something about how in Heavensward, you'll be able to take smaller groups (not sure about soloing) into existing dungeons. So that might be something other than crafting/fishing/guildleves.

I'd personally love to see SE develop the guildleve system a bit more... that could be the answer to giving people solo content with more decent exp rewards than killing open-world trash mobs.

I'm also eager to see the large-scale FATEs being planned for Heavensward.

And, to be honest, I haven't even set foot in the Gold Saucer yet... been to busy with moving in RL. Maybe I'll get to that soon.


Wish I could find that read somewhere. Sounds awesome.
#28 Apr 15 2015 at 6:18 AM Rating: Good
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Theonehio wrote:
svlyons wrote:
sandpark wrote:
I was not really wanting this to make dungeons or fates obsolete. Just another option to level. No wait times like fates or dungeons. Just grab a few friends and if the monsters are there you can kill them. Just more options to level than we have now.

The problem with more options is that a new option has to be clearly better in one way or another in order to get people to participate. Players will gravitate toward a single option that is viewed as the optimal option.


So..like ARR now? People gravitate to Dungeons since SE boosted their EXP to compete with FATEs.


I dont know how true this is.. I leveled all of my jobs via fate pugs except drg(main), sch, and whm. DPS ques are way too long. I remember specifically leveling pld and mnk from 1-50 by fates in a single weekend. Took Friday-Sunday to take pld from 1-50 and the next weekend I took mnk 1-50. Also took nin to 50 via fates very recently. I hate fates and the thought of having to do another one makes me want to vomit now... However I did level almost all my jobs via fates. Healers had almost insta-ques so I didn't mind dungeons for them. Keep in mind of course some of these jobs were in junction with the dailies. Name slips my mind but you have to complete 3 fates for an exp bonus 3 dungeons 3 leves etc.. But it was all post dungeon exp buff.


Edited, Apr 15th 2015 8:20am by SaitoMishima
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#29 Apr 15 2015 at 6:45 AM Rating: Decent
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No one playing FFXIV doesn't wont to play FFXI anymore, yet they want the game to become like FFXI. .

Exp parties in FFXI weren't all the cracked up to be. Certain jobs were not accepted(BLMs), and most of the melee jobs had very very long LFG times, that DF queuing cannot begin to touch. This is all 75 era of course.

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#30 Apr 15 2015 at 7:04 AM Rating: Good
I don't see much of a problem with it. I currently mix up dungeons and Fates as it is, throwing in another way to exp would be fine with me. I enjoyed them in 1.0, they filled up quite quickly. As others have pointed out, dungeons are only feasible for tanks and healers. I started leveling Nin not too long ago, and the queue times for a party were beyond ridiculous.

People will always gravitate towards what's best, but there are some who prefer alternatives even if they aren't optimal. Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it. I took BST to 75 solo or duo over a long period of time and enjoyed it immensely.

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#31 Apr 15 2015 at 7:29 AM Rating: Good
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The daily roulette bonus for a lowbie dungeon makes it possible to knock out a level a day for a DPS, even with the 30 minute queue.

Note that SE recently adjusted the algorithm for lowbie roulette - players on their first job to 50 will have a shorter queue than players on their 8th job to 50 like me. So DPS queues initially show as 10 minutes, but newbies get those slots so it still climbs up to 30 minutes. I don't mind; I plan to spend an hour in the lowbie dungeon anyway, including 30 minutes of queue time.

If I'm close to a level after I get out of the lowbie dungeon, I can fill it out with the hunting log or a few leves.

A level a day is not fast, but it's plenty enough if you're working on job #8 or 9 and have other activities to fill in the time.
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#32 Apr 15 2015 at 7:40 AM Rating: Excellent
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Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.


This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.

Quote:
and most of the melee jobs had very very long LFG times, that DF queuing cannot begin to touch


16 hours as a DRK once. And while that was an outlier, not by as much as you'd think. Also I play FFXIV and I don't want it to be FFXI. I played FFXI for seven years, I stopped for a reason.
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#33 Apr 15 2015 at 7:50 AM Rating: Good
Archmage Callinon wrote:
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Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.


This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.


Eh, Manaburns were always prelevant in Ranperre's Tomb (probably other places too, but I can't remember). When SCs were popular, blms were a must too for that burst dmg. As for BST ya, they were pretty much well forced to solo until ToAU came along and you could get full bst parties in Caederva Mire.

Edited, Apr 15th 2015 9:50am by Montsegurnephcreep
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#34 Apr 15 2015 at 7:59 AM Rating: Good
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Catwho wrote:
Note that SE recently adjusted the algorithm for lowbie roulette - players on their first job to 50 will have a shorter queue than players on their 8th job to 50 like me. So DPS queues initially show as 10 minutes, but newbies get those slots so it still climbs up to 30 minutes. I don't mind; I plan to spend an hour in the lowbie dungeon anyway, including 30 minutes of queue time.


One thing I wish that they'd do, is try to give you the highest dungeon possible for your level (assuming you're the lowest level in the group), assuming nobody in the group needs the dungeon for story/unlock/specific queue purposes.

There were times I tried to get XP on jobs. For example, I'd Q up my Lv30 job and I got, say, Copperbell or especially Tam-Tara (the low level Q loves Tam-Tara for some weird reason, I was seeing it 3, 4, 5 times in a row even when everybody was over-leveled for it) and I could tell from the equipment everybody was wearing, that everybody was at least 30s, a couple of them having endgame equipment.

And I realize that Random is Random, but when I appear to be the lowest level in the group... wouldn't something like Haukke Manor be a lot better? Yes, the XP you get at the end of the dungeon is the meat of the whole thing, but yet don't be so quick to dismiss the trash kill XP. As a Lv30, a run through Haukke Manor would give you quite a bit more than a run through Copperbell in terms of Trash XP. You're talking upwards of 50% more XP.

I used to really dislike all of those times I got sent to lowbie dungeons when nobody needed said dungeon for story/quest purposes.
#35 Apr 15 2015 at 8:26 AM Rating: Excellent
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Montsegurnephcreep wrote:
Archmage Callinon wrote:
Quote:
Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.

This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.

Eh, Manaburns were always prelevant in Ranperre's Tomb (probably other places too, but I can't remember). When SCs were popular, blms were a must too for that burst dmg. As for BST ya, they were pretty much well forced to solo until ToAU came along and you could get full bst parties in Caederva Mire.

BLM soloing didn't become common until after the SC/MB era was over. Once TP burn parties became the standard, Manaburns disappeared because they required BRDs, and BRDs picked the much better exp of TP burns over Manaburns.
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#36 Apr 15 2015 at 8:33 AM Rating: Good
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One thing I wish that they'd do, is try to give you the highest dungeon possible for your level (assuming you're the lowest level in the group), assuming nobody in the group needs the dungeon for story/unlock/specific queue purposes.


God, yes please. The amount of time I've spent in Toto-rak in my 40s is offensive.
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#37 Apr 15 2015 at 9:28 AM Rating: Excellent
svlyons wrote:
Montsegurnephcreep wrote:
Archmage Callinon wrote:
Quote:
Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.

This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.

Eh, Manaburns were always prelevant in Ranperre's Tomb (probably other places too, but I can't remember). When SCs were popular, blms were a must too for that burst dmg. As for BST ya, they were pretty much well forced to solo until ToAU came along and you could get full bst parties in Caederva Mire.

BLM soloing didn't become common until after the SC/MB era was over. Once TP burn parties became the standard, Manaburns disappeared because they required BRDs, and BRDs picked the much better exp of TP burns over Manaburns.


Oh, I know stuff kept replacing stuff throughout the lifespan of the game. But there were always a couple ways to earn exp, one optimal and a couple sub-optimal. I never saw any problem with it. Chigoe parties were the **** too! Maze of Shakrami worm parties were amazing, then the whole population flocked to the dunes for some odd reason.

I also get that all of these exp gains were done in similar fashions. Find camp, set up shop and kill. Still, they were somewhat varied. XIV has it setup so you CAN earn exp in a myriad of ways, so why not add another? The more, the better!
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#38 Apr 15 2015 at 9:33 AM Rating: Good
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Archmage Callinon wrote:
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Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.


This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.

Quote:
and most of the melee jobs had very very long LFG times, that DF queuing cannot begin to touch


16 hours as a DRK once. And while that was an outlier, not by as much as you'd think. Also I play FFXIV and I don't want it to be FFXI. I played FFXI for seven years, I stopped for a reason.

I must be a lucky one then. I never once had trouble getting a party on blm or bst. But I also formed my own parties.The most I ever actually sat lfg was on ranger, two days and no party, but I also didn't try forming one then.

I am not asking to make ARR into FFXI and adding open world grinding doesn't make it FFXI or a korean grinder unless that is all ARR offered and you know this to be true deep down. Search your feelings..

Edited, Apr 15th 2015 11:35am by sandpark

Edited, Apr 15th 2015 11:36am by sandpark
#39 Apr 15 2015 at 10:23 AM Rating: Excellent
Kind of unrelated, but I wish SE would let you undertake more than one low-level roulette each day.
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#40 Apr 15 2015 at 2:29 PM Rating: Decent
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Montsegurnephcreep wrote:
svlyons wrote:
Montsegurnephcreep wrote:
Archmage Callinon wrote:
Quote:
Heck, look at BSTs and BLMs in XI. Quite a few people leveled them up solo, and with the frequency of death, it was never close to a party in terms of exp/hr, but some enjoyed it.

This is a little misleading. A lot of BLM and basically all BST leveled solo because they had no choice.

Eh, Manaburns were always prelevant in Ranperre's Tomb (probably other places too, but I can't remember). When SCs were popular, blms were a must too for that burst dmg. As for BST ya, they were pretty much well forced to solo until ToAU came along and you could get full bst parties in Caederva Mire.

BLM soloing didn't become common until after the SC/MB era was over. Once TP burn parties became the standard, Manaburns disappeared because they required BRDs, and BRDs picked the much better exp of TP burns over Manaburns.


Oh, I know stuff kept replacing stuff throughout the lifespan of the game. But there were always a couple ways to earn exp, one optimal and a couple sub-optimal. I never saw any problem with it. Chigoe parties were the **** too! Maze of Shakrami worm parties were amazing, then the whole population flocked to the dunes for some odd reason.

I also get that all of these exp gains were done in similar fashions. Find camp, set up shop and kill. Still, they were somewhat varied. XIV has it setup so you CAN earn exp in a myriad of ways, so why not add another? The more, the better!



Exactly..
How could it possibly be bad.
It just amazes me how many people enjoy repetition and doing the same thing over and over and will defend it to the hilt. How frigging boring.
It amazes me how mmo's are becoming all the same. It is this mentality and making excuses for companies not trying stuff new and defending them.
Lets just dumb down everything.


Hey be happy just got three new dungeons... But they are like the last 16 dungeons I just did.. But hey on this one you get to flick a switch at a certain point... Yehaww...

What happened to imagination. now it is just reputation and grinding the same stuff.

Edited, Apr 15th 2015 4:38pm by Nashred
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#41 Apr 15 2015 at 3:20 PM Rating: Excellent
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Montsegurnephcreep wrote:
Oh, I know stuff kept replacing stuff throughout the lifespan of the game. But there were always a couple ways to earn exp, one optimal and a couple sub-optimal. I never saw any problem with it. Chigoe parties were the **** too! Maze of Shakrami worm parties were amazing, then the whole population flocked to the dunes for some odd reason.

I also get that all of these exp gains were done in similar fashions. Find camp, set up shop and kill. Still, they were somewhat varied. XIV has it setup so you CAN earn exp in a myriad of ways, so why not add another? The more, the better!

I think it's important to note a key difference between solo exp options and group exp options. You can have a bunch of different solo exp options and players can choose whichever option they want simply based on personal preference. However, group exp options is a whole different beast. Want to do something different than the mainstream? You have to find several other players willing to take the same non-mainstream approach as well.

SE can add as many solo exp options as they want, and it's never going to take away from the existing solo options available. But any group exp option is likely to either wind up being ignored, or chosen to the point of the player base abandoning the old options. Make it too bad, and practically no one will do it (e.g. make a 4 man party and kill mobs in the overworld for exp in XIV right now). Make it too good, and it could very well displace the current group exp activity, which is the fear that several posters have expressed.

More options is only better if you wind up with more viable options, at least as far as group content.
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#42 Apr 15 2015 at 3:27 PM Rating: Good
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Nashred wrote:
Exactly..
How could it possibly be bad.
It just amazes me how many people enjoy repetition and doing the same thing over and over and will defend it to the hilt. How frigging boring.
It amazes me how mmo's are becoming all the same. It is this mentality and making excuses for companies not trying stuff new and defending them.
Lets just dumb down everything.


Hey be happy just got three new dungeons... But they are like the last 16 dungeons I just did.. But hey on this one you get to flick a switch at a certain point... Yehaww...

What happened to imagination. now it is just reputation and grinding the same stuff.

Edited, Apr 15th 2015 4:38pm by Nashred

I'm confused. Are you for open world exp parties grinding on the same mobs over and over for hours, or against it? Whether you're running the same dungeon over and over again or killing the same open world mob over and over gain, isn't it all repetition and grinding the same stuff?

I certainly don't see how adding new zones with the same re-skinned mobs from old zones is any more imaginative than making new dungeons that are similar to old dungeons.
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#43 Apr 15 2015 at 3:42 PM Rating: Good
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Nashred wrote:


Exactly..
How could it possibly be bad.
It just amazes me how many people enjoy repetition and doing the same thing over and over and will defend it to the hilt. How frigging boring.
It amazes me how mmo's are becoming all the same. It is this mentality and making excuses for companies not trying stuff new and defending them.
Lets just dumb down everything.


Hey be happy just got three new dungeons... But they are like the last 16 dungeons I just did.. But hey on this one you get to flick a switch at a certain point... Yehaww...

What happened to imagination. now it is just reputation and grinding the same stuff.

Edited, Apr 15th 2015 4:38pm by Nashred

It isn't bad to the everyone, just bad to some. Just like dungeons or instances are perfect to some players and bad to others. I am not saying we can't have our preferences or opinions. I am just saying there is a space for options always. Perhaps my constant dismay with the combat system or some of the systems in ARR leads some here to think I'm being a negative nancy and I don't like the game. They can believe what they wish just as I can.

In my deepest of hearts, I believe this is a good game and what is there so far for the most part is great. The ARR team has done it's job amazing. I read other forums and talk to other people and they are in love with all the meta game under systems in this game. I just want a slight boost to incentive to open world grinding, not to shut out other content.

What a broader game this could be if it had a space for people with different likes in all forms. It could make a home for people from all walks of likes to find a home here. Then we could have more people in the game interacting through out the whole game.

No haves and have nots, just communion. Alone or in a band but never truly alone in a persistent world. All it takes is not being closed off to change and appreciating every addition. Options for pvp could be frontlines, chocobo joust, chocbo racing, triple triad, Final Fantasy ARR tactics multiplayer, whatever these devs and players can dream of.

This is my humble wish.
#44 Apr 15 2015 at 3:56 PM Rating: Decent
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svlyons wrote:
Nashred wrote:
Exactly..
How could it possibly be bad.
It just amazes me how many people enjoy repetition and doing the same thing over and over and will defend it to the hilt. How frigging boring.
It amazes me how mmo's are becoming all the same. It is this mentality and making excuses for companies not trying stuff new and defending them.
Lets just dumb down everything.


Hey be happy just got three new dungeons... But they are like the last 16 dungeons I just did.. But hey on this one you get to flick a switch at a certain point... Yehaww...

What happened to imagination. now it is just reputation and grinding the same stuff.

Edited, Apr 15th 2015 4:38pm by Nashred

I'm confused. Are you for open world exp parties grinding on the same mobs over and over for hours, or against it? Whether you're running the same dungeon over and over again or killing the same open world mob over and over gain, isn't it all repetition and grinding the same stuff?

I certainly don't see how adding new zones with the same re-skinned mobs from old zones is any more imaginative than making new dungeons that are similar to old dungeons.

If you look at any combat scenarios on paper. Everything is repetitive, unless the gameplay mechanics change. But even though they aren't inherently different. There is an intangible feel of difference between the different systems. In one you are riding the rides at the themepark. In the other you are making the rides.
#45 Apr 15 2015 at 4:25 PM Rating: Excellent
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Personally, I think it would be good to incentivize people to fight open-world monsters more for exp. However, I don't mean for it to replace any current form of exp grinding. I just get bored when, in a FATE group, there are no FATEs up, and we are sitting around twiddling our thumbs. It would nice to be able to convince others to kill trash mobs for exp until the next FATE. I know that we can currently do that; it is just difficult to convince others to participate since it's not very good.

Then again, I'm rather of the mind of minimizing the time I spend grinding, so it would just be beneficial to my style of play. I wouldn't want this type of change to happen if it ran the risk of replacing FATEs and dungeons. I'm not terribly motivated to go back to FFXI-style. Like someone mentioned before, I left that game for a reason.
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#46 Apr 16 2015 at 2:14 AM Rating: Excellent
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Thayos wrote:
The problem with allowing open-world grind parties in XIV is then you'd take people out of dungeons, which would really upset the balance of the game.

While I don't really thinking mob grinding is the direct solution to creating a more meaningful open world, I hope you realize there are people who hate dungeons, their instanced nature, and the choke hold their presence creates when it comes to that "balance" you speak of. In my eyes, if such a thing did actually happen, it'd only serve as testament to what people truly desire of their game. MMOs are arguably becoming too raid-centric these days.

Thayos wrote:
Adding open world exp grinding would not just unbalance the game, but destroy it. And there are plenty of reasons to keep doing old dungeons.

And my gut tells me you're on to that reality, but I also suspect a smattering of the, "But RMT...!" argument that Yoshi employed to keep crafting down, and thus, any real meaningful economy. Either way, would more rewarding open world progression enable bots? To a degree, sure, but they also did/do things like mine or farm **** like diremite webs. Realistically, things like this are never going to go away as long as there's something people want. What's needed is a mix of vigilance from players and GMs to actually investigate reports from said players. While I won't say there is a bot that can't be detected, there are patterns that can be established and compared against how legit players would behave.

Catwho wrote:
You do still get chain bonuses when you fight mobs at your level or higher, for that matter. I can solo chain to 3-4 easily - having a group of people could probably shoot that up to 6 or 7, possibly much higher if you've got a group capable of killing a mob every 20 seconds.

Given the fact I'd done some open world party level at launch, the biggest issue is simply finding a camp with enough mobs/fast enough respawns to keep the chain going. As is, being partied up will initiate linking mechanisms that otherwise wouldn't apply solo. This technically makes pulling a breeze. Mobs, however, are simply too spread out in most locations and leashing kills the thought of mass pulling pretty quick.
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#47 Apr 16 2015 at 2:50 AM Rating: Decent
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Altair wrote:
sandpark wrote:
Do any of you want this too? Not as a main form of experience but as an alternative to dungeons or fates. It could offer a bit less xp if they want dungeons keeping priority.

I don't, personally. Open world grinding has never been fun to me, it bored me to tears. If they offer less XP than traditional methods, I don't think many people will participate anyway.

sandpark wrote:
Last question. What are some interesting things or ways other games have done in the past to earn or making grinding parties interesting?

This kinda supports what I was saying. If you have to have special ways to make grinding parties interesting, then maybe grinding parties aren't the way to go.


Completely agree, I don't want to see it and I think yes it will unbalance the way dungeons are done. It will also add on to the queue system for the amount of time it takes to get in the dungeons you want. Having done all the jobs, there were times (not often) where I had to wait more than 30 minutes.

Luckily enough there is always other stuff to do but do I want to wait longer because of the parties now doing grind? What about Relic Dungeons that are needed? Will we see a no longer instant Tank DF?

The game isn't a grind in that way and I certainly don't want to see it any more - at least not in the way of XI. Unless they created the grind just for a certain level range e.g. 50-60. It would seriously cause problems if done for anything below that.

You also have to remember that as much as Dungeons feel that grind, they are far more interesting than facing off the same mob for 100s of times for several hours... Ugghhhh I do not miss sitting in crawlers nest for so many hours just for a couple of levels.. or spending ages just to cap merits pre-abyssea.

Although Abyssea was more interesting there was a bit of a roam around even for healers. Will say this though Pre-Abyssea as a healer doing exp allowed me to be half asleep because I was effectively casting the same 1-2 macros constantly...

Edited, Apr 16th 2015 4:53am by Lonix
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#48 Apr 16 2015 at 5:37 AM Rating: Good
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I would love to see more OPEN dungeons. With all of the complaints about how FFXIII was a "hallway" for 40 hours, all of the dungeons at level 50 are just one long hallway. Most of the time in a dungeon is spent killing monsters and there are no other alternatives, SE even put barricades that only disappears when you kill certain type of monsters. It hinders speed running like in the old WP or AK where you just skip everything and go straight to the boss. I want to be able to shave off 5 minutes off a duty by having the ninja use hide or let the black mage or white mage use sleep to avoid enemy encounters and clear an objective in a specific room.

FFXI had loads of missions in Assault where the main objective was not to kill everything in a dungeon and I would like to be able to experience that once again. FFXIV has loads of interesting fights, but sometimes it's just rewarding to be able to skip monsters entirely if you are good enough.

Edited, Apr 16th 2015 7:38am by Solonuke
#49 Apr 16 2015 at 10:36 AM Rating: Good
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Solonuke wrote:
I would love to see more OPEN dungeons. With all of the complaints about how FFXIII was a "hallway" for 40 hours, all of the dungeons at level 50 are just one long hallway. Most of the time in a dungeon is spent killing monsters and there are no other alternatives, SE even put barricades that only disappears when you kill certain type of monsters. It hinders speed running like in the old WP or AK where you just skip everything and go straight to the boss. I want to be able to shave off 5 minutes off a duty by having the ninja use hide or let the black mage or white mage use sleep to avoid enemy encounters and clear an objective in a specific room.

FFXI had loads of missions in Assault where the main objective was not to kill everything in a dungeon and I would like to be able to experience that once again. FFXIV has loads of interesting fights, but sometimes it's just rewarding to be able to skip monsters entirely if you are good enough.

Edited, Apr 16th 2015 7:38am by Solonuke


That might be OK for Lv50 dungeons, but not for <50 dungeons, because, well, we see it going on in places like Brayflox's, or even Sastasha where large groups of trash are entirely skipped, and some people need/want XP. I don't like being in, say, Brayflox and everybody wants to skip all the trash in that large lake area and someone ends up aggroing something anyways.

I get that the Lv50s want their quick allagan stuff, but yet the <50s would like some XP.

Same reason I hate getting Primals on the Low Level Queue when I'm trying to get XP. In fact, I've always thought Primals should give +50% XP upon their clear because it eats up the daily roulette but gives a lot less XP than a dungeon would.
#50 Apr 17 2015 at 10:45 AM Rating: Decent
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svlyons wrote:

I think it's important to note a key difference between solo exp options and group exp options. You can have a bunch of different solo exp options and players can choose whichever option they want simply based on personal preference. However, group exp options is a whole different beast. Want to do something different than the mainstream? You have to find several other players willing to take the same non-mainstream approach as well.

SE can add as many solo exp options as they want, and it's never going to take away from the existing solo options available. But any group exp option is likely to either wind up being ignored, or chosen to the point of the player base abandoning the old options. Make it too bad, and practically no one will do it (e.g. make a 4 man party and kill mobs in the overworld for exp in XIV right now). Make it too good, and it could very well displace the current group exp activity, which is the fear that several posters have expressed.

More options is only better if you wind up with more viable options, at least as far as group content.


I'd like to expand upon this on this a bit- First, an IRL example of how more isn't always better- I work at a small school with a population of about 700 kids 9-12. This school has every possible sport team you can imagine. It has probably 3x the options for sports that I had in my high school. Guess what, half of these sports are STRUGGLING to field a team. There just aren't enough kids to fill all the teams and as a result almost every team suffers. Many of the teams aren't very competitive and often the kids are frustrated with the practice and game schedules because everyone is competing, not only for bodies to field a team, but for resources such as practice fields, spectators etc.

How does this relate to FFXIV? When it comes to Group Options, you need the server numbers to support the options. For each option you add, you steal available bodies from keeping the other options up and running. This is especially noticeable if one option happens to be more popular than others. All the other options are left scrambling for crumbs. Add enough options and every option is spread thin. Imagine queue times for DD in dungeons if all the healers and tanks decide they prefer one of 16 other options to dungeon spamming. Each server has an upper limit of players it can support based on size. Therefore, it follows that each server only has a playerbase capable of supporting a specific number of GROUP content options.

Now, before people mistake me for being DUNGEON ONRY!! / OPTIONS BADD!! . . .

I'm all for people having options. But they can't just start slamming things into the game or it will break the balance that exists. Especially when you consider how dungeon-dependent the current storyline and content are.

P.S. I actually hate the current dungeon set-up. I hate that every single thing is instanced. I miss open world dungeons. How the **** can a person be a miner if they've never actually mined in a goddamn honest to goodness cave?!

Edited, Apr 17th 2015 12:51pm by ChaChaJaJa
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#51 Apr 21 2015 at 7:30 AM Rating: Default
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svlyons wrote:
Nashred wrote:
Exactly..
How could it possibly be bad.
It just amazes me how many people enjoy repetition and doing the same thing over and over and will defend it to the hilt. How frigging boring.
It amazes me how mmo's are becoming all the same. It is this mentality and making excuses for companies not trying stuff new and defending them.
Lets just dumb down everything.


Hey be happy just got three new dungeons... But they are like the last 16 dungeons I just did.. But hey on this one you get to flick a switch at a certain point... Yehaww...

What happened to imagination. now it is just reputation and grinding the same stuff.

Edited, Apr 15th 2015 4:38pm by Nashred

I'm confused. Are you for open world exp parties grinding on the same mobs over and over for hours, or against it? Whether you're running the same dungeon over and over again or killing the same open world mob over and over gain, isn't it all repetition and grinding the same stuff?

I certainly don't see how adding new zones with the same re-skinned mobs from old zones is any more imaginative than making new dungeons that are similar to old dungeons.



My point is I agree with him.. how can anything different added to the game be bad.

It adds a alternative method of leveling for those who want to use this method. Might not be the majority but who cares especially if it makes some people happy.

I think running dungeons over and over is the same damn thing and boring since all dungeons so far have been the same with a slight tweak..

Everyone thinks because they dont like something or think it is boring and dont want something that everyone should agree with them.

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