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Does EXP/leveling need rebalancing?Follow

#52 Sep 13 2013 at 7:29 AM Rating: Good
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There is also a problem with FATEs that some players on large teams are taking advantage of. It seems pretty sleazy to me, but they'll fight until the main boss is at 75% life and then teleport away and move on to the next FATE leaving the rest of the team behind. That player still gets the same XP & seals plus they get to gain additional XP/Seals from completing the smaller FATE fights.
#53 Sep 13 2013 at 7:37 AM Rating: Decent
FATE grinding = Abyssea? In that they give the fastest XP while requiring the least skill, resulting in high level characters that have no idea how to play their job.

Discuss.
#54 Sep 13 2013 at 7:39 AM Rating: Good
Abyssea at least came out at a time when most players already had several jobs at level cap. SE's mistake with Abyssea was allowing level 30s to participate instead of level 70+ only.
#55 Sep 13 2013 at 10:00 AM Rating: Decent
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I don't have a problem with fates themselves, it's supposed to be open worldish large scale content.
What I do have a problem with is :
1.The speed at which they finish and running from point A to B to C to D to E.

People would complain it shrinks the world. But they should make something called FATE shards acquired after completing a FATE once, you earn that shard.

Have a menu that shows crystal icons for all fates unlocked.
When a FATE is beginning the crystal glows and sparkles.
(FATE participation from players dictates the color of crystal. Red is high traffic, yellow is moderate, green is low traffic.)

Click on that crystal teleports you to that fate.
Upon completion it warps you back to where you were originally.

That way traffic can be spread throughout the whole world versus congesting particular ones.

#56 Sep 13 2013 at 10:28 AM Rating: Good
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Those who want to EXP XI style can actually do it if they find others willing. Just put a party together and target mobs 6-8 levels higher in a good (ideally non-aggro) population. Aggro mechanics will change a bit when in a group setting, including cross-species linking, but this was basically how I took CNJ from 12 to 19 or so in the span of a couple hours. Understandably this method won't be popular because it's not pick-up-and-play friendly, which was generally the issue with XI alongside job discrimination and camp limits. For me, FATE EXP is fine. The mob scaling can use a bit of work, yes, and I'd be totally cool with some kind of quick access system, but those demanding nerfs or that dungeons get uber-EXP too are either looking at things the wrong way or not realizing that FATEs would also need uber-loot if you're going to go that route. Yes, there is seal gear, but I'm of the mind they're not exactly cost-efficient at the moment, especially if leveling and also needing those seals for promotions.
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#57 Sep 13 2013 at 12:06 PM Rating: Good
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I think fates are popular just on the fact that nothing kills the main story quest for me faster then that big red icon over the npcs name and knowing im not at the right level so for right now i am fate grinding after the main story is done i will do all the quest when i re level and re level and etc etc
#58 Sep 13 2013 at 12:10 PM Rating: Excellent
Quote:
I think fates are popular just on the fact that nothing kills the main story quest for me faster then that big red icon over the npcs name and knowing im not at the right level so for right now i am fate grinding after the main story is done i will do all the quest when i re level and re level and etc etc


I kind of agree with this, to the extent I don't have much of a problem "rushing" a job to cap, just so I can enjoy all of the game's content as soon as possible.

That said, I've been playing quite a bit, and my highest level is 28 or 29... I work full-time and am married, though, so my "rush to cap" isn't quite as potent as someone with more free time.
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#59 Sep 13 2013 at 12:18 PM Rating: Good
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I think the biggest problem is simply the fact that everyone is so desperately rushing to cap. Skipping cutscenese, spam clicking quest givers, all to get to 50 so they are not left behind. Currently everything is about the Darklight and AF2. So, everyone wants to get in while everyone is there. And it's a race to the top.

There is technically nothing wrong with fates, it's that peoples exceptions do not allow for the proper development of their skills. Instead of spending time learning everything new, people charge up, and hope to learn it at the top.

Fortunately, this will not last long. Things will either settle in, or everyone will burn through everything (or just burn out trying to keep up with the Kardashians).
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#60 Sep 13 2013 at 12:38 PM Rating: Excellent
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rfolkker wrote:
So, everyone wants to get in while everyone is there.


Normally I would be worried about this. I seriously missed out on three expansions for FFXI, but finished RoZ. I took too many years long and mostly everyone didn't wont to do those missions again. Not finishing CoP was incredibly discouraging.

But in FFXIV, I just don't care anymore. I already figured I'd never get my AF. My focus is the story. Everything else will come, whenever it comes. This way, I'm not depressed and wanting to quit.

Edited, Sep 13th 2013 2:39pm by TwilightSkye
#61 Sep 13 2013 at 12:41 PM Rating: Decent
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sandpark wrote:
I don't have a problem with fates themselves, it's supposed to be open worldish large scale content.
What I do have a problem with is :
1.The speed at which they finish and running from point A to B to C to D to E.

People would complain it shrinks the world. But they should make something called FATE shards acquired after completing a FATE once, you earn that shard.

Have a menu that shows crystal icons for all fates unlocked.
When a FATE is beginning the crystal glows and sparkles.
(FATE participation from players dictates the color of crystal. Red is high traffic, yellow is moderate, green is low traffic.)

Click on that crystal teleports you to that fate.
Upon completion it warps you back to where you were originally.

That way traffic can be spread throughout the whole world versus congesting particular ones.


You think the congested areas are bad? You don't want to see why would happen to the servers with everybody warping all over the realm every 1 to 2 minutes farming fates.
#62 Sep 13 2013 at 1:01 PM Rating: Decent
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972 posts
Yeah, that's why I said Fates should last longer and listed a way to gauge traffic at said fates with the color coding idea. I don't see many people choosing to to play in the most congested areas when they warp.
#63 Sep 13 2013 at 1:15 PM Rating: Good
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Grinding Fate's for me isn't even a viable option. Playing on the ps3, you barely even ever get a chance to strike a monster let alone have any kind of effectiveness in the battle enough to make it worth the time. Dungeon monsters give quite a bit of exp, even the earlier 30's dungeons gives you around 600-1,000 exp for each kill. That's my favorite way to level so far. If the Fate's were a bit less of a cluster @#%^, I might give them more of a chance.

I died to behemoth 3 times, and didn't see him once. Smiley: lol

Edited, Sep 13th 2013 3:16pm by supermegazeke
#64 Sep 13 2013 at 3:47 PM Rating: Excellent
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I actually think dungeoning is pretty viable as it stands now. The issue is, it requires you to have a competent group, and if you're a DPS, you'll have a long wait before you get a group (and there's no guarantee it'll be competent).

As a tank, I have no issues with Q's for dungeons or anything, but even then I can't guarantee that people won't avoid the aoe in Aurum Vale, or get out of the poison in Brayflox's.

Hence, FATE grinding becomes faster.

I could see maybe adding a completion bonus akin to a big FATE for the level (i.e. if you beat Aurum Vale/Dzaemal Darkhold you get a completion bonus of ~25k, which is slightly more than the final stage of Svara, in addition to the rest of the xp you get in the dungeon).
#65 Sep 13 2013 at 6:40 PM Rating: Excellent
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rfolkker wrote:
I think the biggest problem is simply the fact that everyone is so desperately rushing to cap. Skipping cutscenese, spam clicking quest givers, all to get to 50 so they are not left behind. Currently everything is about the Darklight and AF2. So, everyone wants to get in while everyone is there. And it's a race to the top.


People not doing those things won't make the other exp-gaining methods better.

FATEs are not the problem here. The problem is that MMO players will, by and large, do whatever is most efficient. FATEs are the most efficient way to gain exp right now. So what needs to happen is for the other things to at least be close. Personally, I loved the idea someone put forth regarding dungeon coffers giving exp bonuses instead of gear (at the player's choice). That would encourage people to not only run dungeons, but to full-clear them for all the coffer exp. I think that would be a great way to get more people into dungeons and open up that method for leveling as well as gearing as well as working in parties... all good things.
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