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Anyone know what il void ark gear will be?Follow

#1 Sep 22 2015 at 12:04 PM Rating: Default
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I hear il200... if that true I wont hope its not better than eso gear (as that would make getting it pointless) but instead just be filler piece for the ESO gear you didnt want or didnt plan to upgrade... also correct me if Im wrong but didnt the CT only drop armor? not accessories (including belt) and weapon? I so I hope void ark follows the same formula bcaus if so Id only need two piece of gear from it to replace my il190 orias stuff.. which Id be ok with... then trying to run it for weeks or months to get a full set 9or close to it if you add acessories and weapons.. I have enough weekly stuff to grind as it is lol)
#2 Sep 22 2015 at 12:57 PM Rating: Good
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They didn't say what ilevel Void Ark would drop, my guess would be i200 and esoterics upgrade materials.

CT dropped left side gear including belts but NOT including weapons.
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#3 Sep 22 2015 at 1:27 PM Rating: Decent
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Ok well in VA work that way and assuming none is better than eso id only need hands and head
#4 Sep 22 2015 at 11:24 PM Rating: Default
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Btw did the lore ever explain the Bahamut fight in t13...


ppl used to speculate that we would never fight bahamut because of his size... the fact that in t5 your whole party and standing in one of his claws and even then doesnt fill up his whole hand... just to show the scale of how huge he is... hes the thing in t13 didnt look close that that big... sooooo?
#5 Sep 23 2015 at 6:39 AM Rating: Good
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They said Voidark is Crystal Tower. It will drop ilvl 200-205 (205 is the ballpark number if they tune the difficulty higher than they're planning.) It will have the upgrade materials Savage Alexander drop as, most likely, a weekly quest or one of the bosses will drop it and it has its own lockout timer. Voidark may drop weapons, but like World of Darkness, they'll probably change their mind on it.

Binding Coil's lore was well explained and given that Bahamut is a primal like any other. In XI we fought him and he's technically gigantic as well, but in XIV, you're fighting a literal "avatar" of Bahamut inside of his heart. Much like Phoenix you were fighting a new born primal. So while in Binding Coil 1 you seen bits of Bahamut in each turn, his actual body was being revived but he was smaller.
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#6 Sep 23 2015 at 8:46 AM Rating: Good
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Btw think we'll ever get REAL hardcore endgame raids? By that I dont mean 3 hour long dynamis like raids (which Id be fine with completely but I know XIV is takin the casual approach so wed NEVER see ANY content that cant be done in 30 mins or less, because god forbid ppl have to play a game for longer than that (even though they actually do... I mean how many of you get on ff right now an log off after 30 mins? I sure as hell dont.. especially on my off days... but anyway...)

What I mean by REAL raids is hardcore crystal tower, where the best gear drops but you actually have to travel through dungeon that probably gonna take 30 mins, with hard trash mobs then an ever hardER boss at the end (or multiple bosses ala crystal tower)?

I mean so far our hardcore raids are really just... enter and fight a boss.. or run 100 yards fight trash mobs that may as well be in a normal easy dungeon THEN fight a boss, nothing like an ACTUAL raid in every other MMO... SE should fix that, or change the titles and designate Raid only to CT and void ark (oh and the fact that most game raids have much higher player counts than 8.. another thing CT does right but Im not gonna get into that one)

#7 Sep 23 2015 at 9:04 AM Rating: Excellent
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The problem with multi-boss hardcore raid instances in this game is the time limit. Because all instances are under strict time limits, you can't really reasonably create a hardcore instance that contains many bosses.

I mean seriously... imagine doing all 4 bosses in Alex Savage in 90 minutes? Nope. Unless you're already farming all 4, there's no chance of you doing that. And then when the time limit runs out and you're unceremoniously booted out of the instance, you have to what? Do all the bosses again to get back to the one you're working on?

As long as that time limit is a thing, you will never see a hard multi-boss raid.
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#8 Sep 23 2015 at 9:09 AM Rating: Good
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I would think the devs would have the sense then to adjust the difficulty to account for the time limit or adjust the time limit to account for the difficulty... thats hardly a hard fix... besides look at all the 90 minute content we have that doent even take 30 mins of that 90 mins so imho the time limit isnt even a factor... it may as well not be there
#9 Sep 23 2015 at 9:10 AM Rating: Good
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Have you ever done progression raiding?
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#10 Sep 23 2015 at 9:40 AM Rating: Default
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yup and i can count the number of times Ive been booed form a dungeon (or raid) because of time expiring on one hand, the raids usually get to the 30 min mark quiet often before we either win or ppl are just "done"
#11 Sep 23 2015 at 10:00 AM Rating: Excellent
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I would suggest that if you're seriously taking down new progression content in 30 minutes that you are a far superior raider than has ever walked the Earth. Alternatively you have no idea what progression raiding is. It's one of those... not sure which.

A new fight can easily take a group several hours or even days to get right the first time. I remember when my WoW raiding guild was working on Heroic Spine of Deathwing back in Cataclysm. We'd steamroll the rest of the instance in about an hour or so because we'd been farming that for some time, and then the next 3 hours of raiding (and then the next 2 days of our raid week) would be Spine for 4 hours a night. It took us almost 200 pulls to finally win that fight. If there'd been a time limit on us being in the instance, forget it. If every 90 minutes we had to go back and kill an hour's worth of bosses just to get to our progression fight? No way. We'd still be doing it today.
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#12 Sep 23 2015 at 10:31 AM Rating: Decent
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if the timer hist the 30 min mark wouldnt that be an hour not 30 mins since you have a 90 minute timer? and like i said, its either taken don before that 30 m in mark on the timer (meaning an hour or less) OR ppl just give up and a start dropping before that point (which happens more often than not) point I was making was the whole 90 mins as rarely ever used due to one of those reason.

Also yes I know what progression is, its a party who hasnt done the content before and doesnt know the mechanics (a its brand new) so they go in to figure it out and learn.

OR a party who knows what to do (as the content has been beaten by a handful of ppl so guides and strategies exist) but they havent actually went into/done the fight to field test/try out their knowledge (just because you KNOW what to do doesn't necessarily mean you can do it), an as i can say first hand simply reading a guide doesnt actually prepare you for the fight.... the guides are confusing as heck with all their diagrams and stuff, but when you actually go into the fight and SEE it (and wipe a few times) THEN you start to "get it"


99% of the time the progression parties Im in fall into the second category, as Im too busy playing catch up (and weekly lockouts dont help) to do sutff when its brand new) like alex savage... by the ime Im ready for that (gear wise) itlll be oct 27th.... thats what? a week before 3.1? If the patch hadnt gotten delayed Id be way behind (as it would be out this month and I stll wouldnt be doin alex savage til the wend of next month)
#13 Sep 23 2015 at 11:08 AM Rating: Excellent
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Sidenote, I do think that, with some finageling, SE could pull off Multi-Core Boss raiding. In fact, I feel like Exploration Voyages may be very similar to that vein - so to do it within a Raid Setting may not be too far off the mark of what's already being implemented in the near future.

A lot of our dungeons are 90 minutes anyways. While it would be difficult to master to begin with, I could see the top end endgame players eventually pushing multiple pathways in a single run, which would be neat to see. But of course there would also be other balancing factors that may prevent this from being a reality that I'm not thinking of.

Still, I would very much be in support of branching Dungeons and Raids.
#14 Sep 23 2015 at 11:12 AM Rating: Default
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besides if WoW can do it so can FFXIV right? I mean if youre gonna copy a game, do it right?
#15 Sep 23 2015 at 11:22 AM Rating: Good
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DuoMaxwellxx wrote:
besides if WoW can do it so can FFXIV right? I mean if youre gonna copy a game, do it right?


They absolutely could. But that time limit on instances has to go. What is that even for anyway? I've never seen an MMO put a strict time limit on how long you're allowed to be in an instance. The only thing I can come up with is that their instance servers are seriously feeble machines that just can't tolerate too many instances existing at once. In which case there's a different problem here.

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In fact, I feel like Exploration Voyages may be very similar to that vein


Similar. But that sounds like it's more of an open-world kind of thing. No instancing or lockouts involved. If we're talking about raids here, then the Airship Party Fun Time Land doesn't really enter into it. As for branching dungeons and raids... maybe. They'd have to re-work the way they handle loot tables so that there's a reason not to simply take the easiest path through an instance, but it's a thing they could potentially do.

Quote:
99% of the time the progression parties Im in fall into the second category, as Im too busy playing catch up (and weekly lockouts dont help) to do sutff when its brand new) like alex savage... by the ime Im ready for that (gear wise) itlll be oct 27th.... thats what? a week before 3.1? If the patch hadnt gotten delayed Id be way behind (as it would be out this month and I stll wouldnt be doin alex savage til the wend of next month)


Apart from the world first race, everybody doing progression is entering a raid they potentially have foreknowledge of. That's still progression. And hey, if you're saying that you've been knocking over Alex Savage bosses within an hour of encountering them, that's great. I don't believe you, but that's great. Most people can't do that.
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#16 Sep 23 2015 at 11:30 AM Rating: Good
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Duo... sometimes you try to say something I could try to agree with, then you say an off color phrase and just ruin it.

WoW and FFXIV are different games. FFXIV isn't copying WoW verbatim, it is trying to refine upon an era of MMOs the same way FFXI did with the Everquest Era. Nobody would call FFXI an Everquest clone. It's just because WoW was so wildly popular that everyone called anyone who tried to adapt and innovate upon the formula a WoW-clone. And it's really derogatory - so can we not?

I'm not even sure FFXIV would do branching dungeons the same way WoW does. Not sure it would work out the same way. Again, Exploration Missions feels like what SE did with the concept. It might be a better idea to review what went right and wrong in our various opinions with Exploration Missions and use that discussion to fuel speculation on how FFXIV would do branching dungeons.

Still thinking on how SE's going to do the whole 'training/recruiting your own squad' thing they mentioned with the whole Grand Company improvements could do branching dungeons as part of that. Donno. Lots of possibilities here.
#17 Sep 23 2015 at 11:30 AM Rating: Excellent
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They absolutely could. But that time limit on instances has to go. What is that even for anyway? I've never seen an MMO put a strict time limit on how long you're allowed to be in an instance. The only thing I can come up with is that their instance servers are seriously feeble machines that just can't tolerate too many instances existing at once. In which case there's a different problem here.


I think it's a direct result of the Pandemonium Warden fiasco, in which people couldn't beat the content because it was glitched and kept trying anyway to the detriment of their own health.

Even Dynamis hard a soft time limit of one hour and a hard time limit of 3.5 hours once you unlocked the extensions. (Later changed to 2 hours once entry became daily.) Limbus? 30 minutes to an hour, depending on which zone. The CT cycle of raids was capped at 2 hours, because that was how long they expected it to take you even if you screwed things up a few times along the way.

So no, the time limits on raid fights are not new and in fact have a lot of precedent in FFXI.
#18 Sep 23 2015 at 11:39 AM Rating: Good
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Even Dynamis hard a soft time limit of one hour and a hard time limit of 3.5 hours once you unlocked the extensions. (Later changed to 2 hours once entry became daily.) Limbus? 30 minutes to an hour, depending on which zone. The CT cycle of raids was capped at 2 hours, because that was how long they expected it to take you even if you screwed things up a few times along the way.


But Dynamis and Limbus weren't instanced areas. So a time limit there makes perfect sense because you need to keep one group from monopolizing them. When we're talking about instances though, that argument no longer applies. Also I'd fully believe that FFXI's servers probably really couldn't have handled a bunch of instances existing at the same time. This is 2015. Servers are better now.

An enforced break time IS a possibility, but because of that you're never going to see multi-boss raids that are in any way difficult. Imagine being on the last boss of a 4 or 5 boss instance, and you're working on the last phase, and you've almost got it, and he's at 15%, and...... out of time. Everyone's kicked out of the instance because SE's decided to enforce raider nap time. I'm pretty sure I know how pissed I'd be.
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#19 Sep 23 2015 at 11:43 AM Rating: Good
Catwho wrote:
Quote:
They absolutely could. But that time limit on instances has to go. What is that even for anyway? I've never seen an MMO put a strict time limit on how long you're allowed to be in an instance. The only thing I can come up with is that their instance servers are seriously feeble machines that just can't tolerate too many instances existing at once. In which case there's a different problem here.


I think it's a direct result of the Pandemonium Warden fiasco, in which people couldn't beat the content because it was glitched and kept trying anyway to the detriment of their own health.

Even Dynamis hard a soft time limit of one hour and a hard time limit of 3.5 hours once you unlocked the extensions. (Later changed to 2 hours once entry became daily.) Limbus? 30 minutes to an hour, depending on which zone. The CT cycle of raids was capped at 2 hours, because that was how long they expected it to take you even if you screwed things up a few times along the way.

So no, the time limits on raid fights are not new and in fact have a lot of precedent in FFXI.



I was going to say that everything in XI had a time limit that didn't take place in the open field. That included BCNM, mission fights inside battlefields, Dynamis, limbus, assaults etc etc. It's pretty standard for FFXI and was made even worse by the Pandemonium warden situation as Catwho mentioned.

Edited, Sep 23rd 2015 1:45pm by Laxedrane
#20 Sep 23 2015 at 12:06 PM Rating: Good
Time limits were later added to open world fights, like when they changed land gods over to the tiered pops. I think even Garrison had a time limit on it.
#21 Sep 23 2015 at 12:33 PM Rating: Decent
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Archmage Callinon wrote:


Apart from the world first race, everybody doing progression is entering a raid they potentially have foreknowledge of. That's still progression. And hey, if you're saying that you've been knocking over Alex Savage bosses within an hour of encountering them, that's great. I don't believe you, but that's great. Most people can't do that.


Well considering I listed the date Ill be ready (gear wise) to even ATTEMPT savage, and the fact that that date isnt hear yet, me saying Ive been knocking over alex savage bosses within an hour of encountering them, would be a lie based on the fact that what I said previous would contradict that, I also said when ive been in progression parties, IF we havent beaten said boss within the first hour most ppl start dropping out and giving up, thus I might have to have attempted said fight 10 times.. which at an hour each would equal 10 hours total before a win. What I said was the 90 min time limit is useless because groups ive been in have NEVER used the whole 90mins, that doesnt mean we've beaten it before time ran out it simply just means ppl would quit long before it even got to that point.
#22 Sep 23 2015 at 12:44 PM Rating: Good
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I highly doubt we'd have dungeon travel because a lot of players are happy with the "less is more" approach XIV has taken and yoshi even stated they're dropping 2 dungeons from the development cycle on patches to give us "better variety of content"...which probably means more glamour but eh.

I would have enjoyed much more if I had to travel through say Ugogo mines and fight Titan. You have to attune to his crystal, but the mines are worthless. They have no point in existing. This is why I believed, against my better judgment, yoshi stating the new dungeons will have a different flow to them and some will give you a sense of "being lost" which is why I said it before and I'll say it again:

The Last story dungeon was the perfect design that should have made up the entirety of HW's dungeons and any future dungeon that's not only story related but raid related. It felt like it actually came from an RPG and wasn't a glorified EXP tunnel. That honestly was the only time I felt ARR/HW was a FF game. Atmosphere is key, mechanics are key...but after all:

"We're making sure 4 man dungeons can be completed through duty finder so they won't be too challenging and fairly simplistic in nature." Bump it up to 8 man and you can break those confines.

As for Alexander and so on -- my stance is clear...and many people who do the content stance is clear. If it was designed like Binding Coil..no problem, but I think them having to appease the "give us story mode!" crowd made them trip up big time. Savage Alexander is terribly designed in numerous ways. I know XIV players absolutely loathe the idea of FFXI, but the content design was amazing. Some things could have been better..but Nyzul..Vagary..Sinister Reign...Provenance...Dynamis/Limbus/Einherjar...stuff like that ("instanced content") are great designs you could build off of. If Alexander XIV was like Alexander XI I'd enjoy it so much more..and I know most others who do progression content would too.

Edited, Sep 23rd 2015 11:47am by Theonehio
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#23 Sep 23 2015 at 1:02 PM Rating: Default
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Hyrist wrote:
Duo... sometimes you try to say something I could try to agree with, then you say an off color phrase and just ruin it.

WoW and FFXIV are different games. FFXIV isn't copying WoW verbatim, it is trying to refine upon an era of MMOs the same way FFXI did with the Everquest Era. Nobody would call FFXI an Everquest clone. It's just because WoW was so wildly popular that everyone called anyone who tried to adapt and innovate upon the formula a WoW-clone. And it's really derogatory - so can we not?


Well no one ever called FFXI an EQ clone because A) EQ wasnt as big or recognizable as WoW.. SO while technically by todays logic ppl would call FFXI an EQ clone but because of what I just said, that would never (or didnt) happen and b) FFXI did LOTS of things EQ didnt, for example.. FFXI was the first MMO that didnt look like **** (i swear EQ coulda been a PS1 game based on how ugly it is... sure youd say... no it couldnt be on PS1 but definitely PS2.. but then Id just name PS2 games thats graphically play EQ away... like zone of the enders 2, metal gear solid 2, final fantasy 10... nothn ugly about those games and they look lightyears ahead of EQ)

Also FFXI actually had a good plot as opposed to EQs "this game s a game for ppl who like RPGs and like grinding just for grinding sake... after you take 100+ hours just getting to max level with no incentive or motivation other than "I enjoy grinding", when you finally hit max level now you take a million more years doing MOE grinding for better gear with no incentive other than "So ill be strong enough to bring for this even BETTER gear", sure FFXI took "a million years" (a full year for me to be exact and that was playin 8 hours a day 7 days a week) to hit max level, compared to a game like WoW and FFXIV, but I had incentive to do that... I wanted to see what was gonna happen next in the story.... so if I had to grinding 30 hours to hit level 50 so I could do the next story mission then bring it on. If FFXI removed its story then it woulda been just like ESO to me where I played til level 10 then quit.

Now look at FFXIV instead of SE saying "our name and title (FF) alone will get our game sales, thus we dont have to try to be like those others guys to get 20 million sales, all we need to do is make a game that doesnt suck" (and FFXIV failure had NOTHING to do with the fact that it wasnt fast paces and WoW like which is the only type of MMO that gets sales these days, 1.0 just simply wasnt good, I can promise you if SE made FFXI with this gen graphics and rerelaed it on PC and PS4, (even the pre abyssea version) it would STILL sale and review WWWAYY better than FFXIV 1.0)

To prove my name and title point... Metal Gear solid V plays NOTHING like the previous games, in fact the ONLY thing goo about it is its gameplay, the story is terrible (unlike the rest), the characters are terrible etc etc, but just because of the title on that box itll sale like hotcakes despite it being a mere shell of its former self.. I mean sure the gameplay is great but thats not what I play MGs for.. I can get good/flashy gameplay out of Devil May Cry, gimmie my deep, convoluting stories, with 45 minute cutscenes, that actually end up predicting the future (look at everything said at the end of MGS2, the date it came out, and look at the world now and tell me that game wasnt right) back please.
#24 Sep 23 2015 at 4:03 PM Rating: Good
Why not have multiple boss dungeons where you are expected not to make it all the way through before the time limit? Maybe you could even save progress...

Oh, wait, I think I was just about to describe Old Nyzul.
#25 Sep 23 2015 at 5:17 PM Rating: Good
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Laverda wrote:
Why not have multiple boss dungeons where you are expected not to make it all the way through before the time limit? Maybe you could even save progress...

Oh, wait, I think I was just about to describe Old Nyzul.


You were..and actually some other MMOs. This wouldn't fly by the XIV communities standards though lol.

"Why would you create content where I can't take my 30 minuets I play a day and complete it?"

So on so forth.

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#26 Sep 23 2015 at 5:37 PM Rating: Excellent
But.... Nyzul Isle had a hard timer of 30 minutes.

You'd try to get your 5 floors per ticket done in those 30 minutes, or in Uncharted/HM later on you'd try to blow through all 100 floors in 30 minutes (and pray for lucky jumps and free floors. Too much RNG in that version.)

You could use 4 tickets and do a long extended session with your static too.
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