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Viable incentive to party?Follow

#152 Jun 19 2009 at 9:48 AM Rating: Decent
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Just to reiterate, why is anyone talking about WoW? Blizzard has no part in FFXIV, WoW is not the bar that all MMOs going forward should be based on. SE is not making WoW 2.


On topic:

Honestly, I do not know how they are going to pull off viable solo leveling and PT leveling. If soloing is viable it can make PTs obsolete.

I am starting to think SE is going to use something similar to FoV in FFXI for solo play. Something that rewards solo play more but PTs being the more efficient route to leveling. Of course they have stated they do not want a pull mob back to camp system so maybe PT play would be mini instances with EXP rewards. ??? Who knows?


#153 Jun 19 2009 at 11:59 AM Rating: Decent
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It's quite simple in my eyes.

XP in groups will most likely net the highest possible experience (as well as other possible bonuses), while other "activities" will allow you to move at a steady pace where progress is definitely still made, just not as quickly. A lot like we have it now, just refined and with more options for those with limited play time.

I don't think this game is going to be as casual as people believe, just nowhere near as torturous going solo as our good friend FFXI

#154 Jun 19 2009 at 1:14 PM Rating: Excellent
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samosamo wrote:

It's quite simple in my eyes.

XP in groups will most likely net the highest possible experience (as well as other possible bonuses), while other "activities" will allow you to move at a steady pace where progress is definitely still made, just not as quickly. A lot like we have it now, just refined and with more options for those with limited play time.

I don't think this game is going to be as casual as people believe, just nowhere near as torturous going solo as our good friend FFXI


To be fair, XI isn't even all that tortuous anymore either. FoV and Campaign were huge wins, and I don't think that people realize how much everyone enjoys moderate content like that (I am sure that even the folks who are here bashing solo play options have done their fair share of campaigning).

Did it kill party play? Not really, at least not for those jobs who were the coveted *party* jobs anyway. I still see bird camps packed, people are still fighting over the stairs in the ********* and I still have to keep anon on whenever I am on BRD for fear of my chat log getting bombed. I think that solo content in XIV would be less of an apocalypse than some of the doomsday folks in here think.

I also think that what people are more worried about is time wasting waiting to put together a group like we see in XI. That is the main deterrent when thinking, "Ok, do I want to party, or do I want to solo?" Do I have time to wait for a party is the real question.

That, my friends, is what will kill party play, not solo options. As long as party play this time around is a little less rigid (i.e. full 6 man team needed, only 2 classes can efficiently tank, everyone wants rdm onry, and jobs like pup and bst are left out), I don't see having solo options coming out of the gate being that big a deal.

Let's just hope they keep the level sync concept intact, because that will go a long way in keeping people interested in grouping.
#155 Jun 19 2009 at 1:30 PM Rating: Good
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Torrence wrote:
samosamo wrote:

It's quite simple in my eyes.

XP in groups will most likely net the highest possible experience (as well as other possible bonuses), while other "activities" will allow you to move at a steady pace where progress is definitely still made, just not as quickly. A lot like we have it now, just refined and with more options for those with limited play time.

I don't think this game is going to be as casual as people believe, just nowhere near as torturous going solo as our good friend FFXI


To be fair, XI isn't even all that tortuous anymore either. FoV and Campaign were huge wins, and I don't think that people realize how much everyone enjoys moderate content like that (I am sure that even the folks who are here bashing solo play options have done their fair share of campaigning).

Did it kill party play? Not really, at least not for those jobs who were the coveted *party* jobs anyway. I still see bird camps packed, people are still fighting over the stairs in the sh*tadel, and I still have to keep anon on whenever I am on BRD for fear of my chat log getting bombed. I think that solo content in XIV would be less of an apocalypse than some of the doomsday folks in here think.

I also think that what people are more worried about is time wasting waiting to put together a group like we see in XI. That is the main deterrent when thinking, "Ok, do I want to party, or do I want to solo?" Do I have time to wait for a party is the real question.

That, my friends, is what will kill party play, not solo options. As long as party play this time around is a little less rigid (i.e. full 6 man team needed, only 2 classes can efficiently tank, everyone wants rdm onry, and jobs like pup and bst are left out), I don't see having solo options coming out of the gate being that big a deal.

Let's just hope they keep the level sync concept intact, because that will go a long way in keeping people interested in grouping.


I agree with you, and although FOV and other activities have certainly made it easier than it was, it can definitely still be grindtastic

You make some good points though
#156 Jun 19 2009 at 1:50 PM Rating: Decent
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I compare the 'growing' mechanic to a skill up party in FFXI. Sure you can kill lower crabs, but kill the higher crabs yields more skills ups and quicker returns. However if you enjoy soloing, you can solo those skills too, it just takes longer. It wasn't until recent with the increased XP on EP-DC mobs and FoV did FFXI really try to make soloing worth it for most jobs not BST. Sure we had goblin pets, but that wasn't safe by any means.

Final Fantasy games have used this growth method in the past. FFII(yes #2) had a growth system. In FFII, basically you would cast magic to increase your magic. If you were a melee, you melee the mobs more. Stats such as HP/MP would go up depending on those type of situations. Now FFII is very old, but I do believe the premise of a 'growth' system is sound. The game was limited by technology though. You often had to attack your own party members to skill up. I can see SE working the kinks out in FFXIV using all their previous games as inspiration.
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