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Group Vs GroupFollow

#1 Mar 28 2010 at 10:51 AM Rating: Decent
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It's been a while since I've been able to post a full Thread, been so busy with work.

This Thread is concerning the Party aspect of FFXIV, which is being explained as "Group Vs Group", not "Party Vs Mob". In one of the interviews it says that Groups will be clearing areas instead of setting up Camp, keeping the pace of battle going, per say.

My question to this is: How will this affect overall Party play?

An example of what I mean would be fights over specific "hot" areas, which would introduce long waits. (Not a Camp, in this case we'd have to think an area from point A to point B with a possibility of X amount of XP, if we're taking into consideration anything SE has said so far about how the "flow" of battles will be.)

In case you're still confused on what I mean, I think Partying will work like this: instead of my Party setting up a Camp at the entrance of Dunes, we'd prepare for a run from the entrance of Dunes to second outpost instead, defeating what will suffice along the way. It just worries me that a bunch of people will be waiting "in line" while a Party does a run for re-spawns (Then again, no idea on how re-spawn rate will work).

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#2 Mar 28 2010 at 11:02 AM Rating: Default
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From that UI screenshot, if you check the minimap you see that the area is dense with monsters. That would suggest that you can have a lot of parties simultainasly in one area. Also dont forget about the leaf system which I think will be instance based.
#3 Mar 28 2010 at 11:50 AM Rating: Default
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I took this to mean, and I know people are going to freak out over my wording here (get over it), that it will be MORE LIKE WOW.

When you run an instance in WoW you are are trying to get from a beginning point to the end point, and most of the pulls along the way are groups of slightly lower lvl mobs instead of single pulls of "IT" type mobs such as in FFXI. It seems like this might be the type of play style they are referring to when they talk about roaming parties instead of pulling single targets back to a camp.

I have mixed feelings on it since the "pull to camp" method was something I missed from FFXI after playing WoW for a long time.

A thought just occured to me: I wonder how (if at all) they will incorporate the "experience chain" mechanic in a world where you get no exp? "Bonus to your chance for skillup" chain?
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#4 Mar 28 2010 at 12:01 PM Rating: Good
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I kind of wish they'd been more clear about this particular aspect of play.

Remember, Guildleves are (supposedly) core to your playing experience.
You really wouldn't be embarking on a leveling session without a Guildleve in hand. So you won't just be going from Point A to Point B for the sake of chewing through mobs, you'll be chewing through mobs because they stand between you and Point B. (The exception being the leve of Diligence, because it outright says it's a 'kill 10 rats' sort of thing.)

You might or might not see other people, depending on if you read the following quote as an explanation of instanced mobs with the environment more open, or just a really round-about explanation of what an instanced dungeon is.
Quote:
Likewise, people cannot attack or be attacked by monsters that are for your guildleve.


Either way, instanced content of any type means your never competing with others.




Quote:
A thought just occured to me: I wonder how (if at all) they will incorporate the "experience chain" mechanic in a world where you get no exp? "Bonus to your chance for skillup" chain?


It just doesn't make too much sense in a game where your fighting things that are in groups. Your naturally killing one right after the other, so, wouldn't it be weirdly redundant to provide a special bonus for killing things in succession? It's not like you have a choice.

Edited, Mar 28th 2010 2:19pm by Zemzelette
#5 Mar 28 2010 at 12:21 PM Rating: Good
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From that quote I'd go with instanced mobs with the environment more open.

It sounds a bit as if: when I get my Guildleve, out in the world somewhere there will spawn monsters connected to my Guildleve, and only I can kill them. So that would basically mean that everyone in the party get a Guildleve they would like to do, then the party moves out in the world and goes around completing the objectives that were spawned when we got the "leve". So we will not have issues with respawns or other parties infringing on our "turf", because they won't be able to touch our mobs anyway.

Sort of like an "open instance" where everyone sees what we do, but can't participate.
#6 Mar 28 2010 at 3:23 PM Rating: Default
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Skeptic wrote:

In case you're still confused on what I mean, I think Partying will work like this: instead of my Party setting up a Camp at the entrance of Dunes, we'd prepare for a run from the entrance of Dunes to second outpost instead, defeating what will suffice along the way. It just worries me that a bunch of people will be waiting "in line" while a Party does a run for re-spawns (Then again, no idea on how re-spawn rate will work).


I do believe there will still be open world exping as there was in FFXI, even though there will be guildleves too. There will be people who just want to skill-up without having a guildleve to do. I really enjoyed the open world fighting in FFXI, because it gave a more community feel when you could see many parties fighting in the same area, and you could have one party help another party when they get in trouble.

Just like FFXI, over-camped/over-crowded areas will still exist regardless of having "Group vs Group" instead of "Party vs mob". I don't think people will be waiting "in line" to run along a specific path to fight groups of mobs, because I think areas will be large enough, that you will just run around as a group until you find a group of mobs to fight.

The only reason I don't think people will be setting up camp, is that it would be too difficult for a puller to pull an entire group of mobs without dying, so it would work out better for a group of players to just run around together (assuming that they can all avoid unexpected aggro).

#7 Mar 28 2010 at 4:12 PM Rating: Decent
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The wars in their new free MMORPG Fantasy Earth Zero are really kick ***. The fights might be like those.
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#8 Mar 28 2010 at 5:15 PM Rating: Decent
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I think Belcrono has the right idea. Thats the way things sounded when they introduced the Guildleve system. Actually sounds sort of similar to the hunt system in XII.
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#9 Mar 28 2010 at 5:37 PM Rating: Decent
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Teknoman wrote:
I think Belcrono has the right idea. Thats the way things sounded when they introduced the Guildleve system. Actually sounds sort of similar to the hunt system in XII.
They had some stuff like this already in place in XI too, so it wouldn't be a far cry.
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#10 Mar 28 2010 at 9:53 PM Rating: Default
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I personally think Guildleves and EXPing will be two totally different things, with some Guildleves requiring Groups from time to time, of course. Guildleve seems like an alternative way to spend your day instead of out "grinding" because you only have a hour till work.

People who are too busy for regular play can resort to Guildleve, where as the Hardcore MMORPG-er can take a break from being hardcore and dip into some calm, smooth, Guildleve. That's just my perspective on Guildleve Vs EXP. Let's look at the bright side: We'll have City/Rank (?) Missions, Quests, Guildleve, EXP parties, Chocobos, I mean, a lot of content. I just want to see the game released by December of this year, I really look forward to the first Christmas in game. Then New Years. Man, it's gonna be great.
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#11 Mar 29 2010 at 4:17 AM Rating: Good
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I think Group vs. Group will overall affect party play by everyone will be moving more especially to find that perfect position. Also, everyone will have to be more aware of their surroundings such as if one mob slipped away and is after the mages or an archer they will have to either move away or a Disciple of War will have to realize to go and take the mob off them. I think since there will be more mobs that everything will seem to go faster-paced.
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