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Endgame Event LS / Event Management - Issues and ImpactsFollow

#1 Sep 10 2010 at 10:40 AM Rating: Good
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My first impressions of Open Beta of Final Fantast XIV has for the most part been enjoyable. However, as many of the community have discussed thoroughly on, there are aspects of the game which are perhaps missing in Open Beta.

I understand the game, much like all software, will go through iterations and enhancements. This writing is not to imply that these functions will never be fixed, just to shed some light on certain things to look out for in the upcoming weeks following launch.

I’ve played FFXI for six years, two of those years being in endgame management. I’ve done majority of the FFXI’s of endgame content and have lead events consisting of 36+ members online at once. As such, when I pick up and play FFXIV, I think of certain things that perhaps the typical player does not think about. Things such as risks and issues which I can see as a hurdle for endgame content and those who choose to become endgame leaders in FFXIV, assuming there is an endgame.

Below I have listed three issues which I have come across which I think will impact any future endgame content if not addressed. Issue #3 is perhaps user error, that I am unable to figure out the functionality.

1) The user interface is fairly unresponsive.

Issue: The act of changing equipment or looking at one’s inventory can be perceived as cumbersome and slow. Time is wasted on the clock when a user miss inputs a command in the menu and spends more time attempting to back out their change.

Impact: Managing an alliance or party will be a bit more stressful in actual combat if time is spent while navigating the menus. Acts such as checking drop inventory or party alliance jobs which need “on demand speed” will be lagged and may impact leadership performance. This problem is further magnified since the leadership is navigating a deep menu tree when there is no form of "auto attack" in the game. For a melle class, this is possible lost DPS.

2) The chat interface only allows 85 characters to be typed.

Issue: Communication per line of chat is limited. In order to input the same amount of information in FFXI per line, one may have to abbreviate or speak in two inputs.

Impact: Lack of information is able to be sent to the alliance by leadership effectively. Speaking in more than one line may cause for miscommunication since side chat may interrupt the speaker between the first and following responses.

FFXI: “/p Your Imperial Standing is currently equal to 3919 points. If you wish, you can purchase a runic portal use permit with 200 points.”

FFXIV: “/p Your Imperial Standing is currently equal to 3919 points. If you wish, you can pu”

3) Unable to see party members on the large map.

Issue: Party or alliance members are unable to see each other’s position in the large map. You are able to see your comrades via the minimap, however, the view is limited.

Impact: Leadership will have a difficult time coordinating large group movements. Members being lost or in wrong places will be aplenty unless leadership can guide members to correct locations.

I’m sure the community have encounter things which they feel are challenges to the game in regards to endgame or alliance management. I have yet to figure out how to invite someone to my party via a command or to know their location via command. Perhaps someone out there knows and would like to educate me on how.


Edited, Sep 10th 2010 2:07pm by Hyourin
#2 Sep 10 2010 at 10:45 AM Rating: Good
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Gotta remember the possibility that this game might actually not allow for grouping more than 6~8 people. And the 'endgame' content, consequently, might be designed for a lot less people to handle. With the size taken up on screen by a party of 6 at the moment, I don't see 3 party alliance being in the works, ever.

Just thought I'd throw that out there, because sounds like you're thinking the endgame will need 30 people per event. Which i think contradicts the point of FFXIV.
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#3 Sep 10 2010 at 10:50 AM Rating: Decent
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I do agree. And I apologize for not making a section for assumptions, it was on the back of my mind since I know it is common for new MMO's to reduce the amount of bodies needed per event. (Refering to how World of Warcraft lowered their raid amount and how FFXI trended towards a smaller party size.)

Yes that is to say that if there is nothing above 6 party members, I can see all my points being invalid.

I have yet to attempt to make any large party or alliance. Can anyone confirm if this is not possible/slated for future? I thought I saw a X/16 when I did a party invite, that lead to me thinking 16 was a sizeable alliance.
#4 Sep 10 2010 at 10:58 AM Rating: Decent
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Yes, let's pray XIV doesn't even need to address 1/2 these issues, and instead already addressed the issue of 500 people camping the same monster for 8 years only to have 35 friends waiting in line for the dismal drop rate when their LS does claim said monster.

That system was broken from day one, as it was static and never was adjusted for population spikes/dips, age of game, or percentage of people at end game levels. It was the same on day one, as it is today.

Let's hope we can do end-game in sensible numbers, and that static window/dismal drop-rate/hard work is back seat to luck, nonsense is forever behind us.
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#5 Sep 10 2010 at 10:59 AM Rating: Decent
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another problem for guilds, is that in order to manage a person in your linkshell roster, they have to be online. You won't be able to kick someone out of your linkshell if they are not standing next to you.
#6 Sep 10 2010 at 11:01 AM Rating: Good
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Actually your 3 main points are still problems that should be fixed, I wasn't trying to say they're unimportant. Just pointing out that endgame will probably be low-man. Since you are putting these problems in the context of 'managing a large endgame LS'.

Edited, Sep 10th 2010 1:08pm by RattyBatty
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#7 Sep 10 2010 at 11:13 AM Rating: Decent
RattyBatty wrote:
Gotta remember the possibility that this game might actually not allow for grouping more than 6~8 people. And the 'endgame' content, consequently, might be designed for a lot less people to handle. With the size taken up on screen by a party of 6 at the moment, I don't see 3 party alliance being in the works, ever.

Just thought I'd throw that out there, because sounds like you're thinking the endgame will need 30 people per event. Which i think contradicts the point of FFXIV.


Confirmed maximum group size is 15.
#8 Sep 10 2010 at 11:47 AM Rating: Decent
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Appreciate the thoughts and feedback everyone.

Just speaking off the cuff and being very idealistic, if SE implemented a 10 man instance with a 100% drop from the boss at the end of that particular instance, I'd be one happy camper. Sure, the supply of the particular item would be high but it would be too different from ZNM in FFXI. And after thinking about it over lunch, to RattyBatty's response, yeah I think they would still pain points even for a low-man operation.

Verax606 has a great point regarding the kicking/removing a person from an LS if they have to be within targeting sight. Last night I found out that if my PT leader goes AFK and my friends go kill a mob too far away from him, we get 0 exp =/

15 man alliances, no problem. At least that's a reduction from 18. I'm happy to hear that.

If only we can get more chat space. The NPC's can slam down with text on us but I find it annoying to hit CTRL R more than once to tell a friend where I'm at in relation to where they are in town.

Endgame or better rephrased to "event" management just needs tools for communication. It is amazing what LS's in FFXI can do with a few avenues of commnication in the game. I gauge everything from FFXI as a baseline. At the moment, I just think FFXIV needs to catch up either by speeding the channels (UI lag) or increasing the communication bandwidith (more space to type.)
#9 Sep 10 2010 at 12:33 PM Rating: Decent
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The one add (that I haven't fully explored yet), that I like for end-game style design is Mob marking. The ability to have a tank mark a mob, and everyone engage that mark should greatly reduce the "oops, wrong mob, dang I just got hit by an Avatars astral flow" incidents.
The map thing is a huge problem, not even for end game, trying to find party members that have gotten separated is a pain in the neck already at low levels. One should not need to describe where they are and hope someone knows where a landmark is, otherwise, I'm north in 5-6 just doesn't really cut it.

As for leads and drops, I have a feeling they are going to do most as leves, in which case the leve owner will get the primary drop, and participants will get their share, I don't remember any leve mob dropping anything (however, I am sure there will be some, and I could see people ninja lotting them...) Thereby, creating situations where people will not go 6 months in sky without getting a single item (and at that point, I never went back...)
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