Old system: Partying and ranking up wasn't a horrible grind.
New system: Partying and ranking up past 20 is horrible grind.
Sorry, but we'll have to agree to disagree on that.
I would rather use my weapon skills and actually fight as my class for 10 hours rather than press 1 1 1 1 1 1 1 1 1 1 for 8 hours.
That to me was the epitome of a horrible grind.
Well, I'll have to disagree with you, and agree with him. Here's why:
First, let me say that the "exp system" itself is great! Getting a consistent reward each and everytime is very similar to XI, and which worked good. What's not great, is the scale of the SP earned.
The expectation was that this update would also increase the amount of SP obtained thus, faster leveling up. This is not the case.
In the old system, 10K an hour seemed to be good/norm. Inconsistent, sure. Fighting higher level & harder mobs, nice to check them out, learn the different moves they do, and had some elemnent of risk (I'm talking to you Black Eft for one shotting me!)
The new system, as I've tested it out, doesn't favor the old style. Ok, no problem. So what does it favor? I try multiple setups, clearly the mob gives you SP based on your rank relative to the mob. As solo, a blue/green borderline sea puk gives roughly 60-80 sp solo. For a yellow mob, I get about 100sp. I even soloed a red mob for a baseline (Peridot Coblyn in Copperbell Mines) for 120ish SP.
After doing that I've found that for solo mindlessly churning blue/green mobs (even better with low HP) results in teh best SP per hour, about 5-7k.
So I start adding more people, starting with two. We can get 9.3k per hour (I used a stopwatch) grinding on what was blue/green puks, which now are steady blue with two people. SP gained held steady, we killed faster, resulted in 9.3k/hr.
So, then I got third person, an Archer, and we proceeded to kill faster. It seemed as if the faster you killed, the more mobs spawned (to an extent) but even killing faster (getting still near close/same sp per kill) it came out to 9.3k/hr. There was no apparent benefit to adding more people or your running even worse against repop timer. There were 8-9 puks in this north section of Nanawa Mines.
I then thought about maybe a harder mob, one that would be yellow we could grind on. But then you kill slow, so it seems logically it would keep evening out.
Do I like this system? Yes
Do I like the scale? No
Other thoughts: This system appears to favor a mindlessly engaging SP duo/trio setup. Meaning, blue mobs where your not requiring any thought whatsover, any so called "usage of your abilities to make you a better player". Unless you think spamming attack & ws makes you better. I guess killing those 444 Puks to get from 28 to 28 requires skill!
They need to scale the system so more members coupled with harder mobs = more individual sp per kill. Fix the scale & the system will be just fine.
I would love for someone who disagrees with me to post up actual data supporting "better sp gain" & a "setup that required usage of your abilities to full extent". I mention "better sp gain" because SE clearly stated that would be the case in the update notes.
Lastly, FFXI required 285K from ranks 1-50, FFXIV requires ~1.8 Million, even getting 2-3X the hourly rate of FFXI it would MUCH MUCH longer to get to 50. This is why I think this system is broken, FOR GROUP PLAY. Edited, Nov 26th 2010 4:30pm by KnocturnalOne Edited, Nov 26th 2010 4:33pm by KnocturnalOne Edited, Nov 26th 2010 4:34pm by KnocturnalOne