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#1 Jan 07 2011 at 9:56 PM Rating: Decent
2 posts
Can't find any thread on this issue or maybe I missed it out.

Feel so much slower & boring without chain pulling.
Really miss the old FF with great chain pulling system.
Hope this will be fix ASAP.

What everyone think of it?

#2 Jan 07 2011 at 10:06 PM Rating: Decent
165 posts
Sorry sugar, never played FFXI. No idea what you're talking about, so I don't miss whatever it is at all.
#3 Jan 07 2011 at 10:23 PM Rating: Good
Edited by bsphil
21,739 posts
Chains were a nice incentive to encourage parties to level properly (i.e.: kill mobs as quickly as possible), and I'd like to see them come back in some form.
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#4 Jan 08 2011 at 1:19 AM Rating: Decent
395 posts
An exp chain was like, if you kill a mob, then kill another mob within a time limit, the next mob gave like +10% exp.

Except the chains stopped getting better after the 5th kill, for like +50% exp, but still continued at that rate indefinitely as long as you could keep it going.

As you got higher up the chain the kills had to be done faster to keep it going, with the first kill being almost 3 minutes, and the last one being about 45 seconds. Keep in ind FFXI had slow kills, and this includes pulling time. The above %s are not accurate as I haven't played FFXI in many years, but thats the general idea. Kill faster not only faster exp per hour, but faster exp per kill.

Edited, Jan 8th 2011 2:19am by Eadieni
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#5 Jan 08 2011 at 1:37 AM Rating: Decent
322 posts
A system similar or identical to this needs to be implemented into FFXIV to encourage grouping and also offer a more engaging form of party play.

I think that is something we can all agree on. I came to FFXIV for similar play to FFXI in regards to leveling/grouping and put up with all the shortcomings of the game but after the last SP patch have face nothing but disappointment so ended up having a break, for now.

Let's see a change ;)

Edited, Jan 8th 2011 2:38am by tylerbee

#6 Jan 08 2011 at 5:14 AM Rating: Default
Chains don't work in this game because 1 you don't get a bonus for chaining and 2 you are penalized for attacking a yellow mob while your party is finishing off a red one. IE the yellow mob will net less SP when it does become red. It might not hurt SP if you voke pull but I haven't tested that.
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#7Alias3, Posted: Jan 08 2011 at 8:59 AM, Rating: Sub-Default, (Expand Post) So to rephrase your request...
#8 Jan 08 2011 at 9:22 AM Rating: Decent
1,910 posts
Alias3 wrote:
So to rephrase your request...

'I want a way to level faster'.


Really? THAT's the thing you want them to spend time on?

And what will you do when you get to 50?

Yeah... not really a priority is it.

Had to sock puppet for this one, eh?

How about we put it another way: the guy wants a more dynamic combat system, one that rewards efficiency by a measurable response to a person (or more likely) a party's ability to overcome challenges. The system was one that kept combat intense in XI, simply because you kept trying to do better.

Back on topic, I would love to see the combat/SP system revamped with some sort of carrot of this type. I just don't think it would fit in with the current "required" method of efficient SP grinding (many, small, SP gains). Sure, something is better than nothing but I'd rather have SE deal with the problem itself instead of apply bandaids to an uninteresting system.
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#9Alias3, Posted: Jan 08 2011 at 9:51 AM, Rating: Sub-Default, (Expand Post) This may come as a surprise to you, but you do know that every forum name is an alias?...
#10 Jan 08 2011 at 10:03 AM Rating: Excellent
1,335 posts
And no, what is being requested is nothing to do with challenge. It's just a way of getting increased sp by killing lots of weak creatures quickly in a mindless, never-ending grind.

You must not have played ffxi

One stipulation, other then the time requirements, was that the mob would have to be even match or stronger. Thereby preventing mass killing of those who con "too weak"
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#11 Jan 08 2011 at 10:14 AM Rating: Excellent
539 posts
I disagree about chain pulling contributing to a mindless grind. In FFXI it made partying fun, in fact the one thing I miss most about FFXI lately is the partying. To me, a boring grind is when you stand alone, surrounded by mobs you can kill on your own, knocking them out with no one to talk to about it, getting little exp per kill. Boring.

#12 Jan 08 2011 at 11:50 AM Rating: Default
7 posts
olaurelindorenan wrote:
I disagree about chain pulling contributing to a mindless grind. In FFXI it made partying fun, in fact the one thing I miss most about FFXI lately is the partying. To me, a boring grind is when you stand alone, surrounded by mobs you can kill on your own, knocking them out with no one to talk to about it, getting little exp per kill. Boring.

This is where we pretty much agree.

ANY grind is boring.

If you are doing a repetitive action for no other purpose than to level up, it is dull. Doing boring things over and over again for financial gain, or other advantage, is called work. (I do enough of that personally).

Every mmo involves grind, but the good ones engineer it so that people play for fun and the xp is a side benefit, not the ONLY benefit. (Eg i did most of my leveling in WaR doing pvp scenarios which i enjoyed for their own sake).

To use a FFXIV example, before the sp change, grinding efts was the accepted 'best' way to level.

Were people grinding efts for the fun of killing efts over and over again? No of course not. You would have be a pretty 'special' person to enjoy doing standard attack 1000 times in a row.

They did it for the sp and ONLY the sp, that is what i define as mindless grind and the suggestion that adding a bonus for killing creatures more quickly would do anything other than to encourage mindless grinding is... well misleading.

For an sp group to be considered 'effective' and therefore worth doing, the risk of the party being wiped or people dying has to be extremely low. Otherwise the sp gain (which i have already shown is the only point of the excercise) would be negatively affected.

A much better idea would be to increase the sp gain of extremely difficult mobs where the chances of the party wiping are significantly higher than 50%. (eg mobs are red to the party)

THAT I would consider a challenge. It would also be a nice incentive to get people to work together to kill creatures that are fun to kill rather than just grinding on the same mobs that are easy to kill with a standard party.

P.s. I have not addressed your point about enjoying partying.... So do I. But that has nothing to do with WHAT you are doing. It is only about WHO you are doing it with. You would get equal enjoyment from going to the pub with those same people.

Enjoying being social is called being human.

Edited, Jan 8th 2011 12:55pm by Alias3
#13 Jan 08 2011 at 12:24 PM Rating: Excellent
54 posts
part of the fun of chain pulling was keeping it going see how high you could get the chain. the boost to exp was incentive to do well. yes its still grinding but the added challenge made it more enjoyable

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#14 Jan 08 2011 at 5:23 PM Rating: Decent
395 posts
I agree with delioo they understand exactly what made it fun -
Not only the +% exp bonus you received from keeping a chain going, but it was fun to see "EXP Chain 120" for 350 exp.

I personally never got over 200 kills in a chain without taking a break, we usually had a smoke break at 100.
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#15 Jan 09 2011 at 1:42 AM Rating: Decent
3,599 posts
I agree, something to keep you motivated through the big tnls.

Edited, Jan 9th 2011 2:43am by Louiscool

#16 Jan 09 2011 at 2:08 AM Rating: Decent
2,426 posts
I do think combat needs some fixing.

1. targeting is still an issue for me in large groups

2. i'm really sick of the overlong animations being cut off so jarringly when i hit another weaponskill before the first has fully played out

3. battle regimens may be cool for lvl 50 NM fights, but the rest of the players need to have some incentive to party, and certainly a fun skillchain type system that provided SP bonuses would help towards that.

4. There are times when i don't even like the current skillbar setup. it is a little WoW-y. I'm torn here, because i feel like there must be a better way out there, but i don't know it, and apparently neither does SE. FFXI battle system wasn't bad though....maybe there is a middle ground that is stronger than either.

Edited, Jan 9th 2011 3:09am by Llester

#17 Jan 09 2011 at 10:52 AM Rating: Decent
110 posts
Oh yeah the chains, i can remember the old KRT pts before we got ToAU expansion, i must have killed millions of bones, and i think the highest i ever gotten was 600-something chain. Yes, chaining is not only for the exp bonus but also an accomplish like feeling u get... like u try to kill the next mob so fast to not lose a high chain(screenshot purpose) ur like "are we going to make it..?" than you see chain #687 "yay".

FFXI exp system was much more fun, this has to do with the actual combat itself, including weapons skills, which were really graphic and everytime u get TP and weaponskill it feels like u earned it unlike FFXIV, it might be because that getting TP in XI was much harder compared to XIV. For me a WS in XI was like hitting a mob with an Iron bat while XIV is like that same thing but the bat is now plastic - i remember when i got guillotine the first time, ofcourse i died after, lolsouleater.

The Job Ability is really weak in XIV, compared to XI, its probably because of the duration, there are many time i forget to reactivate speed surge or life surge on my lancer, same goes for enhancing spells. Why cant they jus increase the MP cost and make it last much longer.

I jus hope that after they increase cap, they woul dbe better weaponskills and job abilities.

Edited, Jan 9th 2011 11:55am by Truesynapse

#18 Jan 15 2011 at 7:10 AM Rating: Decent
5 posts
Truesynapse wrote:
chaining is not only for the exp bonus but also an accomplish like feeling u get. . .

This. I personally don't want to level faster, I know there is no end game yet. But I do feel that when i grind it tends to get very old very quick. A chain system like in XI will help to break the monotony. You aren't only looking to make that next level or rank, you are looking forward to that great party where you continuously chain. It gives a sense of urgency to battle, something i feel is lacking in this system now.

#19 Jan 15 2011 at 8:35 AM Rating: Default
20 posts
Chaining by no means took away fun or was a conscience decision of mine to make me faster to 75 in XI. It was an incentive to have the best equipment and form a group of knowledgeable players that could manage their assets (mp, hp, skills) well enough to do their part in keeping a chain going. It kept fights intense, the puller knowing when to disengage and go get another mob, trying not to link mobs, if you did link a mob, how to control adds, many many factors to keep track of. This is what made combat fun, made the grind fun, i never really felt like much of a grind to me. chaining simply put provides an incentive to perform to your best of your ability, equipment included, AND rewards groups/LS that can organize a good party.
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