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Changes to the Battle System and More (2/1/2011)Follow

#1 Feb 01 2011 at 4:54 AM Rating: Excellent
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http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=17cec9a957f988757db91147d7b002c7b9b34d72v

Patch 1.15a, which is set to go live Wednesday, February 2, will contain a number of changes in line with the wealth of player feedback we have continued to receive, such as the way in which skill and experience points are awarded based on party composition or enemy rank, and the addition of a number of new text commands.

Battle

Skill and Experience Point Awards

Several balancing changes will be made that will bring greater benefits than ever before to multi-player battle. Party bonuses will be adjusted to award larger amounts of skill and experience points based on party size. Further changes will also ensure that greater differences between between player and enemy rank will yield greater rewards as well. The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

For players engaging in solo battle, the amount of skill and experience points currently awarded after rank 20 falls off sharply. To address this, we will be implementing changes that will better balance the amount available between ranks 20 and 23.


3-D Battle Text


The placement of 3-D battle text, such as damage and healing values, will be adjusted to prevent the overlapping of separate numbers. In addition, battle text will be color-coded in the following manner.

{insert Image}

{insert Table}

Text Commands
/display head (subcommand on/off)

The /display head text command can be used to toggle the graphic display of a piece of equipment currently equipped in the head slot.
/display head on – Display head gear.
/display head off – Hide head gear.

* This command cannot be used while in active mode.


/clock

The /clock feature is being implemented to allow players to easily confirm the amount of time remaining until the reset of several in-game timers, such as the reissue of guildleves or the regeneration of anima.

Use of this command will display the current time (Earth time), together with the following information.
Time remaining until guildleve reissue
Time remaining until anima regeneration
Time remaining until next behest
#2 Feb 01 2011 at 5:05 AM Rating: Excellent
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Awesome.

I'm looking forward to the Improved party SP (and solo SP from 20-23).
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#3 Feb 01 2011 at 5:07 AM Rating: Good
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Can't wait big parties to kill R60+ mobs, sweet news.
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#4 Feb 01 2011 at 5:09 AM Rating: Excellent
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good stuff. I'm actually kind of excited about the 3d battle text. Its little things like that which will hopefully change the feel of the game.
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#5 Feb 01 2011 at 5:20 AM Rating: Decent
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If they said that SP gained in solo battle fall sharply after 20 why would they only adjust 20-23? :/
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#6 Feb 01 2011 at 5:49 AM Rating: Decent
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Magnesium02 wrote:

Skill and Experience Point Awards

Several balancing changes will be made that will bring greater benefits than ever before to multi-player battle. Party bonuses will be adjusted to award larger amounts of skill and experience points based on party size. Further changes will also ensure that greater differences between between player and enemy rank will yield greater rewards as well. The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

For players engaging in solo battle, the amount of skill and experience points currently awarded after rank 20 falls off sharply. To address this, we will be implementing changes that will better balance the amount available between ranks 20 and 23.


I like most of it but in regards to the Bold part I just hope they dont increase the bonus SP if we increase the ammount of party members.

This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!
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#7 Feb 01 2011 at 6:17 AM Rating: Excellent
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LyleVertigo wrote:
If they said that SP gained in solo battle fall sharply after 20 why would they only adjust 20-23? :/

So that the sharp fall is smoother. They still want solo sp to drop off but they will do it more smoothly now.
#8 Feb 01 2011 at 6:45 AM Rating: Decent
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Quote:
Changes to the Battle System and More (2/1/2011)

Aww, come on! You got me really excited with that title.
But they didn't change the battle system, just SP awards.
Which is very welcome, too. But a real change in how battles
work out (more positioning/terrain effects/specialized
roles for example) would have been a real surprise ^.^/
Well, they are doing well so far, so perhaps later!
#9 Feb 01 2011 at 6:50 AM Rating: Good
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I'm praying we don't return to the 15 member parties for SP. I prefer a more managable size - I thought 6 was perfect from XI. You can see what everyone is doing that way, and how each person is playing has more of an impact.

Edited, Feb 1st 2011 7:51am by Coyohma
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#10 Feb 01 2011 at 6:57 AM Rating: Good
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I like it! Yoshi P is tha man!
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#11 Feb 01 2011 at 6:59 AM Rating: Good
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...may sound like blasphemy, but yes. I also prefer small-scale
skirmishes to Behest-Zergs. Gives you the impression that what
you do actually significantly matters.
#12 Feb 01 2011 at 7:00 AM Rating: Decent
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I'm so stoked for this update. I've been asking for these SP changes since Nov.
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#13 Feb 01 2011 at 7:35 AM Rating: Decent
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Rinsui wrote:
Quote:
Changes to the Battle System and More (2/1/2011)

Aww, come on! You got me really excited with that title.
But they didn't change the battle system, just SP awards.
Which is very welcome, too. But a real change in how battles
work out (more positioning/terrain effects/specialized
roles for example)
would have been a real surprise ^.^/
Well, they are doing well so far, so perhaps later!


Which already exists in the current battle system lots still just don't realize it. "Terrain Effects" is largely useless unless you mean elevation which if I recall they mentioned will play part in battles soon.
#14 Feb 01 2011 at 7:49 AM Rating: Default
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please no to specialised roles or am i the only one to think this way? specific roles for jobs is why i ended up stopping playing ffxi. it engenders rigid thinking and when people try to be different because of skill or experience its frowned upon or worse. it also promotes things like the holy trinity in eq "tank/healer/slower". eq realised this and now the combinations in parties are varied. one of the reasons im back playing/raiding in eq is because of this flexibility and the understanding of others that a class can do things that arent "normal" because of skill, experience, gear or eq's equivalent of merit points "aa points".
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#15 Feb 01 2011 at 7:53 AM Rating: Good
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Personally, I think the downward slope of sp should be from 20-30, but at least they are addressing concerns and adding incentives to be more social with parties. Good job again, YoshiP and team!
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#16 Feb 01 2011 at 7:58 AM Rating: Default
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The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

this killed it, some of us solo mobs that are just under to just above and chain for fast SP
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#17 Feb 01 2011 at 8:19 AM Rating: Decent
Hugus wrote:
Magnesium02 wrote:

Skill and Experience Point Awards

Several balancing changes will be made that will bring greater benefits than ever before to multi-player battle. Party bonuses will be adjusted to award larger amounts of skill and experience points based on party size. Further changes will also ensure that greater differences between between player and enemy rank will yield greater rewards as well. The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

For players engaging in solo battle, the amount of skill and experience points currently awarded after rank 20 falls off sharply. To address this, we will be implementing changes that will better balance the amount available between ranks 20 and 23.


I like most of it but in regards to the Bold part I just hope they dont increase the bonus SP if we increase the ammount of party members.

This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!



Oh noes, I really hope this is not the case... 6 man parties were just perfect in 11!!
I am liking the clock though :)
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#18 Feb 01 2011 at 8:27 AM Rating: Good
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TwiddleDee wrote:
The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

this killed it, some of us solo mobs that are just under to just above and chain for fast SP


How will this new change affect soloers/duos with leves? That is my question. And what about those that are DOH and DOL as well? How will this affect there sp/exp?
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#19 Feb 01 2011 at 8:28 AM Rating: Good
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Quote:
specific roles for jobs is why i ended up stopping playing ffxi


Perhaps you should stop playing ROLE playing games altogether, then...?
#20 Feb 01 2011 at 9:05 AM Rating: Excellent
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RIP Coblyn Grind. SOOO Excited.
#21 Feb 01 2011 at 9:11 AM Rating: Default
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FinalSwag wrote:
RIP Coblyn Grind. SOOO Excited.


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?
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#22 Feb 01 2011 at 9:19 AM Rating: Excellent
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TwiddleDee wrote:
The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

this killed it, some of us solo mobs that are just under to just above and chain for fast SP


now you wont be destroying dob's all day by mashing 1-1-1-1-1. all this means is fight something a bit more challenging that takes more then a monkey brain and more then the basic attack to kill and you will get good exp.

Im all for this, im sick of everyone 2 shotting weak crap for the best SP, its pathetic.
#23 Feb 01 2011 at 9:19 AM Rating: Good
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LyleVertigo wrote:
FinalSwag wrote:
RIP Coblyn Grind. SOOO Excited.


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?


Making Party play much more worthwhile. It won't cripple solo play in the sense it will no longer be worth it.
#24 Feb 01 2011 at 9:37 AM Rating: Excellent
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Quote:
This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!
----------------------------


well, as of right now, even with small parties, that's how its done. With the games battle mechanics there is not much reason to plan anything. Better just to have everyone zerg.
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#25 Feb 01 2011 at 9:40 AM Rating: Decent
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I WANT to be able to solo. Party is well and good also how I spend 90% of my SP time but if I want to grind on coblyns to 50 I still should be able to.

I hope this doesn't change that.

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#26 Feb 01 2011 at 9:42 AM Rating: Excellent
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Jennestia wrote:
LyleVertigo wrote:
FinalSwag wrote:
RIP Coblyn Grind. SOOO Excited.


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?


Making Party play much more worthwhile. It won't cripple solo play in the sense it will no longer be worth it.

it sounds like people will still be able to 2 shot coblyns for the same SP they are getting now, but party SP will be better. Good news all around IMO.
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#27 Feb 01 2011 at 9:45 AM Rating: Excellent
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Quote:
Text Commands
/display head (subcommand on/off)

The /display head text command can be used to toggle the graphic display of a piece of equipment currently equipped in the head slot.
/display head on – Display head gear.
/display head off – Hide head gear.


I hope this will work for cowls!!!
Looking forward to the sp changes. That has been the biggest gripe of mine for months now.
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#28 Feb 01 2011 at 9:45 AM Rating: Excellent
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Yay for Coblyn nerf!
I see they fixed soloing for 3 levels, nerfed coblyns, but fixed grouping, and harder mobs giving more SP.
Overall I say win. Sides I hated Coblyns, I mean they were good, I hit 50 on them, but thats no way to enjoy a game.
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#29 Feb 01 2011 at 9:46 AM Rating: Decent
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Did you miss the point that if you kill something lower then your lvl sp will be getting reduced. but i kill red and yellow Cobs and thats good news for anyone cause SP will be going up if their above your lvl. So soloing might be getting better.
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#30 Feb 01 2011 at 9:48 AM Rating: Default
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LyleVertigo wrote:


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?


I'm sorry, but this is where using your brain really helps before asking questions like this... If they cripple solo play and don't make forming parties any easier or worth it, it's game over for Yoshi-P and FFXIV.
#31 Feb 01 2011 at 9:51 AM Rating: Default
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LyleVertigo wrote:


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?

I don't know how finding a group could get any easier than it is currently, I regularly have 14 other people in my party. You must not be trying very hard.
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#32 Feb 01 2011 at 9:52 AM Rating: Decent
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I might be understanding this wrong but the way I see it is that although at the moment the SP you gain is calculated between the party's power Vs the mob (which is the colour/con showed by the mob) in the future the calculation will be done between individual party members Vs the mob.

This will give more SP for parties which fight mobs higher than their ranks.
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#33 Feb 01 2011 at 9:54 AM Rating: Good
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If that is true then a low level should always party with a high lvl player and leech SP. I don't think thats how it will work. In one day we will find out.
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#34 Feb 01 2011 at 10:05 AM Rating: Decent
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SabastianSeraph wrote:
I WANT to be able to solo. Party is well and good also how I spend 90% of my SP time but if I want to grind on coblyns to 50 I still should be able to.

I hope this doesn't change that.



I hope not either. Being able to solo/duo with my hubby was a selling point for me since I can't play very often.

Jefro420 wrote:
Jennestia wrote:
LyleVertigo wrote:
FinalSwag wrote:
RIP Coblyn Grind. SOOO Excited.


Ouch, that hurt. So, if they are going to cripple solo play are they at least going to make forming parties easier?


Making Party play much more worthwhile. It won't cripple solo play in the sense it will no longer be worth it.

it sounds like people will still be able to 2 shot coblyns for the same SP they are getting now, but party SP will be better. Good news all around IMO.


Again I hope this is right. I just want their to be a balance. Again I am curious how this will affect leve quests.
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#35 Feb 01 2011 at 10:06 AM Rating: Good
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flavvor wrote:
If that is true then a low level should always party with a high lvl player and leech SP. I don't think thats how it will work. In one day we will find out.


That would be pretty stupid of them if they did do that. Really stupid.
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#36 Feb 01 2011 at 10:12 AM Rating: Excellent
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Really hope this makes party play a lot more active, tired of such low interactivity outside of linkshells.
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#37 Feb 01 2011 at 10:14 AM Rating: Excellent
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flavvor wrote:
If that is true then a low level should always party with a high lvl player and leech SP. I don't think thats how it will work. In one day we will find out.


I'm not too sure if your post is a reply to mine but if so then it doesn't make sense since my statement is in comparison with the current system.

Can tiy explain why leeching would be better in new system as oposed to the current one?
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#38 Feb 01 2011 at 10:26 AM Rating: Good
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Really can't wait for the update. I know that I'll actually be playing tomorrow. I haven't had the desire to play in two weeks, but seeing this update has me excited again ^__^
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#39 Feb 01 2011 at 10:50 AM Rating: Excellent
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Scape13 wrote:
Quote:
This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!

well, as of right now, even with small parties, that's how its done. With the games battle mechanics there is not much reason to plan anything. Better just to have everyone zerg.


I, too, don't want to see big parties zerging everything without any strategy involved.
Behest parties are a good example how chaotic such big parties can be. But I think with the right SP adjustment this won't happen.
Too big parties will either get lower SP than smaller ones or get killed by too hard mobs.
It should be possible to adjust party SP/EXP gain so that the number of party members for optimal SP is around 4-8 players.

I for my part can't wait for these changes that might make partyplay outside leves viable at last.
The changes to battle text are very welcome too. That will make Fracture, Haymaker and such skills a little easier to use.
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#40 Feb 01 2011 at 11:05 AM Rating: Decent
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RidingBean wrote:
Scape13 wrote:
Quote:
This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!

well, as of right now, even with small parties, that's how its done. With the games battle mechanics there is not much reason to plan anything. Better just to have everyone zerg.


I, too, don't want to see big parties zerging everything without any strategy involved.
Behest parties are a good example how chaotic such big parties can be. But I think with the right SP adjustment this won't happen.
Too big parties will either get lower SP than smaller ones or get killed by too hard mobs.
It should be possible to adjust party SP/EXP gain so that the number of party members for optimal SP is around 4-8 players.

I for my part can't wait for these changes that might make partyplay outside leves viable at last.
The changes to battle text are very welcome too. That will make Fracture, Haymaker and such skills a little easier to use.

The way it was explained (to me at least) was that it depends on how it checks, so we could have 15 people, but since that would make everything blue, it might not be worth it as much as having 6 or 7 and doing greens. Who knows, people will find out pretty quickly tomorrow.
#41 Feb 01 2011 at 11:07 AM Rating: Decent
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zanfire wrote:
RidingBean wrote:
Scape13 wrote:
Quote:
This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!

well, as of right now, even with small parties, that's how its done. With the games battle mechanics there is not much reason to plan anything. Better just to have everyone zerg.


I, too, don't want to see big parties zerging everything without any strategy involved.
Behest parties are a good example how chaotic such big parties can be. But I think with the right SP adjustment this won't happen.
Too big parties will either get lower SP than smaller ones or get killed by too hard mobs.
It should be possible to adjust party SP/EXP gain so that the number of party members for optimal SP is around 4-8 players.

I for my part can't wait for these changes that might make partyplay outside leves viable at last.
The changes to battle text are very welcome too. That will make Fracture, Haymaker and such skills a little easier to use.

The way it was explained (to me at least) was that it depends on how it checks, so we could have 15 people, but since that would make everything blue, it might not be worth it as much as having 6 or 7 and doing greens. Who knows, people will find out pretty quickly tomorrow.


If anything it'll balance out how XI eventually did where people will flatout refuse to group with no more than 5 people if they can help it.
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#42 Feb 01 2011 at 11:40 AM Rating: Decent
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Quote:
Quote:
TwiddleDee wrote:
The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

this killed it, some of us solo mobs that are just under to just above and chain for fast SP

now you wont be destroying dob's all day by mashing 1-1-1-1-1. all this means is fight something a bit more challenging that takes more then a monkey brain and more then the basic attack to kill and you will get good exp.

Im all for this, im sick of everyone 2 shotting weak crap for the best SP, its pathetic.


true mashing 1 1 1 1 1 for SP is "pathetic", however considering that most solo OR duo 90% of the time, this will nothing short of murder the SP. "fight something a bit more challenging" is not out of the question, however it's a poor concept.. looking back at FFXI the best party's were not the 250exp a kill every 2min, it was the 100 - 120exp kills every 45sec. this patch will FORSE people to party, but looking at the fact that there's no solid way to make a party at the moment it's rather dull. In before the “pt with your LS” that may not be possible for some as different people play during different times. Unless they implement a way to build party’s this gets a “meh I was expecting more”
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#43 Feb 01 2011 at 11:42 AM Rating: Excellent
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It would be nice if we could have a "seek party" flag as well as the current "seek member" flag. More options is always better.
#44 Feb 01 2011 at 11:44 AM Rating: Good
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zanfire wrote:
RidingBean wrote:
Scape13 wrote:
Quote:
This can cause 18 parties blitzing through the area without any tactics/strategy or even chalenge!

well, as of right now, even with small parties, that's how its done. With the games battle mechanics there is not much reason to plan anything. Better just to have everyone zerg.


I, too, don't want to see big parties zerging everything without any strategy involved.
Behest parties are a good example how chaotic such big parties can be. But I think with the right SP adjustment this won't happen.
Too big parties will either get lower SP than smaller ones or get killed by too hard mobs.
It should be possible to adjust party SP/EXP gain so that the number of party members for optimal SP is around 4-8 players.

I for my part can't wait for these changes that might make partyplay outside leves viable at last.
The changes to battle text are very welcome too. That will make Fracture, Haymaker and such skills a little easier to use.

The way it was explained (to me at least) was that it depends on how it checks, so we could have 15 people, but since that would make everything blue, it might not be worth it as much as having 6 or 7 and doing greens. Who knows, people will find out pretty quickly tomorrow.


This sounds the most logical to me. But for sure I guess we'll see tomorrow. I can't wait to Party again.

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#45 Feb 01 2011 at 11:45 AM Rating: Excellent
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Hopefully parties will start forming more! It's not fun soloing more than 50% of the time.
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#46 Feb 01 2011 at 11:56 AM Rating: Decent
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TwiddleDee wrote:
Quote:
Quote:
TwiddleDee wrote:
The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.

this killed it, some of us solo mobs that are just under to just above and chain for fast SP

now you wont be destroying dob's all day by mashing 1-1-1-1-1. all this means is fight something a bit more challenging that takes more then a monkey brain and more then the basic attack to kill and you will get good exp.

Im all for this, im sick of everyone 2 shotting weak crap for the best SP, its pathetic.


true mashing 1 1 1 1 1 for SP is "pathetic", however considering that most solo OR duo 90% of the time, this will nothing short of murder the SP. "fight something a bit more challenging" is not out of the question, however it's a poor concept.. looking back at FFXI the best party's were not the 250exp a kill every 2min, it was the 100 - 120exp kills every 45sec. this patch will FORSE people to party, but looking at the fact that there's no solid way to make a party at the moment it's rather dull. In before the “pt with your LS” that may not be possible for some as different people play during different times. Unless they implement a way to build party’s this gets a “meh I was expecting more”


people only solo 90% of the time right now because its the best way to get it, so why would you do otherwise (and do it on weak *** mobs you kill in seconds with basic attacks)

It will be out in just about 24hrs, after people spend some time testing it, then we can all ***** and moan about how it kills X or w/e. FOr all we know this could be a pretty crappy patch that barely helps partys = solo.
#47 Feb 01 2011 at 11:57 AM Rating: Good
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Hugus wrote:
flavvor wrote:
If that is true then a low level should always party with a high lvl player and leech SP. I don't think thats how it will work. In one day we will find out.


I'm not too sure if your post is a reply to mine but if so then it doesn't make sense since my statement is in comparison with the current system.

Can tiy explain why leeching would be better in new system as oposed to the current one?


Yeah I hung out in Tam Deepcroft yesterday with my R50 buddy and he was killing stuff... I tossed out a few heals... and was getting 80SP+ per mob he killed ... so leeching is possible (and boring) under current system - but people don't really do it now cause it sucks so i don't see this being a problem...

I dunno, I know I wouldn't be willing to do it for more than 1/2 hour... and if I hadn't just wanted to hang out with him and check out the zone I wouldn't have done it at all.

Edited, Feb 1st 2011 9:58am by Olorinus
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#48 Feb 01 2011 at 2:02 PM Rating: Decent
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Trying to solo Behest just got a lot harder.Hiding far from battle warden won't stop joiners if they have a timer to warp in at the last minute and join.Smiley: mad 20-23 seems like the cut off point where if your going to take a class seriously you'll go higher than that.
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#49 Feb 01 2011 at 2:38 PM Rating: Decent
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i wonder if there will be a big difference between the leves and how many stars you choose now starts 1-5. Before I could go from 2-3 for example and I remember it being a lot lot tougher, with just 10-15 more SP per kill. What I am hoping is happening is get rewarded for attempting the tougher leve. Instead of giving me only 10-15 more SP a kill give me 30-45 more.
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#50 Feb 01 2011 at 3:02 PM Rating: Decent
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I've been waiting for some good changes before I purchased this game, and this sounds promising.
I dont want to solo at all in a game like this. Not sure what to think of these huge parties, I rather enjoyed the 6 man teams in ffxi, like people are saying you could truly notice your worth in a party like that. I lost hope after beta and pushed this game to the back of my mind, since they put Yoshi-P in charge ive been fighting myself not to go buy this game, Its slowly going to get better, I just cant wait for the ps3 I need it now.
#51 Feb 01 2011 at 3:20 PM Rating: Good
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This doesn't necessarily mean they'll cripple solo play. I suspect that they will make the exp reward for killing tougher monsters significantly better so that it's actually worthwhile. If they don't, they risk losing the casual player since partying all the time just isn't viable w/o a strong LS or a static group of friends.

My only concern is that if they gimp the sp needed from 20-30 they change at 30+ will be even more noticeable. As is, i was taken completely by surprise when i needed 47k sp to lvl up all of a sudden. If they reduce the sp from 20-30 how do they expect people to feel when they hit 30. They're gonna have the same problem that they do now, just 10 levels later. If they're gonna curve the sp system they need to curve it all the way through.

Last Edit: and why would people opt for medium size parties when bigger parties allows you to take down tougher mobs with a greater party bonus...

Edited, Feb 1st 2011 4:24pm by FinalSwag

Edited, Feb 1st 2011 4:27pm by FinalSwag
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