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#27 Aug 14 2013 at 10:36 AM Rating: Default
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seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat
#28 Aug 14 2013 at 10:37 AM Rating: Excellent
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Didn't WoW give XP for that? It's trivial I thought.
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#29 Aug 14 2013 at 10:40 AM Rating: Good
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Grandmomma wrote:
Atkascha wrote:
Grandmomma wrote:
Dark Matter - no longer gathered. How do we get Dark Matter then so we can repair our armor. They left that little ditty of info out.

Any guesses? Will dark matter have to be crafted from other materials? Or just outright bought from a NPC?
I'm glad they have looking for party status.

Thanks for all the information. It made for a nice read with my morning coffee. Its a lot to take in, and no way I'm going to remember it.

Well, in Ul'dah near the Market Boards, there was an NPC that sold all levels of Dark Matter. If they're still around for open beta and onward, that should solve the issue. If not...no idea.

Gathering it was FREE. This really changes things for those of us who are gil pinchers and don't like to spend it.

I like it when you get a choice between spending gil or spending time. Unless Dark Matter is dirt cheap from NPCs compared to the cost of having NPCs repair gear, this seems like you now have a choice between spending gil or spending gil AND spending time.

Perhaps Dark Matter was a little too plentiful when it was obtained through gathering. Provided you can still get it from quests and levelquests as a reward at a decent rate, collecting and saving up Dark Matter will feel worthwhile, rather than making it feel trivial. In P3, I easily gathered more Dark Matter than I was ever going to need. It made Dark Matter feel less special than shards, since those I actually made use of on a regular basis.
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#30 Aug 14 2013 at 10:42 AM Rating: Excellent
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.
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#31 Aug 14 2013 at 10:44 AM Rating: Decent
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


I don't like this at all, and I agree that clearing content should be earned, not handed to you out of pity.
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#32 Aug 14 2013 at 10:45 AM Rating: Good
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svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


I see what your saying, but i feel it will be more of a motavation to not die and to try your best, if it was time based i feel it would still be the same because if you die youll lose time from haven to run back and what not. Im glad with what they picked, gotta play smart instead of a zerg rush to the end, just how i feel.
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#33 Aug 14 2013 at 11:04 AM Rating: Excellent
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svlyons wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.

Another way to look at is that you're getting experience points for experiencing a brand new experience in lands you've never experienced before. I think that covers it.
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#34 Aug 14 2013 at 11:09 AM Rating: Good
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svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


The way it's worded it seems that the bonus/penalty it is character specific, not the whole party. Still, I can see what you mean about the finger of blame getting pointing about.
#35 Aug 14 2013 at 11:51 AM Rating: Excellent
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I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.


No, you should like being rewarded for skillful play. This is a fantastic change.

Quote:
seriously SE giving away EXP just for entering an area for teh first time?


Yes, like every game since the 1940's, you will earn discovery xp.

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#36 Aug 14 2013 at 12:05 PM Rating: Good
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DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.
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#37 Aug 14 2013 at 12:14 PM Rating: Good
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BartelX wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.



Im with you guys too, hope its an option!
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#38 Aug 14 2013 at 12:17 PM Rating: Decent
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Gnu wrote:
svlyons wrote:
SuikodenXXX wrote:
Players will now receive a bonus for completing guildhests without being incapacitated.

I don't like this change. People are going to get upset over deaths now because it lowers the reward, and those negative vibes tend to get focused on a single player (i.e. blame the healer, or blame the tank).

Bonuses based on completion time make more sense. The burden is then shared by the entire group, and it's harder to pin the blame on a single player if you fail to get the bonus.

The way it's worded it seems that the bonus/penalty it is character specific, not the whole party. Still, I can see what you mean about the finger of blame getting pointing about.

I could see it going either way (no bonus for the player who died, or no bonus for everyone). Either way, I can see it being a problem. If only the player who died doesn't get the bonus, he may be getting punished for someone else not doing their job properly (i.e. the healer failed the tank, or the tank failed the DD). On the other hand, sometimes deaths happen even if the healer and the tank are doing the best that they can, and the player that dies may want to pin the blame on just the tank or just the healer.
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#39 Aug 14 2013 at 12:19 PM Rating: Good
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Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.
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#40 Aug 14 2013 at 12:22 PM Rating: Decent
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IMFW wrote:
BartelX wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

oh and

"In the event a player fails to complete a quest battle several times, they will receive an enhancement effect upon trying again. "

Guess they dont wanna make anyone work for anything any more though the fac that they have to have such a feature iin teh first place proves that some of teh content must be hard enough that not being able to complete it is a possibility... that makes me happy.. now lets hope those buffs for sucking to badly are optional... I wanna earn my victory the hard way not have it given to me out of pity. Just like I (we all) had to do with Maat


The exp thing is fine, I'm sure it's minimal for exploration. However, I actually agree on the buff thing. I hope it is optional, as I'd much prefer to be able to beat the content on my own rather than get my hand forcefully held to beat it if it's tough. Hopefully being optional is how it's incorporated.



Im with you guys too, hope its an option!


Oh my!! What a great incentive for running to another city when you are a newbie. Why you could just level up the further you go! *wink*

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#41 Aug 14 2013 at 12:52 PM Rating: Decent
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svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool
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#42 Aug 14 2013 at 12:54 PM Rating: Excellent
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The requirement to choose NEED when lotting on items has been changed.
Only players who can equip the item in question as their current class or job can select NEED.


Well this will end a lot of bickering. I am fairly happy with this change.
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#43 Aug 14 2013 at 2:31 PM Rating: Excellent
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I can't believe this isn't the focus of all discussion right now.

The following changes have been made to emotes:
•New emotes have been added.
•/visor - Open or close helm visors.

That wins on SO many levels. I could honestly care less about the rest of the notes, I just wanna dink around with a bunch of different helms now!!
#44 Aug 14 2013 at 2:40 PM Rating: Excellent
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Louiscool wrote:
svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool

If you use the Duty Finder, you have no guarantee on the kind of people you wind up with. If you don't use Duty Finder and only play with people you know, you may still wind up with some players who just lose their cool at times and want to throw someone under the bus if things don't go perfectly. This bonus system makes finger pointing too easy.

And I did mention an alternative when I mentioned that a completion time bonus made more sense to me.
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#45 Aug 14 2013 at 2:49 PM Rating: Default
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svlyons wrote:
Louiscool wrote:
svlyons wrote:
Louiscool wrote:
No, you should like being rewarded for skillful play. This is a fantastic change.

I'm not against rewarding skillful play. But I think there should be better ways to do it.


I don't understand it. Why are you playing with people that will berate you for dying? If your reasoning for "don't reward skillful play" is that you don't want people being mean to you, you can just NOT play with those types of people.

You think it's gonna be ANY different in a level 50 dungeon boss fight? The stakes are much higher, and by your logic all the bosses should shoot feathers and rainbows and give out participation trophies to each player at the end.

It's not punishing you for dying, it's rewarding you for not. You can't just say "there are better ways" and offer no alternative.

Edited, Aug 14th 2013 2:54pm by Louiscool

If you use the Duty Finder, you have no guarantee on the kind of people you wind up with. If you don't use Duty Finder and only play with people you know, you may still wind up with some players who just lose their cool at times and want to throw someone under the bus if things don't go perfectly. This bonus system makes finger pointing too easy.

And I did mention an alternative when I mentioned that a completion time bonus made more sense to me.

If your in a party with some douche who will get mad because he didnt get 500 extra xp for completeing it on the first try with no wipe, let him get mad and walk.
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#46 Aug 14 2013 at 3:10 PM Rating: Decent
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FrozenSherbet wrote:
svlyons wrote:
DuoMaxwellxx wrote:
seriously SE giving away EXP just for entering an area for teh first time?

It gives incentive to exploration. I don't see a problem with that. You can only get this bonus once per zone for the entire life of a character, so it's not like this makes the game EZ mode.

Another way to look at is that you're getting experience points for experiencing a brand new experience in lands you've never experienced before. I think that covers it.



I really hope you did that intentionally lmao
#47 Aug 14 2013 at 3:18 PM Rating: Good
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Lets look at this from SE's point of view.. Some players liked the difficulty of the class quests and some just couldent do them. Soo to make people happy they left them alone but are giving a buff to players who fail all the time.. Its a win win. Its not like there handing them relics.

If your so good you wont notice it due to winning the first try but new players need to learn and this gives them that chance. I would hate people to hit a brick wall and than quit.
#48 Aug 14 2013 at 3:28 PM Rating: Decent
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silverhope wrote:
Lets look at this from SE's point of view.. Some players liked the difficulty of the class quests and some just couldent do them. Soo to make people happy they left them alone but are giving a buff to players who fail all the time.. Its a win win. Its not like there handing them relics.

If your so good you wont notice it due to winning the first try but new players need to learn and this gives them that chance. I would hate people to hit a brick wall and than quit.




or more like you WONT win teh first time and might take 10 but you still want the satisfaction of beating it the hard way instead or having it given to you after youve lost 3 times.. kind alike in a game when you lose multiple itimes they ask if you would LIKE to play on easy as opposed to FORCING you to play on easy... i.e the buffs should be an option not a must
#49 Aug 14 2013 at 3:48 PM Rating: Good
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BartelX wrote:
This info really intrigues me. Adding unspoiled locations is awesome, as is new items to obtain and levels/locations in gathering log. Less attempts per gathering point really sucks. It just means more endless circling, and not being able to use food sucks too, since that at least gave a small XP boost and some increases to perception/gathering. I'm curious about the "adjustments" which were made to bonuses, gathering rates, HQ rates, and GP Cost/requirements. I sincerely hope it's not a nerf, gathering was already rather slow and monotonous. Here's hoping it's an improvement.

And crafting XP "adjustments", I have to believe that's a nerf, considering how much faster it was to level a craft than anything else. Kinda bummed about that, but who knows... maybe it's really minor, or maybe it's an increase (a man can dream...).


I have a feeling that gatherers will still be able to use food. Perhaps they were able to use food/potion while actually in the gather menu before and they wanted that changed.
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#50 Aug 14 2013 at 3:59 PM Rating: Decent
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Haha ya, I remember doing the Maat fight on my WHM, so it wasn't too bad. If I recall, it was the red mages who had a super hard time. I could be wrong. RDM was pretty difficult from what I can remember. A lot of RDM's came out of the Maat fight weeping. =(

That said, I'm not too concerned over people getting a buff after they fail an event/encounter a few times. It helps some people out and doesn't hurt those who completed it on the first few tries. I suppose it somewhat lessens the accomplishment feeling, but I can live with that. My only concern is people finishing content too easily and quickly. What kept me playing FFXI for so many years was all the difficult encounters and the time it took to get good gear to win those encounters. I'd hate to see FXIV go down the path of it being too easy to get everything. People are talking about getting all the classes they need to level 20 in phase 4, and then being level 50 during early access. That seems a little fast to me. I've always enjoyed the journey and enjoy each level up as an accomplishment. It took me 10 months I think to get my whm to level 75 in FFXI. Whether that is good or not, it made me appreciate the journey a lot more and being level capped felt like an accomplishment of many months of dedicated play that not everyone could reach.
I'd just hate to see everyone walking around at level cap with BIS gear only a few weeks into the game. Having long-term goals is fantastic for this type of game, especially since it's subscription-based.

Edited, Aug 14th 2013 6:10pm by ShonaSeraph
#51 Aug 14 2013 at 4:01 PM Rating: Good
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DuoMaxwellxx wrote:



or more like you WONT win teh first time and might take 10 but you still want the satisfaction of beating it the hard way instead or having it given to you after youve lost 3 times.. kind alike in a game when you lose multiple itimes they ask if you would LIKE to play on easy as opposed to FORCING you to play on easy... i.e the buffs should be an option not a must


but your freaking out about it befor you have any idea what the buff is or how many fails it takes to get it. What if its 25 fails.. and only a protect buff. Or 10 fails and you get a guide to help you. They ahve said ZERO about what the buff is so why pee on everyones cheerios whit all this negative for no reason.
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