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| | #166 |
| Tamarsamar - 赤魔騎士 Bronze Star Join Date: Oct 2006
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My Mood: | Re: FFXIV, I hope it's not like what this has become.
The problem with the system you suggest, Karinya, is that it would require omniscience on S-E's part, which they have clearly shown that they lack. Otherwise, your system wouldn't even be necessary in the first place, now would it?
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| | #167 | |
| Dark Arts Master Bronze Ribbon of Service Join Date: Sep 2008 Location: Conneticut
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My Mood: | Re: FFXIV, I hope it's not like what this has become.
Karinya, from what you said is basically is that the less a monster is hunted, the more exp it should give right? While, that will open up new camps, and new stratagies, and actually force players to have to move away from Colibri (Which would be nice to see). Which will make players start to over-camp areas, and zones, and maybe even the now "un-used" zones, and SE will have to add in a system to prevent over camping if they did increase exp gain from monsters that aren't killed as much. People WILL try to MPK, and compete over the camps for the best exp that they can get if SE did do something like this. What I think SE should do is... The more that a monster is killed, the longer it takes to repop, but only up to a limit of 20 mins. Like every 20 or so monsters increases the repop time by about 10 seconds up to a max of 20 mins, and the time limit will slowly start to decrease after about 2 mins of no one killing them. While this will make Griefing other players possible, it will actually force people to stop over hunting monsters, and make them move to find a new area or camp.
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| | #168 |
| <3 Duo/Trio | Re: FFXIV, I hope it's not like what this has become.
Actually I think Karinya's system has value and promise while not hurting anyone. Chocobos fluctuate in price. Why not let mobs fluctuation in XP reward? I'd prefer something more dynamic though than weekly fluctuations. Perhaps there would be an NPC who told you which mob families needed to be hunted, and it changed every real life day. Think of it as game hunting and population control. Generally I'm just looking to make XP more interesting. Fighting different mob families will certainly do that. We don't need to make what works today less attractive. An extra reward for more difficult and less hunted mob families would make hunting them more enjoyable and allow for more variety in XP. The only real issue is exploitation. Last edited by Ryoii/Nonomii; 07-08-2009 at 05:09 PM. |
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| | #169 | |
| Junior Member | Re: FFXIV, I hope it's not like what this has become.
It would hardly require omniscience. Now, SE may lack the base programs to do it, but it's far from undoable in some form or another. The core component that would be required is a program that tracks the kills of certain mobs or mob types over a set period of time (a week seem like good solid numbers). Already there are systems which have similar effects. IIRC, the older version of besieged used to be based on how many monsters killed (prior to placing a hard time limit on each besieged). This system could be made much wider, so that it tracks all kills server wide, finding mobs and families of mobs which are either undercamped or overcamped based on each week, and alter their value based upon those results. And, Takelli, if I understand it correctly, you are misunderstanding what Karinya is saying. The idea is a updated system which varies who and what are the best targets. Let's say that the Wyverns are the best target one week, giving a whopping 3 times normal XP. Everyone would "OMG! Wyverns!" And at all the various places Wyverns spawn at level 75+, there would be Wyvern guts all over the place. At the end of the week when the conquest tally was turned in, a new program could track what had been killed a lot that week and what hadn't. Wyverns, a high XP gain target, would now be moved off the list and changed back to normal XP gain. Now some more different monsters now give an XP bonus, and Wyverns are ignored again for a few weeks until they are worth a lot of XP again, at which point, everyone goes back to being like "OMG! Wyverns!" Basically it would create a "Targets of the Week" system, where during that week a couple of types of monsters were very high value and good targets for being XPed, without forcing players to stop doing TP-Burn and Mana-Burn parties. As for some sort of in-game explination, could go with something like... Quote:
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| | #170 | ||
| <3 Duo/Trio | Re: FFXIV, I hope it's not like what this has become. Quote:
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| | #171 | |
| Where The Bad Things Go Sterling Star Join Date: Jan 2005 Location: Confirmed
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| Re: FFXIV, I hope it's not like what this has become. Quote:
It would definitely enable players to search for camps that offer better EXP, and allow the lazy players to continue to earn base level EXP, but what if those lazy players never leave their lazy player camps? They're effectively ruining and area or monster family for everybody else. Make it a gain/loss for underhunted/overhunted that's unique to each player, and they'll be more motivated to search for a new camp. The problem this causes is that they wont want to join a party if it's going somewhere where they've overhunted, and it might cause players to simply add new bullet points to the this-camp-at-this-level list to make up for overhunting. | |
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| | #172 |
| Junior Member | Re: FFXIV, I hope it's not like what this has become.
Anyone got any info on beta release?
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| | #173 |
| Junior Member | Re: FFXIV, I hope it's not like what this has become. Pretty sure this is the wrong thread..
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| | #174 | |||
| Dark Arts Master Bronze Ribbon of Service Join Date: Sep 2008 Location: Conneticut
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My Mood: | Re: FFXIV, I hope it's not like what this has become. Quote:
Or... They could make it so that monsters that are "over hunted" evolve and change into something stronger, and even possibly move where they spawn, so that its always something different... IDK what I'm saying haha XD Quote:
If not, then that is what I was trying to go for. One camp will be camped over way too much if the monster exp gets increased by 3X, as that all that people will want to camp.
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| | #175 | ||
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: FFXIV, I hope it's not like what this has become. Quote:
Besides, even a weekly switch of everyone's-favorite would be nice. I wouldn't mind rotating off of Imps and Colibri when I get back to leveling again. Quote:
I'm pretty sure SE is already feeding some of the game's logs into databases (from the description of some of their anti-RMT tools). This is pretty much doing more of the same; filter logs for relevant info, toss data in another databases, data mine. *viola* The trick here is identifying which readily available 'packs' of monsters are under-utilized by players 7-10 levels below them; once that's identified--which is fairly easy if not computationally cheap--then, slap an exp bonus on them based on actual utilization. Karinya's idea is easy to implement; at least the selection process portion of it can be completely automated after it's designed.
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| | #176 | |||
| Veteran Member Allied Ribbon of Glory | Re: FFXIV, I hope it's not like what this has become. Quote:
There would be a ranking of bounty levels for each mob family in the game. (On second thought, I think this should be available in-game from a new menu item, like conquest/besieged/campaign maps, so you don't have to visit a specific NPC, which would be time-consuming. It would just list each mob family that the system applied to and the current bonus for that family, auto-sorted with the highest bonuses at the top. Scroll down to see the whole list.) Underhunted families would increase their bonus each week as long as they remain underhunted and overhunted families would decrease (or sit at x1.00). I doubt many families would actually reach x3.00 since they would have to *stay* ignored for weeks or even months as they rise through 2.00, 2.20, 2.40, 2.60 and 2.80... I'd probably be jumping on them before that, even uragnites. I just didn't want to make the maximum cap low enough that some families would stay ignored even when capped out. Quote:
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If *everyone* gets x2.50 for malboros this week, then presumably most people won't object to fighting them (except maybe the WHM, but my experience is that WHMs actually like fighting things where they're necessary. People appreciate them more, for one thing.) or at least they will have some idea why the leader wants to fight them. There might be more negotiation when joining a party to distinguish between high-bounty parties going after very nasty mob families, medium-bounty going after mobs of average dangerousness, and no-bounty wimp massacres.
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| | #177 |
| Playing RLXIV Bronze Ribbon of Service Join Date: Dec 2008 Location: Austin, TX
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| Re: FFXIV, I hope it's not like what this has become.
I think this would also need to be on a per-zone basis. Crawlers may be a common target in Sarutabaruta and Crawler's Nest, but not so much in the jungle zones. And of course, this might have to disregard farming. Elementals are easily farmed in the lowbie and midbie areas by 75s (especially by BLMs who can one-shot them), but not so much by those who can exp off of them, in any area. (It doesn't help that in addition to being dangerous at exp level, they're also a couple of levels above everything else in the zone.)
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| | #178 | |||||
| Interior Decorator Bronze Star | Re: FFXIV, I hope it's not like what this has become. Quote:
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Not all mobs can be, or should be Exped on. In the end however, there are a few massive and glaring flaws in this system. One, it would have to extend and cover almost every single Mob type in game, all at once, all at the same time. Meaning that every week, every mob's kill records would need to be tallied and their exp per kill adjusted accordingly. That's a LOT of information to constantly alter and adjust each week. Two, how would this take into account farming, or low level exping? EP-DC versions of these "dangerous" mobs are constantly killed every day. Hell, Nyzul alone accounts for the vast majority of daily Soulflayer deaths. Now you could just say "things in Nyzul don't count!" but we get Exp from Nyzul mobs so why shouldn't they count? A third problem is that not all mobs are good to exp on at all levels. There are no lvl 75 Malboro camps. There are no high level Tonberrys to exp on. For a lot of mobs, there are no higher level versions to camp. And since this Exp problem is mainly an issue at endgame, that's where the fix should be focused on the most. To make this work, you would basically need to overhaul and create an entirely new system that affects every single monster in the entire game. All to get people to spread out more at lvl 75. There are better, and easier fixes. Quote:
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| | #179 | ||
| Dark Arts Master Bronze Ribbon of Service Join Date: Sep 2008 Location: Conneticut
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My Mood: | Re: FFXIV, I hope it's not like what this has become. Well, if people would actualy get the gil they needed to buy decent gear as they level up, they wouldn't need to farm now would they? It would also prevent RMTing to some extent as they cant sit there all day and kill the same thing over and over. Besides, the monsters are on a 15 minute respawn in a lot of the exp zones already. If people time the kills correctly, they can still Chain on them, and get god exp off of them. And as for the low level zones... It wont really effect them as there are TONS of monster types to choose from in lower level areas. It would actually force people to "explore" the lands as well. Thats what adventureres do, they explore new places. I don't really see much of that happeneing in FFXI. Quote:
As for the rabbit thing... Its just an example. Why do people have to look way to deep into stuff I say? -.-;
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| | #180 |
| <3 Duo/Trio | Re: FFXIV, I hope it's not like what this has become.
How about weighting the ranking (xp bonus) based on how much xp the mob has provided over the past week? This would lower the effect from EP-DC farming without completely disregarding it. Additionally I like the idea of treating each zone seperately. I was thinking that you could lump regions, but Kolshushu is one great example where this would fail. All the stuff killed in Buburimu Peninsula would dramatically affect Bibiki Bay. Lumping whole families also has its flaws. A good example is where Goblin Furriers (RNG) in Yuhtunga Jungle are killed much more often than higher level Goblin Poachers (RNG), Goblin Reapers (DRK), and Goblin Robbers (THF). This would also have the effect of benefiting small parties. Parties of 2-4 Lv75 could now go kill tough mobs which are rarely hunted and get a bonus. Good examples are Darters (Lv75-78) and Bark Tarantulas (Lv75-78) in The Boyahda Tree, Darters (Lv76-79) and Bark Tarantulas (Lv77-80) in Dragon's Aery, Greater Manticores (Lv76-79) in Cape Teriggan, Ovinnik (Lv77-79) and Greater Cockatrice (Lv78-80) in Kuftal Tunnel, and Tormentors (Lv75-79) and Hurricane Wyverns (Lv75-78) in Ifrit's Cauldron. Last edited by Ryoii/Nonomii; 07-09-2009 at 09:11 AM. |
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