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| | #196 | |||
| Expert Chocobo Cook Join Date: Jul 2006 Location: El Paso, TX
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My Mood: | Re: FFXIV, I hope it's not like what this has become. Quote:
Tonberries have always had the ability "Everyone's Grudge" and if I remember correctly, its always been calculated based on how many Tonberries you have killed thus far......
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| | #197 | |
| 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. They have? Every game that I've played in the FF series that I've run into a Tomberry, I've never seen the move used before... Huh... Maybe I'll look it up.
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| | #198 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: FFXIV, I hope it's not like what this has become.
Also need to remind people to pay to clear hate before fighting Tonberry NMs. >_< Or do the quest if they haven't beforehand.
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| | #199 |
| 不完全の花 Administrator Iron Emblem of Service | Re: FFXIV, I hope it's not like what this has become. ![]() lol
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| | #200 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: FFXIV, I hope it's not like what this has become. Orionrockr was defeated by Grav'iton. Now that has to be the understatement of the year. Guy (and his party) should've lost 24k+ xp just for that.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 |
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| | #201 |
| 不完全の花 Administrator Iron Emblem of Service | Re: FFXIV, I hope it's not like what this has become. Level Down ... Level Down ... Level Down ... Level Down ... Level Down ... Orionrockr's level limit has decreased to 70. lol seriously that amount of damage shouldn't leave a body
__________________ A trail of feelings, of awe and inspiration, should lead him to that castle: in the future: her arms enclosing him, her scent fills him with excitement, creates a moment so strong he can remember it in the past. |
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| | #202 | |||||
| Veteran Member Allied Ribbon of Glory | Re: FFXIV, I hope it's not like what this has become.
First of all: I'm glad to see that there is some support for this idea. Quote:
I like the idea of adjusting the exp tables, too (a cap raise would not do it, you would have to change the base exp values of mobs at reasonably killable levels), but that's independent of whether there should *also* be more variety in mobs actually hunted at any given level. Right now people pick on the gimp families, for obvious reasons, but IMO SE should do something to make the rewards of mobs balance out their dangers. Trying to hand-tune every mob family in the game would be too huge a task (although they really could do something about imps and colibri), so if they can't make all mobs of the same level exactly equally challenging, they can at least put in a way for players willing to take on more difficult targets (not just meaning higher levels, but mobs of more dangerous families) to get some reward for doing so. Quote:
There are not very many new areas. But there are a *lot* of underutilized areas. How many people have entered Carpenters' Landing in the last month? 3 months? Since the last time you did a CoP mission there? I think I've been to Riverne - both sides combined - less than half a dozen times *total* in however long it's been since CoP came out. (Close to 5 years, isn't it?) And I'm not sure I've been to Valley of Sorrows at all since ToAU killed the exp scene there (although, of course, some people do go there to fight Adamantoise). Going to the same half-dozen zones over and over and over while many others are deserted is not a hallmark of great game design. It is a hallmark of the tyranny of effectiveness. The bounty system, as I described it, would be self-correcting. Whatever gets hunted more will be worth less, and whatever gets hunted less will be worth more, until people start going after it. I don't know if, in the long run, you would see a more-or-less stable equilibrium with very nasty mobs having higher bounties (and being hunted rarely/with lower kill rates) and moderately nasty mobs having lower ones, or lots of week-to-week fluctuation, but from an individual's perspective they would still be doing different mobs in different parties so that would be fine with me. A stable equilibrium would have to involve *every* mob family being hunted by someone. (And all getting about the same exp/hr - otherwise players would abandon the lower value families until the bounty system shifted and made them worth more. To be stable an equilibrium would have to satisfy two constraints: every mob family is killed at the rate that makes its bounty remain at the current level, and there is no net flow of players toward or away from any mob family from week to week. Since players can be pretty effective exp/hr maximizers, the latter constraint probably only holds when at least one camp for each mob type makes competitive exp/hr.) Speaking of which, I like the idea of counting by exp earned rather than mob deaths, so as to count out TW farmers and reduce the influence of people just doing FoV or skillups or whatever. Conquest already counts by exp - or so the NPCs say - so it shouldn't be too hard to do. Then a stable equilibrium would have to involve every mob family being hunted *for exp* by someone. There are some mobs that there is a shortage of level 75 camps for, but they could still be hunted by lower level parties (or small parties, an interesting suggestion by Ryoii) or in level sync. (BTW, someone mentioned getting less exp in level capped zones. I thought that was fixed, but if not, it should be, so it works the same exp-wise as being synced to that level. That shouldn't be hard.) Quote:
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In a weird way, I think it's an experience point version of the law of supply and demand. The bounty system would raise the "price" (exp value) of any mob family that is in short "supply" (number killed per week) until players, seeking max exp for their groups, reach equilibrium prices where "producing" (killing) any mob is just as good as "producing" any other mob. (But of course the ease of killing any given mob family depends on your party setup as well as the availability of "natural resources" (spawns). Law of comparative advantage, manaburn edition?) It follows that the playerbase collectively could produce Hayekian information about how difficult a given mob family is across all possible party setups, which might be useful to the devs in later balance adjustments.
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| | #203 |
| 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.
In a weak attempt to get slightly back on topic, I hope that for 14 they come up with an XP system that isn't primarly based on the final kill stroke of monsters. Shouldn't healers get XP for healing? Shouldn't thieves get XP for picking locks? How about XP for each swing? It's not like they don't have an example, since campaign/besieged awards XP for healing and buffing. You do have to make sure it's not easily abusable, but I'd rather have that than the "everybody gets the exact same XP" model they have now. It's okay for xp party, but it's not so great for solo.
__________________ Elwynn @ Fairy | PS2 | Rank 10 Windurst, 5 Bastok, 5.5 San d'Oria WHM75 BLM75 PUP49 THF45 NIN40 RDM38 BST37 RNG23 COR20 WAR09 F10.5 W45.0 S39.6 G52.2 Cl60.0+1 L47.2 B36.2 A60.0 Co56.1 more Last edited by Elwynn; 07-10-2009 at 08:43 PM. |
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| | #204 |
| 5 Crossroads | Re: FFXIV, I hope it's not like what this has become.
There are games that give EXP for completing quests and missions. Not sure how well that would translate to Final Fantasy, but just saying...
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| | #205 |
| Dragoon Kitty Sterling Star Join Date: Jan 2004 Location: TX - USA
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| Re: FFXIV, I hope it's not like what this has become. if it was a decent amount, I think I would be doing quests more ;p
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| | #206 | |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: FFXIV, I hope it's not like what this has become.
Due to my 3-day absence from the forums I won't even bother looking at all the pages I missed, but... Quote:
I agree that grinding mobs shouldn't be the only, or perhaps even primary way of getting EXP. However, I don't see that system working very well for combat, ever. The only way to get 6 people to work together is if it's in their best interest to do so. That means working towards a common EXP number.
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| | #207 | ||
| 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:
But, FFXIV is getting rid of the traditional exp system though (Said in the first announcment). I just hope its that the more you use a weopon type, the better you get at it, and you can learn abilities and spells. Not just Weapon skills, or having to buy your spells.
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| | #208 |
| <3 Duo/Trio | Re: FFXIV, I hope it's not like what this has become.
I'd really like to see something similar to Fields of Valor in FFXIV. Fields of Valor would be even better though if there was also a bonus to the xp from each mob killed as part of the regime. Even better would be having the bonus fluctuate based on the popularity of the individual training regime. This bonus would help draw players to the regimes with more challenging mobs and help scale Fields of Valor for players targetting T, VT, and IT enemies. Here is an example of how Fields of Valor helps a Lv45 trio targetting T & VT mobs Lv45 Training Regime Trio Training Regime Western Altepa - Page 3 1020 XP 10 Desert Beetles (Lv47-51) 1 Cactuar (Lv48-53) Average XP for 10 Desert Beetles (160+200+240+280+320)/5*0.55*10=1320 Average XP for 1 Cactuar (200+240+280+320+360+400)/6*0.55*1=165 Average XP for Training Regime Kills 1485 The trio should be able to complete this regime 3 times in 2 hours. XP Per Hour (1485+1020)*3/2 = 3757.5 This isn't quite enough to make it directly compete with a full party fighting standard mobs. However, lets consider this regime instead had them fighting something more challenging and less popular which had each kill providing a 50% bonus. XP Per Hour with Popularity Bonus (1485*1.5+1020)*3/2 = 4871 This would make for very reasonable xp and a whole lot of fun. Add the xp rings and chains on top and you have very good xp for a mid level party. P.S. - I'm going to be trying this with my Lv45 RDM/DNC and an Emperor Band. Last edited by Ryoii/Nonomii; 07-12-2009 at 05:01 PM. |
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| | #209 | |||
| Interior Decorator Bronze Star | Re: FFXIV, I hope it's not like what this has become. Quote:
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This bounty system would just help TP burns get more Exp more then it would SC+MB pts or Manaburns. In fact it would probably hurt manaburns more then anything seeing as there are very few decent camps to burn in. But TP burns can tear the crap out of anything that's T to VT, which under your idea would give bonus Exp. People still wouldn't do mobs that are IT+ because they wouldn't be worth it unless they gave ridiculously broken amounts of exp. And even then, after a week of being killed, those ridiculously tough IT+ monsters would just rot for weeks until they got back to the max Exp payout. ToAU areas were indeed made to bring the concept of TP burns and 10-20k an hour pts to the masses, and it's done so very dominantly. The concept of killing weaker mobs to gain Exp chains to make the best Exp per hour pre-dates CoP. It also works at nearly every level, as killing T-VT mobs in Qufim is MUCH better exp then IT+ mobs. Pugils, mobs with Def and Eva boost, an AoE slow and the ability to *one-shot* people are torn apart constantly in the Dunes, in Qufim and even the Jungles...as soon as they con VT. Because no matter how "dangerous" a mob is, once players can simply overpower it, the mob stands no chance. If there was a Soulflayer camp that gave 30k+ an hour easy, you can bet your ass people would flock to it. Because "dangerous monsters" don't stop people from getting their Exp. Never have, never will. And creating some abstract and overcomplicated "Bounty" system to try and force players to kill these "dangerous" mobs will only cause people to find a new way around the system. Because that's what players do best, beat the system.
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| | #210 |
| <3 Duo/Trio | Re: FFXIV, I hope it's not like what this has become.
I tested the Fields of Valor trio idea, and we were able to kill the T-VT targets as quickly as expected. However, it wasn't a complete success, and we unfortunately wiped to an IT antican. This was my first trio where I was not pulling and tanking, so I learned a valuable lesson about thoroughly explaining the strategy and quirks of an unfamiliar camp to your trio partners. I forget that many places are completely unfamiliar to newer players. I look forward to trying it again. |
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