Dont hold your breath for BLU lol
Dont hold your breath for BLU lol
I guess it would be the basic jobs first eh?![]()
lol...
Community: When are you going to add the BLU Job?
Dev: We'll look into it.
Why are people saying the patch will probably be delayed?
They said mid June at the earliest. It could come in July and they'd still be keeping their word and it wouldn't be a delay.
The lack of communication is starting to piss me off however, as well as seeing what they've managed to do to the game in a year's effort. The team for this game must be tiny.
I worry about the upcoming dungeons. The content they've added so far has been awful. Five very easy high rank NMs with loot that drops like candy that they went on to nerf. A few dozen rank 30/35 NMs that were obsolete two days after the patch due to having rare/ex drops and repop timers of 5 minutes. Quests that don't appear to be worth the effort. Faction NMs that have maybe 2/12 decent gear pieces. Guild tasks for rank 1 and rank 10 crafters (why so low?). I'm expecting these dungeons to be easy, beaten on the night of the patch and with drops that come fast and numerous. Any decent linkshell will be done with them a week/month after the patch depending on how many nights per week you can do them.
I fear SE are scared of giving us challenging content because people whine and whine if anything is hard to do or any item is hard to obtain. Sure I don't want NMs on 21 hour spawn timers with rare drops like XI but something inbetween that and what we have now would have been far better. The five high rank NMs weren't too bad before they nerfed them I suppose, but those low rank ones were just epic fail for content. The biggest LOL is that my rank 50 ARC is using a rank 25 body piece, 35 belt and 35 gloves because these low NMs drop better gear than the rank 50 faction NMs. Took me about an hour's effort to get all three.
I doubt they are scared of giving players hard content, they are probably unable to do so with the current system. It would either requires a very specifics set of job (pain in the ass to form group), or would be overtuned and annoyingly hard for no reason other than RNG.
If you want to design hard contents, you need a gameplay that is well balanced, and they don't have that right now.
Everything else aside, those mid-rank NM's are perfect goddamnit. 5 minutes repop with a decent drop rate shouldn't be changed. Hopefully the combat patch makes them more difficult though.
the only fun ones ive had are the ones with aoe attacks, undead soldier has its teleport followed by positional aoe and downy dunstan has its sleep aoe. both require players to run out of range to avoid death / huge damage (unless you out rank), and even then, down dunstan's sleep blast was the only attack that will take at least 600-700 from a rank 50. i liked the challenge of staying out of range to caste aoe cure on the tank/melee so they could run for safety.
monday is gonna come and go and there is not going to be any information released
and people are gonna be surprised
This is getting absurd. lol
Content has been stupid easy. NMs were fun for like 1-2 weeks in a party. Then fun for a week solo as thm. Now I don't even feel like going anymore. Officially sick of doing r30 leves on my r42 conj. Officially sick of conj in general and just want to get 48 already. The battle system is so laggy for glad just using 'light stab' it makes me go crazy and stop 10 minutes after I start. I think I'll be smart and just wait for battle changes before I touch glad or start archer. It's just not fun and there's no real big incentive to get another 50 because... there's nothing to do?
Can't wait for Monday and another day of silence. Oh, and more community reps saying "Talked to Yoshida about [insert stupid idea here] and he thinks its a great idea".
I'm glad I got banned from those forums. No reason to post there anyways.
I didn't even bother doing that. I figured since they repop so fast I'd just let everyone have at them for a couple of weeks and went in with no competition for mine.
People on the forums are whining about crafters making all the gil, but it's that way because anything a battle class can get drops like candy or is untradable.
I think NMs with sellable drops that pop once per game day is a good middle ground. Put untradable versions with a lower drop rate in dungeons as filler loot alongside unique loot and you're sorted.
I guess I just have a different view on it. I agree that in an MMO you want to last longer than a month longevity is absolutely necessary, but I disagree that this kind of open world content should be a means to that end.
Implementing these NM's should not be that difficult nor time-consuming of a task, especially if the monster models are slightly different at best, so I think that it's fine that they'll be dealt with relatively fast after implementation. Especially now when only the people currently playing are clearing the content.
Some roaming NM's should be nice at this point, as well. They could act as "landmarks" to make the environments more varied, which I bet everyone agrees needs to be worked on. Just make them big and intimidating enough, like the buffalo. And actually difficult, as long as the new combat system allows it.
I agree wholeheartedly with Hyan's post above, and vouch the comments on open-world, free-roaming NM's.
Not all of them necessarily even need to be large and intimidating. I know most people on here dislike comparisons to XI, but for example; Aquarius, Simurgh, etc. These NM's were normal looking (same models as normal mobs), yet people were motivated to camp, or just kill for fun but there were just rewards for doing so. People who complain about competition, drop rates, etc eventually got BCNM's, Nyzul, etc.
But as Hyan said, these were landmarks. They brought fun, income, and time consuming tasks which kept players online. Why they chose not to implement those into this game in such a manner is mind-boggling.
Open world content and instance-based content should be able to equally coexist in an MMORPG, imo.
I'd ask you to send that to SE, but we'd get the same "We'll look into it." response. I agree, though. Give titles for world NMs, along with good gear and maybe even a rare chocobo or something, but the thrill should pretty much in finding the mob and getting the kill. I remember quite a few super-rare mobs in WoW that were tamable that I managed to randomly stumble upon one day; shit was amazing when I actually caught one and could use it as a pet (spirit wolves come to mind in WotLK, as well as the spirit bear). Its just so much easier to program a good plot and progression around instances that can have their entire environment tuned to be a challenge, as well as allowing access for anyone strong enough to take on the challenge.
It all boils down to a player's playtime, actually.They're nice to get your shit fast, but I'm not a fan of content that becomes obsolete a day after the patch.
When someone has 10 hours to spend playing the day after patch, then the design choices available to avoid insta-clears becomes:
- Forcing waits. Much like infamous "jap midnights", limited attempts/pop items, tier system that requires more days, etc.
- Extend time needed for completition via lame attempts. See 1/100 drop rates, 24hr repops, claim wars.
- Extreme difficulty, basically generating wipe over wipe. That's one dangerous choice tho, because it's hard to make an encouter hard for hardcore players (ie: gear check fights) without making it impossible for casuals.
In the end, besides introducing tier system progression, there's little one can do to avoid hardcore players accessing all new content the day it's release. It's not even an issue that strictly FF14 related.
Any good, hardcore player had the same exact problem with patch 4.1 in WoW : he was able to clear all quests and instances at day 1.