My CON/THM are still 12/13 while my LNC/MRD/PUG waits at 28/20/20 for some Lv30 dungeons. Don't wanna be one of those people that facerolls on maxed classes and claims its too easy.
My CON/THM are still 12/13 while my LNC/MRD/PUG waits at 28/20/20 for some Lv30 dungeons. Don't wanna be one of those people that facerolls on maxed classes and claims its too easy.
I really like the way they did it with dungeons in TERA, pretty much all the dungeons are connected to the missions and bosses/mini bosses drop really good gear.
However, once you have anyone in your party that is 5 lvls past the initial required lvl to enter the drop rate becomes non existent. It's a great concept imo because in there you got dunegons pretty much every 5-8 lvl anyways, you can lvl up doing dungeons very fast, get great gear, and it forces you to move on and not dwell in there on your lvl 50 char.
It also sounds like its meant to prevent dungeon farming/grinding that happens in some games. Where people get on alts to farm gear/xp for their twinks (low level character with really good gear).
Someone mentioned leveling via quests like WoW.
I think this might have been a great option for this game if they made it Final Fantasy style.
You would go through many story arcs, which is what Final Fantasy does best.
They could have made it require a party, so you would still have party leveling plus you would be doing quests at the same time.
But whatever. It's too late to do anything like that.
I really wish I knew what they were doing with mage jobs. Not like it matters much because my CON is 50 and my THM will be 50 within a week but I don't want to play WHM at all. No matter what they do there will be a lot of raging. The only way they could make it fair on people is to allow CON to become a WHM or BLM. But they're going with a one job for one class system.
The mage jobs in this game are so messed up that they should just be scrapped entirely and rebuilt into 3 or 4 base classes each with an advanced job. Let the players redistribute their scrapped ranks into the new classes. But that's surely far too much effort for SE. With every new announcement it becomes apparent they're taking the easiest option on everything.
If they did add quest-chain XP'ing, I'd like to see the introduction of "party" (elite) mobs to differentiate them from the solo mobs.
I picked DRK for Marauder because the class has always been seen as PLD counterpart so adding them both would be nice. We already know GLA is going Paladin so guess it'd be Marauder turn too to learn a few magical tricks.
I'm pretty positive CNJ and THM will be the most redesigned, mostly because one of them should be heading down the healing way to tie with WHM. I dunno which one, actually.
Archer to Ranger and Lancer to Dragoon looks like the most pointless actually. Doubt they're gonna get pets, probably just Jump for DRG and idontknowwhat for RNG.
I'm still of the opinion that this could fix a considerable amount of the issues I have with levelling in FFXIV. Make normal mobs the baseline for XP -- including 1 Star leves since they are Soloable according to the ingame UI -- and then have 4-5 stars actually scale into elite mobs. In fact, any content designed for groups should have Elite mobs. It works in WoW, it works in Rift. I'm not saying its a perfect system, but it would make party play more unique, and it'd mean that normal solo play would actually be worth it. It would also make dungeon mobs and bosses require more coordination and skill -- rather than just bumping the dLVL up dramatically as they seem to do now.
The main problem in this game with the leveling system for me was this:
- Mobs in the field have way more hp than leve/behest mob. Solo'ing these @ later levels seems rather counter productive. Field mobs take quite awhile longer to kill solo.
- You don't see the world in this game, there is one viable way to level which involves the most tedious leveling experience in the world.
- Really says something about how shitty the leve system is in this game when grounds of valor are > in FFXI.
- Should have just went the quest route for leveling using epic story telling that is known in Final Fantasy. I really think they could have added a whole new epicness to quests that WoW would struggle to meet.
Level system fails in this game because it doesn't immerse you in whats going on. In WoW each zone has a theme, story and usually the story arc expands from quests in the field to a dungeon to deal with the final threat or a group quest(wrath,BC,vanilla) There were zones I loved in WoW, searing gorge, tanaris, feralas, ungoro, I always loved questing in those zones when I got to the level to do them.
can someone translate the dev response?
http://forum.square-enix.com/ffxiv/t...144#post186144
Obviously only a google translate, but you can get the jist of it. It seems like he was just restating the fact that Yoshida is aware of the fact that the maps currently suck, and that they're working on it. He's basically restating what the devs have said before, no new info.
This is the answer to the fundamental design and specification of the entire map, you believe in it, please also contained a single-level design in the area.
(Sorry a little longer the introduction.)Yoshida is a producer / director.
Everyone, Thank you for your complaint MAP.
Yoshida is also similar to the MAP specification, everyone has a strong sense of crisis,
There are a huge amount of work, we are firm plans for the redesign.
However, as pointed out You're already, in order to fix the root,
They would have gotten your time.
Therefore, the current MAP collision mitigation (mitigation of catching / step) is followed by steady,
Parallel measures that are promoted by long-term plan to repair the root.
You will be sharing on this premise, we will tell you that you have to talk to producers about the map again today Yoshida.
First, about the overall direction is the improvement of working diligently and have no change.
Subsequently, this thread is also a spirit of "monsters that inhabit the area of a single broad level" is about the situation.
Also need to review are as before, and I feel stronger than ever, or, when the renovation "a theme that Motaseru properly for each area" has a strong policy of the.
As some of the comments earlier, but it would take for a considerable time even by issuing the information since it is an enormous amount of work, I would like somehow understand. When something new has been seen, we will announce the information properly. Was said.
With another raven article going up today, it does seem like they're trying to keep the DOOM AND DESTRUCTION thing playing in the back of people's minds. Seems like the best way they could do something of a refurb on the current zones (Not expecting them to be redone, but they could add lots of different settlements/farms/garlean constructs etc).
As for the jobs, I seriously hope we get 2 per class eventually. 2 specialisations mean that everyone can take 2 roles in a party, making the whole recruiting process less shitty, and it also opens up more possibilities for conjurer and thaumaturge so that they don't have to be turned into a black mage and a white mage.
Has anyone seen that thread on the market wards that's popped up recently on the official forums btw? Pretty awful but also hilarious. That kilta seems to be trying to suggest that the MW are actually faster than an auction house, for example.
While I agree they should have split up conj and thm to 3-4 classes I actually enjoy thm. I can cure and debuf(dot including) which gives me two rolls to play technically since dots are so strong. Hell I can tank too but I know that'll change, plus flashfreeze II owns for incap every 60s. Conj can heal and nuke(and buff!), but their nuking blows atm. With some fine tuning it could be a fun class to play IF nukes did something. IMO they really should have added two jobs for each mage class. Conj should have gotten WHM and BLM of course and THM should get... rdm and...? I duno, but I can feel some nerd rage brewing when the jobs come out for mage classes.
Edit: Totally random, but has anyone tried still precision for flashfreeze II?
I don't think this would ever work. The content has to be repeatable, and we already see what that means as far as quest storytelling goes.
Granted, guildleves are already similar in concept, but their simplicity makes them horrible in the long run. I can see them figuring out.a way to make the leves actually enjoyable though- if given enough time. That goes for every solution however. The content has to be designed to be enjoyable as far as gameplay and replayability goes, while the story and lore is left for other content to handle (for the most part). That's how it has to be, imo.
When's the last time you've seen "epic story telling that is known in Final Fantasy", Lordender? Honestly. There's a difference between "hey, that was a pretty cool plot", and "epic story telling". I can't think of any story in XI that was absolutely epic. I can think of a few good ones, and one or two great ones, but nothing epic; its hard for things to be epic when your character essentially stands there staring through someone as they do all of the work in a CS.
The game is going to need more than an unreachable goal of "epic story telling". They're doing it the right way, somewhat; fix the combat to at least make the prospect of grinding and killing somewhat enjoyable, then weave a decent story within the confines of the battle system you've developed. The only way for the story to actually lead over the battle system would be for the story to truly, truly be "epic", and I can't think of any story in any MMO that can achieve that threshold. Some stories have been great (I did enjoy the Wrathgate, but then again, I also enjoyed Dat' Raogrimm and the Crystal Warriors), but have we honestly seen any truly "epic" storytelling in any MMO? The best I can think of would be Blizzard releasing an insane amount of lore for WoW outside the game that actually augments and enhances the lore inside of the game. Something like this:
http://us.battle.net/wow/en/game/lor...-mekkatorque/1
I read it earlier today when I was eating breakfast and I enjoyed it. I would have loved to have seen more official lore like that for XI during the RotZ era, when I honestly and truly cared about the plot and why I was fighting, aside from getting good loot.
It's pretty much a personal opinion when a story becomes epic rather than good, but the plots behind CoP and, to a lesser extent, WOTG were pretty awesome. Without being epic in scope the Windurst questline in WOTG was also very good, and linked in very well with a lot of previous missions, lore, and quests. I also don't think your character has to be an active participant in cutscenes for a story to be epic.
That's what I thought they would do at first, a story driven experience that eventually lead to endgame. Something similar to ffxiii, slightly slower with more quest and dungeon otw, but essentially, something fluid with no repetition.
Such system doesnt works that well with class change, but there is still many works around
@Doom: True enough, perhaps, but do you feel that an epic storyline can keep a game afloat if the combat/crafting/pvp/end-game systems are completely busted? XI had a good plot in areas, but it also had a pretty good combat system for its time, reasonably good PVP - especially during its heyday - and a sizable amount of end-game content. Can you say the same for XIV? Hell, can you say the same for XIV even in its plot area alone?