Once again in Tera i liked the class lot system
So example the Party is made of
Slayer/Priest/Sorc/Berserker/Templar
and ann item that drop that can only be equipped by example the priest and the sroc well only the priest and sorc can lot, the others don't even get the options to pass/lot
Sounds exactly like need/greed except.... without the greed part. I'm not sure how that could be better.
Isn't that part a little bit irrelevant for a game that doesn't lock characters into a single class?
Well, technically the whole need/greed system, at face value, is irrelevant to a game that doesn't lock characters to a single class. If they do choose to go that route, they'll have to modify it in ways that others have suggested in earlier posts, such as selecting a class to be considered your 'need' class at the start of an event.
If you assume that you've selected a single class to be your need class, then no, the greed part is in no way irrelevant.
Yes, thank god for this game having a superior community of non-MMO players. It truly breeds more friendly and innovative discussion of strategy, and the finer points of need/greed loot systems. The official forums for this game are what every MMO should strive to achieve.
better than Call of Warcraft amirite
xiv's community as a whole was pretty venomous. Especially for people just starting out. I think that sense of 'community' some feel can be attributed to more personalized playerbase made up of people who have played throughout reconstruction period together. It's painful to try to reestablish, or connect if you do not have preexisting friends, or lsmates. For a long time no one spoke in public chat, not sure if it's still like that, but yeah... it was filled with groups of spiteful people. It's not all bad though, and I'd have to agree in some aspects it's a lot better than other games. I hear people talking about how awesome Aion's community is, and I have to completely disagree. XIV, and Aion communities reminds me of each other, and that may be that they share commonalities at the moment. Major one being only diehard fans/addicts are playing and actually enjoying it.
I have to say, since I came back, I haven't encountered any of the negatives you mentioned. There are always going to be a few douchbags in a crowd, but overall, nearly everyone I've encountered, be it in town, a random PUG, or just someone running by while I was outside town, was extremely helpful.
I've had no issue finding people to help with AF, even if they don't need it. Same with other things, like getting Into the Dark done for returning players. I can remember one person who was a Negative Nancy, blaming other people for a Moogle loss. One person out of the hundreds I've encountered is a pretty good not to douche ratio.
Obviously, that's just my experience, but overall it has been much more positive than my time in other games, where people are spewing shit and generally being moronic in public chat.
That's the main reason I don't understand why Job quests can't be solo'd at the level you get them. The whole game seems based around having friends rather than making them. To be fair, it took WoW a couple years to tone down those group quests (along with the other crap quest mechanics) and maybe SE was trying to address the problem with the whole bar scene they thought they were creating with the guildleve counter. However, if someone can skip an unnecessary step, they will. In some cases they'll get the friends they already have to do shit with them or they'll skip the whole affair and just do what's more accessible. Also, the bar scene is interesting as a narrative conceit, but functionally in an MMO it's more like a party. A party where you don't know anyone and there's no liquor to loosen you up. Normal people are shy enough at those kinds of gatherings and SE is trying to get a pack of nerds to mingle. I kinda like how advancing in a class (which will eventually be like a spec) requires more than getting enough exp and levels, but if you want to hammer in PT mechanics for the PT specialization, best to do it with gear or other items. That way the player has more of the class to learn and the rest of the PT doesn't have to deal with a spec that traded out 5 invaluable abilities for 1 that may not be that useful.
To me, that's a tricky issue.That's the main reason I don't understand why Job quests can't be solo'd at the level you get them.
Solo content tends to be stripped of any taste, pretty easily. Especially in MMOs, where combat isnt usually tailored on single player.
In FF14, you would simply grab your lv50 and rush through the whole Job storyline in like.. 2 hrs?
The way they designed Job quests, at least I feel accomplished once my 8 men party downed the final boss.
Plus, I feel most "content issues" are caused by the community being full of selfish persons : any final Job Quest can be done in like 15 mins thanks to Anima teleport and battles being pretty close to camps. Most of those battles are, also, pretty fun.
Going to have to agree with Mioko. By being a good sport and playing the job your group needs most (e.g. WHM) for that event, you lock yourself out from lotting on something for your main/favorite class. A modified system where the game checks to see if you have a job at the requisite level to equip said item might work, but I'm fine with just normal lotting. Did it for 8 years in XI with only a handful of ninja lots / shitty situations.
What? I don't know about you, but I didn't hit 30 until after the Job system had been added; not everyone has or will have access to a high lvl class/job when they do a solo quest. Even if they did, making it class-specific like they do now wouldn't be hard. If you're worried about people plowing through to 50 and then doing them, A: if Jobs are worth a damn, they're denying themselves the abilities in a party and B: people are already able to completely ignore all the quests until 50, making the experience easier.
It's not hard to make a challenging fight in this game. There have been many fights that hinged entirely on using my abilities and positioning correctly. Long spell casts or ability warm-ups or just knowing how long until a monster will move to face you allow you to pull off interesting things. All SE has to do is make this a fully fleshed out feature rather than a consequence of their programming. When I started playing TERA last week, I was surprised at how similar it was to what I was doing in FFXIV, though TERA has manual aiming.
In a nutshell, this is my experience with Job quests. Mind that the quest order changes from job to job, so this is a rough esteem.
- Lv30 Quest (needed to unlock the job) requires you to either ask a single friend for help, or to have another class that's already 40+.
- Lv35 Quest (Job skill) can be soloable by most Jobs around lv.39-40.
- Lv40 Quest (Job skill) can be soloed around lv.45.
- Lv45 AF Quest is split in 4 parts : two of them represents a solo challenge. One requires 4-5 people (Beastmen stronghold) while the last one requires 4-5 people and some progression (Damzel Darkhold).
- Lv45 Quest (Job skill) requires a Light party
- Lv50 Quest (AF body, "2H") requires a Full party
Personally, I found the progression to be nicely designed. Making the lv30 quest a little harder is a way to set it apart from all other Quests you'd be getting at that level.
Also, given how easily it is in FF14 to travel in group, I found out that the best way to handle later Job Quests (Lv45+) is to form a mixed group and do more than one Job at a time.
People are just stubborn they want their quest done, while caring very little about others.
They're well designed for a person who can easily get help and/or doesn't particularly care when they get the abilities. It doesn't matter how neatly it progresses, if it follows what you see as a self-consistent logic, you have no control over how fast you progress. It's just like how PUG COP runs were back in the day. We'd all gather and agree to do the missions in order even if we'd done half of them already. Then someone would invariably leave, forcing us to quit or take an hour re-configuring our PT composition. This is problem is solved with statics (sometimes), but that's my point: you can only do it reliably with people you already know. Yes, it needs to be done reliably, because the abilities (and the lack of abilities) are the entire point of the Jobs. Otherwise they're just classes with higher stats. If a class is functionally the same as a job in a party, what is the incentive for people you don't know to help you? They could just as easily wait until 50 and do it then, but then what's the point of having the class abilities at lower levels if people won't bother when they become available? They may as well have may them all unlock at 50, made the first 4 soloable, and made the last one a PT.
That's the reason your view of it makes sense, because that's the approximate value of additional levels. On whatever damned spreadsheet this game's math is culled from, they figured out that a light party should expect to fight something at their level + x . I supposed x in this case is 5. The fact that Tough, Very Tough, and Incredibly Tough all equaled a certain number over your level wasn't just SE throwing darts at a wall. Lv + 5 = Light party. Lv + 0 = solo. This isn't SE encouraging you to do it solo when you can, it's merely the fact that they designed a system that allows you to do something and they can't stop you unless they upset their balance.
Making the quests require PTs only makes it fake hard by increasing the HP and damage of the target monsters. The monsters themselves don't act in a special way. The difficulty lies in getting people to help you, that's the only real hurdle. It wouldn't be hard to create more complicated mechanics that, I dunno, force you to use the abilities you've been using the entire time. Proving through your actions that you're capable of taking the next step rather than showing how charismatic you are.
This is very true, but FF14 job quests have little in common with FF11 group quests.It's just like how PUG COP runs were back in the day. We'd all gather and agree to do the missions in order even if we'd done half of them already. Then someone would invariably leave, forcing us to quit or take an hour re-configuring our PT composition. This is problem is solved with statics (sometimes)
In FF11, helping your friend getting an AF piece (coffer one) would require a huge amount of time : travel, visit dungeon, kill monsters for drop, look for the coffer, etc. Same with everything storyline related, like you mentioned.
FF14 is a whole different thing, actually, but I thought the same as you before trying it out myself.
Anima teleport makes traveling very efficent, and every single quest location is within 1-2 mins by chocobo. No keys required, no drops involved, plus nothing random such as a coffer spawn.
For example, PLD lv45 quest is like a minute from Uldah (on chocobo), a single party battle that takes about 2 minutes. We're talking about helping someone for FIVE minutes, with no risks of shitty droprates or weird spawn timers.
There is absolutely no need for static parties or anything, really.
Even main GC questline battles are easily accessed. Gather together > teleport > chocobo for 30 secs and enter boss battle.
The only exception being the latest GC quest "United we Stand", which felt like a brickwall because of how difficult is for PUGs to navigate Castrum Novum.
And it was refreshing. I really liked how you have to make decisions while sneaking in... fight or run!
Also to the people complaining about job quests being impossible to solo at level 30, how is it possible that you hit that level without making any friends or meeting any people? This is an MMORPG. Your first objective should be finding a social shell to help you get started.