I find it good that they increased the MB points with more people. Gives incentiv for people to get moar people along instead of just trioing everything!
I find it good that they increased the MB points with more people. Gives incentiv for people to get moar people along instead of just trioing everything!
Would work nicely if they just set up 20 "dressme" slots that could take a snapshot of the gear you had on as /dressme 1(2,3) that you could also name. That way, you could have a /dressme 1 named, say "Tachi: Enpi" (lol) that was everything you wanted to be wearing when doing a WS.
Then just put /dressme (number) into a normal FFXI macro. Gear switches now only take up one line regardless how many items are being swapped.
The Meebles change is obviously to try to alleviate clogging up the area with trios. If they want to continue adding sack maximum and eventually reduce the restock time they had to do things like this to make sure you don't have a ton of trio groups inside taking forever to finish their goals.
You know what would be cool about the whole trade thing? If they made so that it actually traded instead of artificially adding the items to your inventory then subtracting them. That is, if you have someone 79/80 and someone 70/80 trading items, and the guy 79/80 puts 1 items in the window and the other guy puts 2, the 79/80 guy still screws up the trade and gets an error message. Making stuff automatically trade into existing stacks would be nice too. Why these very basic things wern't considered during the creation of the game baffles me to this day.
Let us create a new economy. One where an entire caste of scrubs sells themselves as mercenary corpses to fill in entry limits for big dick players that want to solo/dual box everything.
Not mocking you or anything, just the idea of it really tickles me because that seems like the kind of economy that actually could spring up in this game. Like how some people get hit by cars or slip at Walmart "for a living." And from what I'm hearing we actually are seeing some of that from people farming Neo Salvage so~
To be fair, FFXI has a terrible history of making content rewarding for groups. A lot of HNMs were usually one or two people walking away with loot if something did drop. I'll just leer angrily at oldschool Dynamis. Limbus was a little better with ABCs, but the HNM problem repeated on U/O. Assaults penalized people for taking larger groups. Salvage basically became impossible due to cell limitations if you tried to give everyone things. Einherjar was a step in the right direction with Ichor, but its items were mediocre. Odin had the HNM issue, too. Ditto for Sandworm/Ixion. Stronghold BCs, while potentially done more often than time-gated content, were still limited on drops and did have the actual basket NMs as a gate. Abyssea technically also had the low-reward problem, but this was offset dramatically by the ability to basically pop most NMs ad infinitum so people didn't care if one loot pool didn't favor them at all, because the next one probably would. WoE is/was a shithole between shitty drops and RNG. Voidwatch "tried" to be fair in giving everyone pools, but then SE got the idea that dividing 1% by 18 in reverse gambler's fallacy was a good thing for the drops people would actually want. I haven't played Legion, but the points gear didn't seem impressive, and I don't hear people singing many praises on the random drops. NNI has its RNG issues, but the 25>5 tweak was a definite step in the right direction as well as being equally rewarding to the whole party. Maybe I'm missing some lesser shit, but oh well.
More to leeches becoming some kind of market, I doubt it. One could argue they get paid via getting those points at zero effort. Those doing the work can also stipulate how drops get distributed, maybe even charging on top. While you may see a small minority of people wanting to pay to get into leech groups, I also look to more mid-sized or larger linkshells and recall issues of cliques developing because taking more people was simply less rewarding. That said, the more SE sticks to fairly rewarding point systems over pure RNG, the better. Can't drama that shit. Though, knowing where I am, some people also thrive on such.
I think the idea is more that it punishes people for leaving other folks out, since you can't solo the stuff even if you wanted to, when they could just as easily take them in.
To be honest, I don't think either way is the "correct" answer. They should have just had the points completely equal, regardless of number of players, from the beginning and only increase for harder expeditions and higher goals. However, I do think the current setup is better than the previous since it encourages teamwork and playing the game with more folks rather than encouraging the "let's play with as few people as possible" mindset which is obviously not something you generally want to encourage in an MMO.
Holy shit you mean if I dump all my TP on a crowd control ability I'd put BLMs out of business? Better stock up on a MACC magian.
That whole response was based on a troll post.
It was hit by the added effect bug. It's still pretty accurate on the test server, but very inaccurate on the real servers. Its duration is also atypical. Instead of being a static duration with fractional resists, it seems to be a range at any TP. It's like the Aspir of Sleeps.
https://www.bg-wiki.com/bg/Shockwave
Hooooooly SHIT LOOOOOOL. I talk to the guy who came up with that troll post on a daily basis via Skype. That shit is absolutely amazing that they responded to it.
It's more hilarious that they're explaining the balance behind a seemingly unintended glitch.
I...
What?
I used Shockwave when I was doing retaliation skillups and I was able to land it on almost all the Murrain Chigoes I had gathered. I've also had a friend use Shockwave against gears in ZR1 and it seemed to land fine. As I understand it the added effects bug goes way beyond that to make add effects have floored accuracy on almost everything, so if that's the case this particular WS has its macc horrible on higher level stuff by design.