1. FFXIV Reset Timers
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  1. #6161
    Physicist
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    Quote Originally Posted by Kachiko View Post
    I'm all for fixing the stupid DF queue limitations, but being able to do all of those things doesn't change the fact that the DPS would still be in that queue for 60+ minutes (as an example).
    Which goes back to my original point - give an incentive for tanks to queue since they're the bottleneck. I'm sorry that you think they are "raking the system", though I can't say I understand what that means, but you have to incent the bottleneck to be widened to address 60 minute DPS queues.

    edit: Have the reward for the "class in short supply" bonus be 5 or 10 myth stones that do not apply to the weekly cap of 300 (450). Or, don't raise the cap to 450 at all and make the same change.

  2. #6162
    D. Ring
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    Raldo Volca
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    A simple meter showing how many of X role are waiting in queue would be enough to get me to queue as whatever role isn't crowded. If there's 200 DDs, I sure as hell am not going to queue on a DD, so I'll either queue as something useful, or not queue at all.

  3. #6163
    Ridill
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    The changes to WAR will probably help increase the supply of tanks but I doubt it'll be all that significant as far as DF time is concerned.

    Is the advanced search/lfg ticket system that they've described in the past coming in 2.1 or is that just so much concept talk?

    While lvling my mule out of boredom one of the things I hated most about doing dungeons was having to stop and explain every boss fight every time because so many people only do the dungeons once for story/hunt reasons and never again.

  4. #6164
    D. Ring
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    Quote Originally Posted by Tyrath View Post
    And giving bonuses based on the length of the queue still doesn't fix the fact that you had to wait that long in a queue.
    It's not designed to reduce the queue times of an individual instance of waiting in the queue; its to fix the inherent bias of tanks/healers, in a trinity bases system, vs the type of game character most people want to play. By giving a bonus to Tomes, based on how long you're in the queue, you flatten out the gap that lets tanks/healers blast through the content. DPS also acquire the tomes, at the same rate, thereby removing themselves from the queues faster, which should allow even more people to churn through the DF, until it reaches an better equilibrium of class types.

  5. #6165
    Relic Shield
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    Rehn Valor
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    Sargatanas
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    The roulette seems like a bandaid for the problem to me (long DPS queue times) and as with other MMOs, this may never change for a long time unless they get clever.

    My small complaint: I only seem to go PLD to stuff outside coil times, where I mainly MNK (PLD if we need to change some people around). And of course with coil only going on 1-2 times a week, my times on MNK doing anything relevant has become almost non-existent. Think I've been on miner/botanist more than my MNK in the past 2 weeks. I do hop on it to help friends out with the occasional titan, but that rarely takes longer than 10-15 minutes to complete.

    Hoping extreme/CT changes this, because as much as I like playing PLD, I looooove my MNK way more.

    INB4 someone tells me to randomly queue for stuff on MNK just so I can use it lol.

  6. #6166
    Falcom is better than SE. Change my mind.
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    I know how that feels. I'd like to do AK/WP more often on DRG so I can into a better habit with my Combo/DoT rotation, but not worth waiting up to an hour for one run.

  7. #6167
    Salvage Bans
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    Am I the only person who would do dungeons if they were at least equivalent exp?

    Ya fates are "easy", but the running around all the time and showing up late to get no exp is super annoying.

    Dungeons I can just sit back and grind, I do them when I have rested exp bonus and I am the same level as the dungeon for the chain bonuses.

    Time goes by faster in dungeons for me.

  8. #6168
    Old Odin
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    Seravi Edalborez
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    Depends on the dungeon, but generally I would because killing Svara a billion times gets old.

  9. #6169
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Seravi Edalborez View Post
    Depends on the dungeon, but generally I would because killing Svara a billion times gets old.
    This. Also pretty much why I don't play anymore except to cap my mythos for the week is because FATE grinding has become so boring I'd rather camp Fafnir again of all things.

  10. #6170
    Sea Torques
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    At least it's Monday so it's time to cap Myths again... Is it warrior update yet? ;_;

  11. #6171
    Sassy Tyrant
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    Falisa Asile
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    Leviathan
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    Well, you know it was announced they're increasing dungeon exp in 2.1. I've been holding off leveling my tanks for instant queues once 2.1 rolls around.

  12. #6172
    Ridill
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    Quote Originally Posted by Meresgi View Post
    I see what you're saying about dungeon gear, but most of the gear, except for greens, is equal to crafted gear it seems (pink shit = crafted gear with some materia?). To be honest I havn't looked at it very hard. It's all a shame, as crafting was always a good bonus to playing FFXI, but then again that game has the horizontal gearing where a HQ+1 harness/hauby/snipers would be BiS for certain fights even at max level, driving a need to farm the materials from NMs.
    Well, I responded initially because the implication that FATEs are somehow the root of XIV's evils irritates me, in part because I'm mindful of not wanting to make DPS suffer with insufferably long queues if FATEs got nerfed or they didn't exist to begin with. More relative to gear quality, however, the speed we level at is only a part of the problem. While it's true you're unlikely to flesh out a set solely by running that dungeon while leveling, that gear can be kept for the next job that shares the same primary stat. Such can certainly be an inventory hog and why I'd like the armoire expanded to allow all green/pink gear, but whatever. Slapping some crafted gear together technically isn't hard, but bringing it up to the dungeon level can get pricey depending on how deep into melds you go. Even the T1 stat stuff can run 400g plus per, and overmelding could put you at 3k+ in materia expenses alone for a single piece. Worth it for leveling? I don't believe so. I'd even put it on OCD tier.

    On the other hand, I would also say crafting compared to endgame dungeons/coil does need help. The impending tome mat adjustment is a help for the cost aspect, but not the quality. And with endgame dungeons pooping out 3k+ gil per clear, not only are repairs covered, but there's even less economic incentive to manufacture goods because you must wait on sales, fight undercutters, and continue to weight cost and profit throughout. If you're someone who's leveled all crafts and gather your own goods, you'll also see how astronomically cheap crafting is compared to those dungeon payouts. I still say it's sad that shit costs more in shards to make than the other ingredients involved, but the utter and boring hell that is shard farming is another problem of its own. Either way, a few level 50 dungeon runs will pay for a secondary job's gear growth easily if you're smart about it, especially if you sell a tome mat or two.

    Overall, the materia market is supposed to help keep crafting profitable, but the SB process needs a bit of help. A proper open world endgame zone, for example, so more people can run around in late-40s or militia gear to pump out T3s and T4s. I honestly feel like the elemental materia should be completely removed from the game, too, as they just serve to discourage players when take the time to put an SB set together and just make a bunch of duds. This may drive the cost of these respective materia down, but at the same time people may be tempted to SB their own stuff and work toward their materia needs. Crafters will also need to acquire some form of diversity aspect, as everyone just be able to make the same stuff with but a ding doesn't help saturation. Though, I feel like this would be better achieved through smart material manipulation than forcing crafters to do mundane dailies or hope for some kind of scroll drop in a dungeon/raid. Synths that can only performed with HQ mats at all level ranges wouldn't hurt, either.

    It's not perfect, but crafting will only get better when it actually is better. It's also why I rolled my eyes when Yoshi said craft quality is kept gimp because he's afraid of the RMT. That's just an excuse and it can be worked around both on the dev and player end. Of course, you also have the player element that will bitch to high hell if raiding gear plays second fiddle to something someone could craft up on their own. It's a self-fulfilling prophecy of "It's gotta suck!"

  13. #6173
    Physicist
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    Quote Originally Posted by arus2001 View Post
    I'd like the armoire expanded to allow all green/pink gear, but whatever.

    A proper open world endgame zone, for example, so more people can run around in late-40s or militia gear to pump out T3s and T4s.
    Two excellent suggestions. The first would solve so so so many problems for me. If I can't AH it, and can't convert it, and sometimes can't even NPC it, why the fuck do I have to carry it on me for eternity.

  14. #6174
    Old Odin
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    VaNiTy SlOtS!

  15. #6175
    Sea Torques
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    I feel like the vanity slots are the only way I'm going to get more cute skirts on my warrior, so yes. Vanity slots. <3

  16. #6176
    Old Odin
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    Quote Originally Posted by Raineer View Post
    Which goes back to my original point - give an incentive for tanks to queue since they're the bottleneck. I'm sorry that you think they are "raking the system", though I can't say I understand what that means, but you have to incent the bottleneck to be widened to address 60 minute DPS queues.

    edit: Have the reward for the "class in short supply" bonus be 5 or 10 myth stones that do not apply to the weekly cap of 300 (450). Or, don't raise the cap to 450 at all and make the same change.
    just eliminate tanks altogether in the game and go the FFXI route style of melee tanks. The tank concept of FFXIV seriously put me off the most (and I played whm in 14), ages waiting for a tank to show up = no thx. I rather take the XI route of haveing 16 different melee tanks to use from! and only fall back on real tanks when its definilty needed (aka when shit gets allways first introduced in 11 for the first 2 weeks).

  17. #6177
    Hydra
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    I want Vanity Slot because I need a reason to roll the Allagan Body of Healing on my SCH. (Dropped 2 times, passed it both)

  18. #6178
    Physicist
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    Quote Originally Posted by Damane View Post
    just eliminate tanks altogether in the game and go the FFXI route style of melee tanks. The tank concept of FFXIV seriously put me off the most (and I played whm in 14), ages waiting for a tank to show up = no thx. I rather take the XI route of haveing 16 different melee tanks to use from! and only fall back on real tanks when its definilty needed (aka when shit gets allways first introduced in 11 for the first 2 weeks).
    I'm good with this too, it makes for a lot of RNG about who gets hit, but you could put "voke charges" or some mechanic where you can only force a hit so often.

  19. #6179
    Salvage Bans
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    When we bounced hate in 11, we didn't have a threat meter, we had to know it in our hearts.

  20. #6180
    Physicist
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    Quote Originally Posted by lilbubbles View Post
    When we bounced hate in 11, we didn't have a threat meter, we had to know it in our hearts.
    mnk krt amirite

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