Just gotta use your imagination that you're actually invading the velkk kingdom I guess, costs too much to make a unique zone that actually has some sort of immersion or something.
Just gotta use your imagination that you're actually invading the velkk kingdom I guess, costs too much to make a unique zone that actually has some sort of immersion or something.
Dotsu is kinda right, it doesn't incentivize alliance play. Depending on what's tradeable in the personal loot pool, all you're doing is making the monsters more difficult in exchange for the same personal items per person that you'd get with 6, 12, or 18 people. Could be they just didn't write it here, but if there isn't an actual increase in quality, quantity, or other parameters of the loot then this will have the same issues as Delve: it'll be inefficient to bring more than 6 man kill teams, particularly when you account for finding 12-18 quality players to even bring in there. Biggest benefit I see is maybe being able to split into teams of 3 to progress through the event faster, but with monsters getting harder as you go and each member over 6 increasing monster HP I don't know how effective that would be.
It's a step up from a monster dropping items and having to divide them among 18 people, but not by much since you can just split those 18 into 6 teams and probably farm more efficiently.
It was never really about the HP increase when bringing more than a barebone crew. It's more about the additional TP feed and spam that makes things more difficult.
EDIT: Another level of added difficults is ppl going afk and taking their sweet time to be ready. Can have 6 rdy to do shit quicker than 12.
I didn't "flip flop", I said static loot is a problem. Equal loot is a step in the right direction, but alliances should be getting more for their efforts, not the same.
I'm glad they seem to recognize the issue, but cheering them on for a stepping stone isn't going to get anything fixed.
unless higher difficulties throw more mobs at you than 6 people can handle, it's going to be the same story. and even then, that's only until somebody finds some optimal strategy.
It's not always about being efficient, sometimes people enjoy playing with larger groups. It sucks when you are penalized for doing so though. I have been playing with the same people for years, I hate having to separate into small groups to do stuff. Eventually you will be capped out and bored anyway complaining how the game is dead like 90% of the people. They can easily accommodate adding more people, hell they even WANTED people to include others for things like Delve to get clears. They wanted that yet they made it harder... makes no sense.
Finally I can agree with Draylo.
key item entry from killing trash mobs is a huge no. despite all the other delve complaints, ease of entry KI was perfect. needing everyone to get KI is just a pointless waste of time.
Totally this per 9000 unless the KI drops for everybody in zone when it drops for someone. In which case it would be cool I guess.
What's a "flip flop"? o.O
I'm not sure it's a step in the right direction. Maybe? Potentially?
Yes, it *could* be a very very very small step in the right direction, but it might have come at a bigger cost than the benefit it will grant.
If drops will really be all r/e and random and if the situation will be the same as Voidwatch I'm not going to be happy. It's going to be annoying, frustrating and the nth time they water content down trying to artificially prolong how much it lasts by putting random aspects that you cannot control in any way.
It's an expression used to imply the person in question opportunistically changes their position on an issue. It doesn't apply here.
Hmmm was another jp dev post about ninja throwing
Seems they are making it so you don't have to keep zoning out in WOE to get the KI, but its in OCT?
Glad it's finally happening, annoying that such a small thing is pushed to October though
I'm glad they keep making little tweeks like this that make life slightly easier. I wanted the base movement speed to increase, and logs and ores to stack forever and I was really glad when they finally did. I'm sure other people felt the same way. HP warps are cool but I never really thought about them being added. Even though they're basically right out of FFXII. And probably other FF games I never got around to playing.
ttp://forum.square-enix.com/ffxi/thr...984#post522984
Update notes from Matsui. Adding CP to skcnms!
In regards to WoE. What does that even mean? Start a WoE, and a certain % of the time it'll be the high tier version?Originally Posted by Matsui
I'm guessing this is the same thing as getting Atomos?Sequel quest to Wings of the Goddess
(*Implementation of this adjustment has been pushed back to a later date.)
Quest that illustrates the aftermath to Wings of the Goddess
100 CP per win on normal!
But fear not, 150 for VD!
The item search thing is cool, wasn't expecting it. Wonder if it's as cool as //findall, but I bet it doesn't search on Slips or Alts.
The WoE thing now, if it is as I got it (see Malithar's post) it's gonna be yet again another huge fail. They should have just released new fluxes but hey, that would have required to actually create them and we cannot afford that, need to recycle inorite?!
I'm just happy to see the conclusion of the covenant questlines, that was almost more interesting than missions till last update.