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  1. #1
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    How would you fix the problems with CoP?

    Before you post or even read this, you should realize that CoP was a good expansion pack overall. If you can't see that, then your opinion won't mean much and will only derail the focus. Also, if you are Maxxthepenguin, your opinion won't mean a single god damn thing, don't post here.

    SE seems to blame any problem about CoP on the fact they wanted to create a good story. They may have suceeded, but that isn't a good reason. There is no need to sacrifice 'good drop rate' for 'bad drop rate'. I don't see how that would interfere with cutscene time or plot developement. I don't see how ToUA being less focused on the story will help it be better.

    Anyway, assuming we realize all the good and inovative things CoP has brought to us. Let's look at the issues that harm the good or were simply just bad altogether. After looking at it, let's think of ways to improve it.

    Level Caps
    Problem:
    When you think about it, level caps were not that bad. Like or not, they did add a challenge to CoP that RoZ could not provide. They also allowed people who are not at cap enjoy missions with their higher level buddies without making it babysitting. Level-capped battles and ENMs are fine.

    However, there are two problems. First, armor. Second, just because battles are fine leveled cap, doesn't mean whole zones are. It made a lot of zones almost entirely useless. Another but more indirect problem was the fact that SE nerf'd non-meriting people who exceeded the cap. This got rid of the idea that friends with different levels can exp with each other or building a buffer that you could lose on the way to the mission fight.

    Solution:
    SE should release more level adjusting gear. Nothing to totally defeat the purpose of gear 30-60, but nothing too crappy. HQ STR rings are better than Rajas at the right levels. Armor storage was good start however.

    Its unlikely SE would just drop the level cap of entire zones, lets just be happy there will be a lot less in ToUA. SE should however let exp be based on the current level. It would open up more camps on other level ranges and won't scare away people who can level there a few levels below the cap on DC/EMs to people of the cap.

    The Three Wyrms
    Problem:
    The Wyrms had bad drop rates and large repop times. They are entertaining enough and would be very nice additions if it wasn't for their loot pools. It's best to say in advance, "give it abjurations", isn't going to happen, so let's just stop thinking about it.

    Solution:
    The longer it takes a monster to pop the bigger and stabler the loot pool should be. SE might be adding to them already, as of the BG interview about a year ago. To be fair, there has been no additions of spells to their lot pools because there has been no additions to spells at all. However, with ToUA there is a chance. Like level caps, this isn't as much as a problem as other stuff in coP.

    Sea
    Problem:
    Probably considered the biggest disappointment of CoP, despite being somewhat barable. In theory, Sea sounds perfect. The Organ quest that gives a hMP earring, WS boosting damage gorgets, and nice obis for BLM. It gave access to several awesome exp monsters(even in small groups). It was the gateway to Limbus. Because of sky, people looked to sea to have a good set of HNMs to farm on a weekly basis.

    Jailers were added. They were challenging and unique. However, it was their drop pools that were the problem. While they could use some money drops, it was their horrible drop rates that was the killer. Ix' and Tier 1 not dropping is not good. The fact that Tier 2 could sometimes not drop and AV could sometimes not appear was bad, but the fact that it happened a lot was even worse. The torques, the best drops of the Jailers, didn't have the a very good drop rate either.

    Once again, to make the bad even worse, some of the monsters are very glitched. AV isn't killable without an exploit.

    Solution:
    There is really two(or three, if you combine them) ways of fixing Sea. 1. Increase the drop rates by a very good amount(Jailers should be 100%, but Ix's not being 100% is acceptable). This includes stuff like Torques as well. 2. Increase the loot pools of Jailers to include money drops or more(and better) rare/ex armor. Apparently the bad drop rates isn't intended, but they have yet to be fixed, along with the various of monster problems.

    CoP Dynamis
    Problem:
    The second huge disappointment and overall the worst out of CoP. Though, its fair to say Dynamis-Tavnazia hasn't been thoughly explored, but its likely not to be all that great considering that most of it has. CoP Dynamis gave an interesting challenge, even if the subjob thing got old after the 2nd or 3rd time, showing that SE knows how to make good gameplay. However, it also showed that they truely need to fix their reward system.

    The belts were nice, but that was it. Its possible because of the number of people, but CoP Dynamis had horrible drop rates on currency and Relic armor compared to the three cities. The final nail on the coffen was the god awful Relic+1 armor, which involved such minor bonuses like +HP equal to the amount the original armor had +MP. To get this tiny bonus you would a lot of money(35 * your current currency price). This lead back to the original problem, getting 1/10 of the amount currency you'd normal get. Relic+1 is seen as the worst armor ever brought into the game.

    Solution:
    When BG talked to SE about it, they said "We'll we are going to do something different with it". Not suring what the hell they meant, it only was made more confusing when they showed that their excellent plan was the currency-less CoP Dynamis. It's pretty clear what the best fix would be. Make CoP Dynamis give a lot of Currency. One LS was able to get FOUR 100 pieces off a boss. That doesn't just happen. It's probably what SE had intended but did it wrong and now its all glitched up and not dropping. The idea of the bosses of the zone dropping several hundred pieces would make Dynamis very attractive to people wanting to get a Relic weapons. It would almost make the toughness worth it compared to how easy other Dynamises are(save Xarcabard's DL).

    It would be awesome if SE went in and changed Relic+1 entirely. We know its possible, but it probably won't happen. This could backfire however. People actually wanting Relic+1 would only make it harder for people who want Relic weapons. They should only really should do it if they do the suggested increase amount of currency.


    I'd like to talk about this and reach the best possible solutions. From there, I'd like to spam SE with NA and JP suggestions. SE is clearly not getting the correct information from Allakazham and they aren't reading these forums(if they were, we'd be able to cyber with our NPCs months ago).

  2. #2
    Nidhogg
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    It should be the other way around for Sea. Jailers are wicked easy to pop, They don't need 100% on the torques, just the Virtues. IxDRG and DRK need to be 100% drop, since they take forever to pop.

  3. #3
    Let's go Red Sox!
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    You forgot the part where I don't want to have to spend half an hour running escorts to check Jailer of Temperance and Ix'MNK pops.

  4. #4
    blax n gunz
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    To boil it all down:

    SE needs to stop making a game where 90% of the items in the game are useless.

    This will probably rekindle the WoW flames, but at least WoW doesn't pretend with its garbage drops. Greyed-out name = vendor trash.

    That was the fundamental complaint I had with CoP. Oh boy! Gear for 30 cap stuff that I will never, ever use outside of 30 cap stuff! Oh boy! Enchantment gear that poisons me! Oh boy! gear that only works on lightsday/in light weather/during a full moon/during the day.

    CoP was bristling with gear that was not nearly as usable as the gear released with RotZ. Nowhere is this more evident than with Dynamis.

    ENM is the only loot-enabled content they got right in CoP.

  5. #5
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    Could you please read the first paragraph of this topic? If you can't realize the good of CoP, then get out. This is a pretty much a Pro-CoP thread since I believe they did everything fine except the things listed. That includes 90% of the armor and all that.

    Really, I don't care what anyone has to say but people who have the intelligence to realize this isn't WoW. That some issues come with the territory.

  6. #6
    The God Damn Kuno
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    This discussion was already beaten to death. Nothing new can be said anymore.

  7. #7
    Renegade Philosopher
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    Yeah... aren't there about a dozen old threads about this exact same topic?

  8. #8
    A Magic Ham Sandwich
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    Havent all the bad things about cop already been said many times?

    Good: Limbus, ENMs

    Bad: the rest

    End topic.

  9. #9
    Let's go Red Sox!
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    Quote Originally Posted by BRP
    Could you please read the first paragraph of this topic? If you can't realize the good of CoP, then get out. This is a pretty much a Pro-CoP thread since I believe they did everything fine except the things listed. That includes 90% of the armor and all that.

    Really, I don't care what anyone has to say but people who have the intelligence to realize this isn't WoW. That some issues come with the territory.
    People don't care about what they did right in CoP. Level cap missions were fun and all, but why care once you're done with those? You do missions once and then farm sea, fight wyrms, do ENMs and Limbus, or Dynamis. Aside from ENM and Limbus, I don't think they got any of those things right. So why get upset when people complain that the areas they spend the most time in are the most broken?

  10. #10
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    Missing the point, realizing whats bad was in the first post. Now is thinking of ways to fix it. More like if you were in SE's shoes(and thinking realisticly what they would do)

    Good: Storyline(Missions and Quests), Limbus, ENMs, Fellowship, new low-level armor, better graphics, less exp grind, a new fishing system, In the Name of Science, ect
    There is a lot of good, just not aimed at end-game LSes. This is why what I list includes a lot of end-game events. Just because it isn't high level only doesn't make it bad.

    Anyway, solutions, not complaints.

  11. #11
    Renegade Philosopher
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    (and thinking realisticly what they would do)
    Forget about CoP and focus on ToAU since that's their new $$$ maker. Oh yeah, and 6 months from now they'll reskin Jailers.

  12. #12
    A Magic Ham Sandwich
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    Its mostly people that belong to endgame linkshells/have multiple 75s that are able to even do enough cop storyline to access the stufff you mentioned.

  13. #13
    Relic Horn
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    Quote Originally Posted by Quicklet
    (and thinking realisticly what they would do)
    Forget about CoP and focus on ToAU since that's their new $$$ maker. Oh yeah, and 6 months from now they'll reskin Jailers.
    Sooooo fucking true.

  14. #14
    Relic Shield
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    Quote Originally Posted by BRP
    SE should release more level adjusting gear. Nothing to totally defeat the purpose of gear 30-60, but nothing too crappy. HQ STR rings are better than Rajas at the right levels. Armor storage was good start however.
    I think they could make special level adjusting gear that only works in level caps. It would be storable on NPC and there'd be sets for tanks, dd, and mage perhaps. It would have a "Level Cap" tag on it much like "Latent Effect: <stat>", "Nighttime: <stat>" and it would vary depending on the level cap.

    As an example:

    <Generic Mage Body Gear Name>
    Level Cap:
    MP+10~25
    INT+2~3
    MND+2~3

    Level 30 cap zone would be: MP+10 INT+2 MND+2
    Level 40: MP+15 INT+2 MND+2
    Level 50: MP+20 INT+3 MND+3
    Level 60: MP+25 INT+3 MND+3

    The tank version would have variable defense, VIT, and evasion. The melee version would have variable atk, str, etc. So, everyone gets one set or all depending on what jobs they have for level capped battles and it wouldn't matter too much if the stats are too good for some pieces since it doesn't work in the normal (non-level capped) game.

  15. #15
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    Remember: Thread is about Solutions, not Complaints.

    And I think armor just for level caps is probably one the best ways to go. I've never really thought of that.

  16. #16

    Someone should post the "OMG ART URGAN SUCKS CAUSE OF THESE REASONS" thread so it's there and ready to go.

  17. #17
    Smells like Onions
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    CoP pro's and cons.

    Cons: Level caps, some useless equipment, boss fights that sometime seemed ridiculously hard, having to organize a static that can actually show up for missions, somewhat overly-dragged storyline, some disappointing areas.

    Pros: Makes better players through experience of missions/fights, that feeling of victory after beating a very challenging boss, some good equipment, likeable storyline characters, good times and memories from CoP static (and bad ones too -.-) some spiffy new areas.

    All in all, wasn't bad for $29.99 ^^; Not into the HNM scene, so didn't do much with the wryms. I had fun and wouldn't change a thing.

  18. #18
    Official THE Alpha and Omega
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    Actually, I agree wholeheartedly with what you said, for once, BRP. You pointed out the good and the bad in things which is what I rarely see on these boards.

    You get my thumbs up

    Ok, for how I would fix it:

    Level caps: Level scaled gear is a great way to fix it, and the 'under a level cap' idea was bloody brilliant. Honestly though, it balances the missions to create actual challenges so I like them in general. Just the gear issue.

    Another thing: The diabolos fight really needs its AI tweaked. The nightmares are too random and the fight is too varied in difficulty depending on nightmare spammage. without a way to control it ala later missions' items.

    Wyrms: Guarantee at least 2 decent (non-fire crystal) drops and they're fine.

    Sea: Make Ix'Drk, Ix'Drg, and JoFort popping less random and increase teir 2 virtue drop rates and I'd say its fine. The lack of money drops keeps it from overcrowding/whoring.
    I think AV is beautifully designed if for no other reason than there HAS to be a fair way to kill it but we STILL havent found it.

    CoP dynamis: Well, standardize drops of the bosses a bit and I think the 1st 3 would be fine. Dynamis-Tavnazia is still unexplored so I don't know about it.
    Relic+1 is IMO ok (not awful like you all make it out to be.) Its a minor upgrade to already powerful items. I personally would have rather them done a system similar to Limbus where a job's item drops and you can choose which piece of AF to upgrade instead of making it all so you need a SPECIFIC -1 and that SPECIFIC relic, but thats just me.
    Relic weapons are supposed to be rediculously hard to get, I question the original design for them (just their existance, the weapons are IMO not underpowered) but the CoP dynamis keeps that original vision of a few per server alive. I think they didn't anticipate everybody and their dog wanting it relic weapons, though.

    Overall, though, I loved CoP. It truly put the FF in FFXI in the missions and, frankly, I love the environment of sea.

    Oh and don't spam the suggestions, spamming this kind of shit just pisses them off and makes the endgame community look like spoiled brats.

  19. #19
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    Apparently people are not getting it. How would you FIX it, not if you liked it.

  20. #20
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    Increase drops, that's all really. I think the level capped areas were a neat idea and a merit party in there is awesome. I liked being capped at times. But I think everything would be better if:

    CoP Wyrms dropped more items and more often.
    Jailers dropped some form of abjurations and torques/pop items more often.
    CoP Dynamis' had more drops and/or more time spent to farm.

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