Pun.Originally Posted by Lordwafik
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Pun.Originally Posted by Lordwafik
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._.Originally Posted by Tajin
but yes SE should give the players more options to let the game be in the players hands, not decided by fate and/or luck. to much stuff is random pop times and random drops. they should give us 100% drops that we hafta collect to get certain items. trade-ins. like AB for Drops or dyna currency for relic. i totally agree with that post.
Originally Posted by Chreman
You're clearly the product of the 21st century American culture where dissent = treason.Originally Posted by Chreman
I've never said the entire game was useless. I've given quite a bit of praise to Limbus, Dynamis, and said that Salvage is quirky fun. How you reach the conclusion that because I'm dissatisfied with one aspect of the game I hate it all, on top of being unhappy with everything else in my life (lol?) is beyond me.
If you don't want to participate in endgame discussion, these aren't the forums for you. And FYI, the argument, "if you don't like it, quit" would defeat the purpose of these threads to begin with.
Pretty sure that the arguement that was stated is when you thought SE was listening they do something stupid that pisses off their end game players >.>Originally Posted by Chreman
My point exactly lol.Originally Posted by Xavier
Okay, just wanted to give my thoughts on the subject. I'll leave now and you guys can get back to the 'endgame discussion' you're so adamant about.
ill slay you...
Indeed if you bother to read the posts before you Xavier has said time and again that there's good things about the game.Originally Posted by Xavier
But that's not what this thread is really about. This thread is about how to make the game better, and why what's been implemented so far isn't that good.
If you think that this is just a thread of people who simply hate ffxi and wish it would die then you clearly have no fucking clue
Your thoughts of judging someone you dont even know with a stereotype of relic owners?Originally Posted by Chreman
I meant it would defeat the purpose of these forums.Originally Posted by Chreman
Because if you can't debate endgame here, then you might as well just read alla because it'd all be the same.
The main problem with level caps was always that it was incompatible mostly with inventory restrictions in the game. I don't think level capped areas would have been as much of an issue if multiple gear sets and gear swapping was a manageable task, but it became so cumbersome that nobody liked it.Originally Posted by layoniel
As for pathos... I think the concept isn't bad, maybe it could've used a little more work and drop rates in some places might want a little tuning, but the overall concept is a hell of a lot better than CoP Dynamis subjob limitations. Now CoP Dynamis subjob limitations were a terribly implemented idea.
Completely agree. It's a simple matter of demographics and statistics. You want content to last X amount of months before a group of players exhausts farming it, where X should never be more than 2 expansion cycles worth of farming, ideally 1-1.5.Originally Posted by layoneil
Also, for time put in, there should almost always be something at least theoretically desirable given back out on success. Sea is the prime example of terrible Time vs Reward scheme and terrible itemization.
Insanely powerful is okay when the fight is designed to trigger it if you mess up or do something you're not supposed to (Spike Flail), but flat out AV moves are pretty retarded. The main issue with Spike Flail is that it's just gotten old since the whole CoP motif was wyrm after wyrm after wyrm.Originally Posted by layoneil
The time limit was one of the major annoyances about Dynamis (and pretty much all the instanced content). If they REALLY need some kind of artificial limitation for server reasons, which seems less likely now that they've implemented semi/full instancing, it would be nice to see something besides time be the condition for being kicked out (one possibility could include being unraiseable after X number of deaths in the zone).Originally Posted by layoneil
I feel like the concept of adds (like so many other things) has gotten stale and has only really been responded to with (in most cases) more people to kill the adds, or higher DPS strategies, not necessarily better or new strategy.
Overall, it boils down to the fact that people usually complain about implementation when it either wastes their time, is a massive hassle to do, has a terrible time vs reward rate, or anything else along those lines. It's really hard to imagine how a designer couldn't understand that and wouldn't be able to fix that, especially if they just listened to the feedback of the players who've actually spent the most time testing/playing their content.
This big problem with Sea is also its saving grace: verything is on a 15 minute repop timer. You could, with enough manpower, just eternally repop some of the Sea NMs. And on many servers, gil sellers did just that for a few weeks, until they realized that almost nothing of tradeable value really dropped there unless you could kill AV. The earrings are a dreadfully slow sell for the kind of price which justifies time/effort invested in getting them.Originally Posted by Quicklet
If the Sea NMs dropped hot-ticket sellable items you can bet we'd see a troop of anon blms popping temperance all day long.
Now if they had added some hot ex gear to sea as well, stuff that would compete with haidate/gaiters/ridill/etc, as long as it was EX, that would have been much better.
Or sac pulling, or eternal kiting. Adds are an interesting facet of a fight but should not be the main attraction anymore, not after jorm and vrtra, whose fights are practically defined by adds.I feel like the concept of adds (like so many other things has gotten stale and has only really been responded to with (in most cases) more people to kill the adds, or higher DPS strategies, not necessarily better or new strategy.
Rage modes are utterly useless because they're absurdly long...
Faf+HQ king 1 hour ?? should be 45 tops.
Adaman and Behemoth 30 minutes ?? Those shouldnt be more than 15.
LoO (KC era) was ONE HOUR !! ONE HOUR !! Should be 15.
Wiki page says that LoO was 20 minutes, however I can not believe that because I saw some people spend 50 minutes fighting it, and it developed no forms of SSJ. Behemoth is apparently one hour as well. Behemoth can be killed by a group of 6 half intelligent people in like 10 minutes. It does not need to be 1 hour.
These things make the rage system a joke.
About Salvage's self-gimping, I'm still kinda curious on this:
Its written to sound like theres a way to get certain things ungimped.When adventurers begin a Salvage mission, they may have as many as 20 different limits hampering their abilities, equipment, attributes, and more.
>.>Originally Posted by Xfaustx
I think rage should be more random within a set amount of time. Like for faf/nid something like anytime between 30mins and an hour. It can happen anytime between then and if it does, for the ls fighting, better luck tomorrow.
That or make at least fafhoggs based on the amounts of sleeps used. After like 5 sleeps it just wakes up and kills everyone. That obviously wouldnt work with nonsleepable mobs so something else would be needed on them. I just always hated certain lses that would sleep fafnir 10 times in a row before they start fighting again.
I think it means you may have 20, but you may have 0-19 through the use of imbued items. But then again I'm no grammar expert.Originally Posted by NynJa
On a side-note, I'm thinking Nyzul Isle might have different Pathos for various Assault missions and different imbued items (like one that would remove 1 random pathos, 5 that would entirely remove one type of Pathos [i.e. 1 that would entirely get rid of Encumberment], 1 that would randomly remove one type, 1 that would completely clear you of the pathos, etc.)
It would be nice if wearing the completed Salvage equipment/sets reduced the number of pathos on you, but I would imagine that would've been mentioned by now since people have already completed some pieces.Its written to sound like theres a way to get certain things ungimped.
In fact, now that I think about it, that would be an awesome way to make Salvage suck less as you do it more. Progressive content FTW.
It explicitly states "when adventurers begin..." though.Originally Posted by Sagacious Sundi
Needs a good JP translate to see if it's actually that in Japanese.It explicitly states "when adventurers begin..." though.
Woah wait, Behemoth's rage timer is 1h as well? I definitely thought it was 30min. Time to go soloing...Originally Posted by NynJa
I remember when rage timers first came out, someone posting pictures of Behemoth going into it and utterly fking people up. I guess my question is how the fk did someone take over an hour to kill NQ Behemoth? Even solo wouldn't take an hour, you'd either have won or be dead by that point.