This thread needs more Gary Coleman. He's our best chance at solving these bizarre mysteries.
I agree, they took a great lv'ing / chain system (I know others will disagree) and changed it into something ppl dislike w/ a passion. Not only that, while I understand the SC system in XI won't work in XIV due to ppl spamming moves since there is no auto atk, the entire BR system is not only a step back from XI... it doesn't even work
I did my first party grinding today on crabs. It seemed if I wasn't spamming cure I wasn't getting more than 70 EXP per mob, and even then EXP gains were random. If I take down a crab at my level or higher I should get 300 minimum. Why can't they just do that? Have a base amount of skill gain and then let you get more up to 500 for effort you put in. I dread to think how bad levelling a DoW/M must be when you reach the 20s. Levelling DoH/L is bad enough and that's with consistent skill gains.
... skill or exp, which is it?
Skill lol. And I was a bit too quick with that complaint. Because I went and partied in a different spot later in the day and made about 6-7k skill points in about 40 minutes. That's fast enough for me. I think part of the skill point problem is people not knowing where to get good skill. And that's definitely a faster rate than I could solo.
sorry, but the "where" or "which mob" is bs to me. skill ups should be all about what colour the mob cons to you.
colour of the mob indicates its difficulty level. the higher the difficulty level the more efford needed to kill the mob the more skill should be gained. that should be the factor on what skill points gained is based on and only should be only based on (and of course the amount of ppl in group)
I dont want to play lotterie or puzzle and see ( regardless what the mob cons to me ) if a certain kind of mob with x amount of member and y setup is good skill or not.
cant take this bullshit system any longer and if they not completly change it within end of trial period SE can kiss my ass
I agree SP needs to be set. Also they need to change the con system by removing the party con. I can walk around looking at red mobs all day long, hop in a duo and now all those red mobs are blue. Any red mobs that are green I face rolled. Need a more detailed con system and just remove the whole party con crap. It makes trying to find decent mobs to grind on hell.
Oh well the Party Con.... my english aint good enough to put in words how much I want the guy who ever is responsible for that bullshit to burn in hell
You did a good job lol
Also annoyed with the client in general. In OB using windower XIV I could install programs and reconnect my controller without crashing the client. Now with the windower hook that runs in the background I can't reconnect my controller and any UAC that pops up crashes my client.
Complaint:
I can't leave a party if they are currently fighting something. Why?
I left a 10 person group and was running out of Cassiopeia Hollows, and I couldn't disband for like 10 mins. A big group like that just chains mobs without resting, how am i supposed to leave.
I'm almost convinced they're going to HAVE to radically overhaul the SP system in order to keep a decent amount of subscribers. How anyone thought turning the most irritating mechanic of XI (weapon skill ups) into the main way of progressing in this game is beyond me.
All they have to do is make DoM/DoW skill-ups like DoH. Guaranteed to get a certain amount of SP (within a range) if you are fighting a mob that cons a certain level to you individually. Of course the party con thing is ridiculous and needs to go as well, but that would be a good start.
Video I just made instead of playing 14.
I don't think he's very good at this whole "defense" thing. Your average skilled player is going to fight whatever is:
A) easiest
B) gives the most xp for your time
C) most accessable
If two mobs give the same XP, people will go for the easier mob. If the harder mob gives more XP, they'll go for the harder mob. I don't think people fought particular mobs simply because they were "squishy". They fought them because they were easy, re-spawned quickly, and gave a metric ton of XP per hour compared to less squishy things. Quitrubs were "squishy" and I didn't see too many parties flocking to them, end-game or otherwise.
It's bad enough having to NPC 80% of your mob/mining drops, but when the shop NPCs won't load because half the server is in Ul'dah it's just fucking annoying. So to NPC my stuff I now have to run to the other side of Ul'dah too.
So... Crimson Crayfish, for example.
Primary use: Rank-1 Cooking recipe
Caught by: Rank-22+ Fisher (Grade-4)
NPC vendor price: 18,950 gil
NPC vendor sell value: ~100 gil
What the shit?