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#52 Apr 30 2013 at 7:34 PM Rating: Good
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TheBarrister wrote:
[If it isn't hard, then do it now. Until then, kindly shut it because you sound pretty insensitive.

I don't understand why you undermine pretty decent arguments with the need to be a jerk.
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#53 Apr 30 2013 at 7:38 PM Rating: Decent
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Erecia wrote:
TheBarrister wrote:
[If it isn't hard, then do it now. Until then, kindly shut it because you sound pretty insensitive.

I don't understand why you undermine pretty decent arguments with the need to be a jerk.


I'm just asking for more money where the mouth is, and less arm chair quarterbacking. We have an overabundance of the latter and an imperceptible amount of the former.

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#54REDACTED, Posted: Apr 30 2013 at 8:42 PM, Rating: Sub-Default, (Expand Post) I love my 99 empy. If i can do it anyone can. If you want to cry over your 85 to 90 empy is trash i will hand you a used wet tissue.
#55 Apr 30 2013 at 8:49 PM Rating: Excellent
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kimjongil76 wrote:
If i can do it anyone can.
You've shown us time and time again that your situation in life is far from common, so no, just because you can complete something does not mean the rest of us can.
#56 Apr 30 2013 at 8:55 PM Rating: Good
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Erecia wrote:
TheBarrister wrote:
[If it isn't hard, then do it now. Until then, kindly shut it because you sound pretty insensitive.

I don't understand why you undermine pretty decent arguments with the need to be a jerk.

I find it funny that's the part that rubbed you the wrong way. The more malicious aspect was basically demanding people share in his suffering because he had to walk uphill in the snow both ways when some online vidya content was at is peak. Farming HMPs from VW individually is terribly inefficient, hence why he went for marrows to sell and thusly buy HMP from a mix of flippers and random sellers. However, when the masses aren't doing VW as much in place of newer, more rewarding content, you can expect HMPs to become both more rare and more expensive. In contrast, ADL will probably become a hell of a lot easier when everyone's DPS is boosted significantly by Delve weapons, resulting in a likelihood of marrows losing value in comparison via less fails and more potential attempts per run.

In the end, the difficulty should come from the content, not the player politics (or economics) behind it. HMP and later turn-ins come from VW. Ergo, one could establish that SE wanted people to participate in VW a certain amount of times in this journey. Let's say it wasn't HMPs and the like, but instead mob kills. How many Qu'lins or other mobs of that tier would justify an upgrade? 50? 100? 150? 200? I'm of the mind there's a certain point where people just want to get petty about holding others back. If calling that out makes me some armchair whatever, so be it, but I'd rather be a bleeding heart than a bleeding vajayjay because someone who came later than me had an easier time at something. Good for them, I say. Game, fun, etc.. Time sink for the sake of it is rarely, if ever, fun. The difficulty then is trying not to be bored to tears by the entertainment you're paying for. As is, I'm sure he felt compelled to elevate himself before us because I dared to propose that SE tweak their prior (tiered) content to be more realistic about time expectations. Veritable FFXI apocalypse there.

Edited, Apr 30th 2013 10:56pm by Seriha
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#57 May 01 2013 at 4:43 AM Rating: Good
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In the end, the difficulty should come from the content, not the player politics (or economics) behind it.


Here here! [:beer:]

I don't have time to spend 80 hours per week on this game anymore, so Im lucked out on completing R/E/M weapons. I restarted about a year ago. Hencefore, I can't play any DD jobs because it was required to get those weapons to be able to play the jobs at events. If I can defeat a hard enemy ingame for better or comparable weapons, im all for it. Less time sinks, yes please! More difficult mobs YES! PLEASE!

I hope the Devs understand that I want more difficult content and less time sinks. Being able to play how I like and be able to participate with each event is a big reason to play this game for me. Dark Souls is a good example how you can combine difficulty and very little timesink. Want an easier time playing Dark Souls? Sure, grind the lowbie area till you are all powerful. Want a tough ride? Play the game normally.

Now all I have to pray for is a good group to do the new Skirmish and Delve content with. Im willing to spend 2-3 GMT evenings per week for that. Any good EU groups on Asura perhaps?:)
#58 May 01 2013 at 5:16 AM Rating: Good
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Erecia wrote:
TheBarrister wrote:
[If it isn't hard, then do it now. Until then, kindly shut it because you sound pretty insensitive.

I don't understand why you undermine pretty decent arguments with the need to be a jerk.


What he was responding to was just as jerkish if not worse. Sometimes you have to fight fire with fire. Sadly, it's all some people understand.
#59 May 01 2013 at 6:15 AM Rating: Excellent
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MonarctheFirst wrote:

I hope the Devs understand that I want more difficult content and less time sinks. Being able to play how I like and be able to participate with each event is a big reason to play this game for me. Dark Souls is a good example how you can combine difficulty and very little timesink. Want an easier time playing Dark Souls? Sure, grind the lowbie area till you are all powerful. Want a tough ride? Play the game normally.


Played Dark Souls and after I got fed up with jogging back to boss battles I decided to cheat. Guess what? Even at level 999 you're still not invincible and enemies can still curse you / nudge you into bottomless pits. Then again I don't recall any games making me so angry I laugh about it after.
#60 May 01 2013 at 6:49 AM Rating: Good
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Dark Souls is a good example how you can combine difficulty and very little timesink. Want an easier time playing Dark Souls? Sure, grind the lowbie area till you are all powerful.


If you grind a low area in DS to become 'all powerful' then you're creating your own timesink and, relatively speaking, it's not a very little one. Souls required increase massively as you level up, but souls acquired from low-level mobs do not. Also, you can make the game a million times easier by upgrading the correct weapon for your build early on and damn near forget levelling altogether. Your analogy is bad and you should feel bad!
#61 May 01 2013 at 7:14 AM Rating: Default
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Seriha wrote:
As is, I'm sure he felt compelled to elevate himself before us because I dared to propose that SE tweak their prior (tiered) content to be more realistic about time expectations. Veritable FFXI apocalypse there..


Jealousy is not a new sentiment. It's particularly prevalent in those who discount what others have achieved.


Edited, May 1st 2013 9:14am by TheBarrister
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#62 May 01 2013 at 8:17 AM Rating: Excellent
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Diamondis wrote:
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Dark Souls is a good example how you can combine difficulty and very little timesink. Want an easier time playing Dark Souls? Sure, grind the lowbie area till you are all powerful.


If you grind a low area in DS to become 'all powerful' then you're creating your own timesink and, relatively speaking, it's not a very little one. Souls required increase massively as you level up, but souls acquired from low-level mobs do not. Also, you can make the game a million times easier by upgrading the correct weapon for your build early on and damn near forget levelling altogether. Your analogy is bad and you should feel bad!


Exacly my point!! And yes my analogy was kinda off /grin
My point was that the timesink is an option, not a necessity. Which is really what most of the people want nowadays right? More fun in less time?

I finished a level 1 playthrough just by doing this, upgrading my weapons and my level. Having more hp and higher stats helps with wistanding 3-4 blows instead of being able to withstand 1 blow. So my analogy wasnt necessarily bad :p The focus was on weapons you could aquire somewhat easily without spending an enormous amount of time doing boring stuff (like collecting HMPs for instance in whatever way possible). Also knowledge of a boss could help you immensly without having levels or stats.

I would really hope SE would go this way, quality instead of quantity in terms of the difficulty of the bosses. Spamming VW to have some sort of decent weapon is not how I want to spend my time. And R/E/M is not my cup of tea, never has been. I want Airship battles again, only skilled people can defeat those mobs. I just want to add as an example that you could help your fellow lsmates by replacing one person in your party. Which is how I got my social friends through that.

Edited, May 1st 2013 4:23pm by MonarctheFirst
#63 May 01 2013 at 8:40 AM Rating: Decent
As someone caught in the throes of both an Empyrean and a Relic upgrade, I look at those new weapons and I think "I'm so glad I'm a bard. I'm so glad I'm a bard."

I actually put in a formal suggestion on ways to ease the 1500 plate requirement, such as having one rare/ex plate drop per completed kill. (I suppose just getting the magian trials would work as well.) At the rate of one plate per kill, it'll still take someone three years to upgrade to 99.
#64 May 01 2013 at 9:11 AM Rating: Decent
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I just feel like an absolute moron for starting a non-horn/shield relic a bit before the expansion hit. What a dope and sucker I was. I guess this is how Matsui wants people to feel?
#65 May 01 2013 at 9:25 AM Rating: Excellent
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xypin wrote:
saevellakshmi wrote:
Ok .. I stand corrected ... this is insane. What monster could we possibly face that would require things with such stupid high DMG values. Remember guys our own defensive states haven't changed much since 75, so anything "hard enough" to require those weapons would be one shoting people on melee hits alone.
SE could have just given NMs high HP, def, VIT values while keeping its damage the same.


IDK that would require us trusting SE actually did market research and knew what they were doing. Whomever is designing their monsters has a serious case of Killer Game Master where they honestly thing it's them vs the players. I really hope I'm wrong and they created boss's with ridiculously high HP / defense but moderate offensive capability. That or dramatically change our HP scaling from level 76~99, honestly we should be packing 2500~3000 HP by now and fighting monsters / boss's that do corresponding high amounts of damage.
#66 May 01 2013 at 9:48 AM Rating: Default
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I hate to put a reasonable question amongst all this finger pointing, but...

The Wildskeeper Reive reduction from 100k to whatever... it's not working...

The actual REASON for this update that they most likely forgot all about or ended up being glitched.

I have a personal rank (not the /colmap ones) among the pioneer's of 3, and in several other places too, and the 3 KI's are still 100k each to me.

What gives...?
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#67 May 01 2013 at 9:51 AM Rating: Excellent
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It seems the KIs are reduced by 5000 bayld for every coalition you've earned rank 4 with. The reduction is a joke, in my opinion.

Sorry, doing some reading, it seems not to be connected with having rank 4, but rather # of tags used? Exact requirements still being figured out.

Edited, May 1st 2013 11:18am by xypin
#68 May 01 2013 at 10:09 AM Rating: Good
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.5%? Seriously what is it with SE and stupidly small numbers?
Why can't designers implement substantial increases that actually give us a good time to reward ratio. Even under the excuse of balance it's pretty pitiful.
Case in point.
250 marrows for a relic upgrade that differs through an afterglow. That's it.
Seriously? 2.45 billion gil difference (assuming marrows are 10 mil and we need 245 more compared to the 5 for standard) for JUST an afterglow. Well that's certainly worth it.

Just like ranking up coalition for a .5% decrease in bayld price per max rank, well ok not as bad I guess.
But reward ratio's are so far off it's stupid.

Edited, May 1st 2013 12:10pm by GLGunblade
#69 May 01 2013 at 10:21 AM Rating: Excellent
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It's a 5% decrease, not 0.5%.

Sorry, I had my information wrong, it might just be linked to # of tags used, but exact requirements are still being examined. People are giving out their info in the BG colonization thread.
#70 May 01 2013 at 10:59 AM Rating: Good
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GLGunblade wrote:
.5%? Seriously what is it with SE and stupidly small numbers?
Why can't designers implement substantial increases that actually give us a good time to reward ratio. Even under the excuse of balance it's pretty pitiful.
Case in point.
250 marrows for a relic upgrade that differs through an afterglow. That's it.
Seriously? 2.45 billion gil difference (assuming marrows are 10 mil and we need 245 more compared to the 5 for standard) for JUST an afterglow. Well that's certainly worth it.

Just like ranking up coalition for a .5% decrease in bayld price per max rank, well ok not as bad I guess.
But reward ratio's are so far off it's stupid.


Afterglows are for e-peen and the actual glow, that's about it. I think they give some sort of sphere effect and the few I remember seeing were just utterly worthless. It's pretty much a way to remove gil from the economy for those with more money than sense. If someone wants to dump 2.45 billion gil simply to have a glow I say let them.
#71 May 01 2013 at 11:00 AM Rating: Excellent
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Buying marrows from other plays does not remove gil from the economy.
#72 May 01 2013 at 1:21 PM Rating: Good
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Camiie wrote:
Erecia wrote:
TheBarrister wrote:
[If it isn't hard, then do it now. Until then, kindly shut it because you sound pretty insensitive.

I don't understand why you undermine pretty decent arguments with the need to be a jerk.


What he was responding to was just as jerkish if not worse. Sometimes you have to fight fire with fire. Sadly, it's all some people understand.


I'm sorry, can you tell me exactly which part of collecting 1500 low drop rate items isn't anything but designed to be a time sink?
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#73 May 01 2013 at 1:26 PM Rating: Decent
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Well, we can start over the misconception that one area of an MMO is a time sink while another isn't, then we can move on from there.
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#74 May 01 2013 at 1:26 PM Rating: Excellent
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What is the definition of a "time sink"?
#75 May 01 2013 at 2:02 PM Rating: Good
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chinaman wrote:
I probably wont ever have one of them new weapons drop into my lap but I'm so happy with the merit ws changes. I had it all set before the update thinking it will be 65% for the first merit. Now since its at 73% have to do more arranging. Awesome regardless.


Well, keeping in mind that SE's listed stat mods are different than what we identify them as. There's a multiplier reduces the final boost. This value starts high and reduces as you go up in level, but since the 75 cap (where it was 0.83), it's been sitting at 0.85. SE's WS mod %s account for that value, while ours instead leave it out until the damage calculation, because there's a floor function involved (it's not, say, 85% of your stat, it's 100% of your stat, floored (rounded down) to the nearest whole number, and then times 0.85. this doesn't make much difference with a 100% mod, but for other ws, it can; hence why we say the merit ws have a WS mod of 100%, not 85%). Thus, the real difference between what it was, and what it is now, from our understanding, would be this:

 
   Merits|  1  |  2  |  3  |  4  |  5   |  
Before   | 20% | 40% | 60% | 80% | 100% |  
Actual   | 86% | 90% | 93% | 97% | 100% |  


The values are still a bit weird, but the difference between an 86% mod and a 100% mod are a lot more negligible. Let's use one of those DEX mod WS to demonstrate:

Say the player has... oh... 150 DEX in their WS set (it's an arbitrary, easy to work with number, not an actual reflection of what one should or would have, and DEX is better to show than STR because of fSTR's own addition.). That amount of DEX would increase their base damage like so:

 
Before:  
 - 1 Merit: Weapon Base Damage +25 during WS 
 - 2 Merits: Weapon Base Damage +51 during WS 
 - 3 Merits: Weapon Base Damage +76 during WS 
 - 4 Merits: Weapon Base Damage +102 during WS 
 - 5 Merits: Weapon Base Damage +127 during WS 
 
Now:  
 - 1 Merit: Weapon Base Damage +109 during WS 
 - 2 Merits: Weapon Base Damage +114 during WS 
 - 3 Merits: Weapon Base Damage +118 during WS 
 - 4 Merits: Weapon Base Damage +123 during WS 
 - 5 Merits: Weapon Base Damage +127 during WS 


So, 1 merit now gives you better damage than 4 merits did previously. I think you all should understand that a difference of ~25 weapon damage is enormous, though I should point out that the difference gained by 4~5 weapon damage isn't a moot point, and +109 vs +127 is still a significant amount of extra damage per weapon skill on average, which means that that the difference between being 1/5 and 5/5 will still be clearly visible, and will become more visible the longer the fight drags on. It's just a lot more forgiving.

FUJILIVES wrote:
xypin wrote:
saevellakshmi wrote:
Ok .. I stand corrected ... this is insane. What monster could we possibly face that would require things with such stupid high DMG values. Remember guys our own defensive states haven't changed much since 75, so anything "hard enough" to require those weapons would be one shoting people on melee hits alone.
SE could have just given NMs high HP, def, VIT values while keeping its damage the same.

I am going to guess you are correct, because other MMO's have done this with great success (high HP and Regen anyhow). It's a good thing and the first sign of proper MMO direction I've seen in a long time. High hopes for a bright FFXI future!


Honestly, damage sponges (mobs with ******** of HP, defense, and/or regen) should not ever be considered a good gauge of what is difficult. There's nothing unique or difficult about them, they're just grindy. SE's main problem is that they don't understand how to take advantage of their own in game mechanics to create the aspects of true difficulty and challenge that most players really want.

saevellakshmi wrote:
IDK that would require us trusting SE actually did market research and knew what they were doing. Whomever is designing their monsters has a serious case of Killer Game Master where they honestly thing it's them vs the players. I really hope I'm wrong and they created boss's with ridiculously high HP / defense but moderate offensive capability. That or dramatically change our HP scaling from level 76~99, honestly we should be packing 2500~3000 HP by now and fighting monsters / boss's that do corresponding high amounts of damage.


I won't deny that player HP has just not scaled well at all since the level cap went up. I mean, even before then, there's a crazy HP growth cut off. Take a subless Hume war, for example, HP goes up at +14/level from 1-10, +16/level from 11-30, +17/level from 31-50, +19/level from 51-60, and then it suddenly drops off to +8/level from 61-75. Post 75, the growth rate isn't nearly as constant, and jumps between +8~9 alternating, with occasional back-to-backs of either +8 twice or +9 twice. At the opposite end of the scale, a subless hume smn grows at +9HP/level from 1-10, then +11/level from 11-50, +13/level from 51-60, and then +7/level from 61-99. For some reason, SE decided to cut HP growth for players by ~50% after level 60, and didn't think to correct that when the level cap went up. At 75 cap, this cost wars/sams/mnks about 170HP, and smns about 90, so between 100~150 HP in all.

That's not a huge difference at 75, but when you tack on an extra 25 levels, well... a level 99 hume war's base HP is 1329, when it should be around 1824, if not higher, while for smn, they'd move from 948 base HP, to around 1182. So that 100-150 HP cut at 60+ has cost us upwards of 300-500 HP for most jobs, and that's only assuming the real growth would mimic the patterns set by the first 60 levels. And that's without subjobs.
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#76 May 01 2013 at 2:19 PM Rating: Good
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Lady Jinte wrote:
FUJILIVES wrote:
xypin wrote:
saevellakshmi wrote:
Ok .. I stand corrected ... this is insane. What monster could we possibly face that would require things with such stupid high DMG values. Remember guys our own defensive states haven't changed much since 75, so anything "hard enough" to require those weapons would be one shoting people on melee hits alone.
SE could have just given NMs high HP, def, VIT values while keeping its damage the same.
I am going to guess you are correct, because other MMO's have done this with great success (high HP and Regen anyhow). It's a good thing and the first sign of proper MMO direction I've seen in a long time. High hopes for a bright FFXI future!
Honestly, damage sponges (mobs with sh*ttons of HP, defense, and/or regen) should not ever be considered a good gauge of what is difficult. There's nothing unique or difficult about them, they're just grindy. SE's main problem is that they don't understand how to take advantage of their own in game mechanics to create the aspects of true difficulty and challenge that most players really want.
High HP/DEF does not need to be grindy if you're boosting damage at the same time and this is exactly how SE handled FFXI in the past. There was a slow creep in damage accompanied by a slow creep in HP/DEF. NMs with increase HP/DEF was only suggested because gear had been introduced to significantly boost damage.

Of course, there is definitely a wrong way to do this and judging by their recent mention of restructuring reives and skirmish, it would suggest they have already gone too far in that direction. From what I have read of Delve so far though, it seems SE was not far off (for once) because Delve is definitely a good event. The NMs do have high HP/DEF/PDT, but it does not sound like they're particularly dangerous damage-wise when handled properly.

Edited, May 1st 2013 3:20pm by xypin
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