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#102 Jul 15 2014 at 3:19 AM Rating: Excellent
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Looks like changes are being made:



FINAL FANTASY XIV: A Realm Reborn Hotfixes (Jul. 15, 2014)
The following adjustments have been made to “The Hunt”:
- Elite marks maximum HP has been increased.
Rank B maximum HP has been raised from solo to light party level, Rank A maximum HP has been raised from light party to full party level.
Although the Rank S maximum HP level was already intended for multiple parties, we have further raised the necessary number to require even more parties.
Similar to Odin and Behemoth, because raising the maximum HP of Rank S means stressed server loads due to the concentration of players, we plan to make ongoing adjustments as we watch the server situation.
- As the elite marks HP is increased, the amount of contribution points in which affects the reward after defeating will be eased.
- S rank elite marks will have top display priority.
Because the elite marks maximum HP have been changed to reflect the party numbers required, we are also looking into adjusting the amount from the “Regular mark bills” and “Elite mark bills” reward. We will continue to make careful content adjustments as we monitor player trends and server stress loads.
#103 Jul 15 2014 at 10:28 AM Rating: Excellent
Thayos wrote:
1. More HP for all elite marks, especially A and S ranks, which draw the most attention from hunting hordes.
2. Alleviate the contribution requirements for getting full credit.
3. Put a weekly cap on how many allied seals people can earn. I'd recommend 400 seals per week.


Welp, two out of three ain't bad.
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#104 Jul 15 2014 at 4:48 PM Rating: Decent
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Sadly though it only has them lasting SLIGHTLY longer lol, still not much but hopefully they're working on an actual fix.
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#105 Jul 15 2014 at 5:20 PM Rating: Decent
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I'm hoping they change the way claims happen - Some people have become outright barbaric towards other players. It's almost like that one FATE that everyone used to exploit (The name eludes me) to gain XP then attack someone viciously if they ended the FATE due to lack of knowledge.

Part of me hopes for a Pop Item system or a Claims System. Where only the party that claims the mob gets credit for its kill. Of course the 3rd Party Radar App needs to be removed and those who use it banned before this could actually work.
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#106 Jul 15 2014 at 5:46 PM Rating: Excellent
Dark Devices, I think it was called?
#107 Jul 15 2014 at 9:40 PM Rating: Excellent
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Catwho wrote:
Dark Devices, I think it was called?

Yup.
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#108 Jul 16 2014 at 10:00 AM Rating: Excellent
Hard to say whether I'm addicted to hunts or the rewards -- probably some of both -- but I ran hunts for maybe four or five hours last night, and really I had a blast.

Sure, there were moments of frustration... twice, I was literally 1 second away from getting in an action that would have earned me credit. By and large, though, I was able to get credit for more marks last night (including Naul) than I had any previous night, so the hotfixes definitely made a difference (though you've still got to be quick if you want to succeed).

Doing this content though has made me more aware of some of the other players on my server. I've met a handful of cool new people through hunt parties and linkshells, so my in-game world is larger than before the patch. There is definitely a growing group of people who are genuinely hooked by this competitive content. The subtle competition that goes on between parties and linkshells is very compelling, too... reminds me of the competition between sky linkshells back in old-school FFXI, when the competition between linkshells kind of became the game within the game. Granted, FFXIV isn't at that same social level, but hunts at least bring a hint of that flavor to the game (the difference being that you have more of a chance of getting rewarded for your efforts in XIV).

I'd still like to see HP for A-rank marks to be increased... perhaps even doubled. I'm also still convinced a weekly seals cap (even if it were at 750, which is the cost of a sands of time) might be a good thing. The more I do hunts though, the happier I am to see this kind of true open-world content in the game.

FFXI had regular NMs alongside of assault, ZNMs, etc. Give this game time, and I'm sure we'll get those forced-pop systems to compliment the open-world content.
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#109 Jul 16 2014 at 11:19 AM Rating: Good
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Thayos wrote:
Hard to say whether I'm addicted to hunts or the rewards -- probably some of both -- but I ran hunts for maybe four or five hours last night, and really I had a blast.

Doing this content though has made me more aware of some of the other players on my server. I've met a handful of cool new people through hunt parties and linkshells, so my in-game world is larger than before the patch. There is definitely a growing group of people who are genuinely hooked by this competitive content. The subtle competition that goes on between parties and linkshells is very compelling, too... reminds me of the competition between sky linkshells back in old-school FFXI, when the competition between linkshells kind of became the game within the game. Granted, FFXIV isn't at that same social level, but hunts at least bring a hint of that flavor to the game (the difference being that you have more of a chance of getting rewarded for your efforts in XIV).

I'd still like to see HP for A-rank marks to be increased... perhaps even doubled. I'm also still convinced a weekly seals cap (even if it were at 750, which is the cost of a sands of time) might be a good thing. The more I do hunts though, the happier I am to see this kind of true open-world content in the game.

FFXI had regular NMs alongside of assault, ZNMs, etc. Give this game time, and I'm sure we'll get those forced-pop systems to compliment the open-world content.

There is just something about being able to form up with no barriers that is appealing. Kind of takes us back to the time of being a tribesman staking claim to your land or food. I agree there should be a light cap just so the content is granted a tad more of longevity reward wise, also to keep certain content being done non stop.

Now that the door is open for open world content. I am sure more will get introduced in the future as well. Maybe even KSNM in the future.

If you could take any old system from XI or FF in general and make it better but slightly spun to fit the world of Eorzea.

What system would you do and how would it improve on the former but retain it's own identity?

Edited, Jul 16th 2014 1:20pm by sandpark
#110 Jul 16 2014 at 12:03 PM Rating: Good
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So ok, um...

Turns out i was right this was working as intended.

Someone threw in a bug report that because the HP of the monsters was increased, the amount of contribution gained was lower and you basicly needed to do more to get your max reward.

Original Forums Link to the "Working as Intended" category.

Seems like it really is just so more people can get a hit in (and lowering the total contribution of others)

Edited, Jul 16th 2014 8:14pm by KojiroSoma
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#111 Jul 16 2014 at 12:16 PM Rating: Excellent
Looks like being solo is what's throwing you off.

The equations are optimized to be more forgiving for groups. By expanding the HP pool, parties are able to do greater amounts of damage and generate more threat, allowing them to clear the higher (but more proportionately relaxed) contribution thresholds.

You can still tackle these solo, but the content is designed for people to group up before fighting these. It says in the notes that B-rank mob HP are specifically adjusted for parties. Unless all eight people fighting the mob are solo, I don't see how you could expect to get full credit.

Think of it this way... if you're solo and others there are in a party, then you're essentially in a DPS race against the party. Fewer mob HP = shorter race, which means you don't lose by as much, which means your overall contribution to the mob's death is higher. More mob HP = longer race, which means the party has more time to outpace you, which means your contribution becomes significantly less. If you're playing solo against three or four other parties, then you'll barely be off the starting line before the other parties have finished the race.

Edited, Jul 16th 2014 11:19am by Thayos
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#112 Jul 17 2014 at 6:34 AM Rating: Good
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Personally I wonder if it would not be better if there was party claiming like someone talked about earlier. The biggest complaint I hear as a reason not to do this generally is that it excludes people from participating.

However, since the rewards are the same for all NMs a part of that is not an issue. The other issue would be excluding people from ever getting to fight certain NMs, but I have to ask, do any of you actually enjoy the current battles? From what I hear all you are doing is running up to a mob and if you are lucky managing to tag a few abilities/spells on it. I know I would not really think that is much fun.

With a claiming system battles would take longer since mobs cannot be zerged down like they are now. This would mean that fights have the potential to be a lot more complex and fun. I imagine that since they would take more time to do as well most people who actually give it a shot would be able to claim some NM somewhere since other people are busy elsewhere fighting the one they managed to claim.

Maybe I am completely wrong, but I really do feel it would make the actual battles more exciting and since the rewards are the same for all of them no one would be excluded from a certain piece of item just because they have trouble claiming a specific NM.

As a disclaimer I will point out that I am someone who actually loved NM hunting in XI so maybe I am way off in terms of what most people here (and/or ARR) think is fun, but it feels like it could be a cool mix.
#113 Jul 17 2014 at 7:04 AM Rating: Good
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I would prefer a spawning system over a claiming system. No radar shenanigans that way.
#114 Jul 17 2014 at 8:23 AM Rating: Excellent
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This won't be popular with the dedicated hunters, but couldn't they implement a diminishing returns system? The first S-rank hunt for a time period (say, 72 hours) gives the full amount of seals earned, the second gives 50-75%, the third less, and so on until it bottoms out at 10% or so. Do the same for A and B rank hunts. The hunts won't be as crowded because people won't be flocking to all that they can find. While doing this, I'd also increase the daily hunt awards to make them worthwhile.
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#115 Jul 17 2014 at 10:34 AM Rating: Excellent
I think a weekly lockout would be better than diminishing returns. The first version of FFXIV had a diminishing returns exp system, but that didn't stop people from just powering their way to max level despite the low exp rate... all it did was just make people angry.

In MMOs, the only way to get crowds to stop running is to completely take away the carrot. Making it smaller (especially with such a high-end reward) wouldn't be enough.
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#116 Jul 19 2014 at 8:56 PM Rating: Excellent
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I was in a party today doing maps. We get to a treasure chest and find 30 people standing around us. Those people thought we found a hunt and followed us.
#117 Jul 20 2014 at 11:44 PM Rating: Excellent
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Quote:
I was in a party today doing maps. We get to a treasure chest and find 30 people standing around us. Those people thought we found a hunt and followed us.


I had a party member get cussed out in tells for helping out with an alexandrite map NM for keeping it to ourselves and not shouting its location. Smiley: oyvey
#118 Jul 21 2014 at 7:53 AM Rating: Excellent
I was doing a level 5 levequest on lancer and all of a sudden half a dozen high levels ran up to me.... White Joker had spawned not twenty feet away. I switched over to BLM and got a few nukes in before returning to my leves. Smiley: laugh

It is really irritating to have someone call out a NM in linkshell followed by "nvmd dead" before you've even finished teleporting to the zone.
#119 Jul 21 2014 at 8:19 AM Rating: Excellent
This is another system that is irritating players and making them feel as if FFXIV needs just this much more attention balance-wise to be a good game.

Or maybe this really is a good design and the fixes that seem so obvious would be detrimental in ways we are not expecting. Maybe the Devs are right to keep Hunt participation somewhat limited.

FFXIV certainly seems to be a continuing success when measured by the low-bar SE set for themselves. Still, you can't help but think how amazing the game would be with just a few slight tweaks.
#120 Jul 21 2014 at 9:59 AM Rating: Excellent
This is one case where the players are like "OMG MAKE IT HARDER" and we're just amazed that SE isn't listening.

The HP on all Hunt NMs is far too low for a bunch of over-geared ilvl 100+ players. I get that they wanted the content to be "accessible" to casual players, but the end result was that it's laughably easy for the 50+ hardcores that end up dogpiling on it.

The S rank stuff on the 2-day cycle should have had the difficulty and the HP of a true HNM, like Behemoth or Odin. It should be oneshotting tanks with a single hit. It should take 10 minutes for a group of 24 people (alliance sized) to mow it down.

It's not, and that's why it's not so much of a "hunt" as it is a game of hide and seek with vastly over proportioned rewards.
#121 Jul 21 2014 at 10:01 AM Rating: Excellent
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Gnu wrote:
This is another system that is irritating players and making them feel as if FFXIV needs just this much more attention balance-wise to be a good game.

Or maybe this really is a good design and the fixes that seem so obvious would be detrimental in ways we are not expecting. Maybe the Devs are right to keep Hunt participation somewhat limited.

FFXIV certainly seems to be a continuing success when measured by the low-bar SE set for themselves. Still, you can't help but think how amazing the game would be with just a few slight tweaks.


http://forum.square-enix.com/ffxiv/threads/181995-Letter-from-the-Producer-LIVE-Part-XVI-Q-A-Updates/page2

Q13: Is it possible to lower the cost of the equipment that we can purchase with Allied Seals?
A13: Instead of lowering the cost, we are currently looking into increasing the awards for completing the daily mark bills.

I'm betting that the three daily marks will give 5-10 seals each (instead of 1) and the 2 FATES will give 20 (instead of 2). Still would not be enough imo, but ill take it. Should be 20 for the marks and 50 for the FATEs to be equivalent. And the elite one should probably move up to 50 as well.
#122 Jul 21 2014 at 10:15 AM Rating: Good
Valkayree wrote:
Gnu wrote:
This is another system that is irritating players and making them feel as if FFXIV needs just this much more attention balance-wise to be a good game.

Or maybe this really is a good design and the fixes that seem so obvious would be detrimental in ways we are not expecting. Maybe the Devs are right to keep Hunt participation somewhat limited.

FFXIV certainly seems to be a continuing success when measured by the low-bar SE set for themselves. Still, you can't help but think how amazing the game would be with just a few slight tweaks.


http://forum.square-enix.com/ffxiv/threads/181995-Letter-from-the-Producer-LIVE-Part-XVI-Q-A-Updates/page2

Q13: Is it possible to lower the cost of the equipment that we can purchase with Allied Seals?
A13: Instead of lowering the cost, we are currently looking into increasing the awards for completing the daily mark bills.

I'm betting that the three daily marks will give 5-10 seals each (instead of 1) and the 2 FATES will give 20 (instead of 2). Still would not be enough imo, but ill take it. Should be 20 for the marks and 50 for the FATEs to be equivalent. And the elite one should probably move up to 50 as well.


If the elites move up to 50, it'll just further the greed that's going on for Sands. This is the entire issue with the hunt system right now, Sand and Oil available with 0 work involved short of running around and zerging a NM. I still think a cap needs to be implemented overall for notes, logs, Sands, something. Once people have capped, there'd be no reason to run these mobs short of myth/soldiery (which in itself is damn good farming too.) There's simply too many rewards for something that's so ridiculously easy.

As for no one waiting for White Joker, he's only a B ranked mob and you risk the chance of getting 0 reward if you wait for too many people. A and S, sure give it some time, even then, too many people show and boom the mob disappears. This could be taken care of if SE would fix the priority...which they said they fixed but is clearly not fixed at all. I'm sure most would be happy getting one sands/oil item/week from hunts. To me, it's ridiculous that it's even a reward in the first place, but if they truly believe it should be there, then weekly cap it.
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#123 Jul 21 2014 at 10:26 AM Rating: Excellent
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Sand and Oil available with 0 work involved


I bristle when I see people say the hunts take no work. If you really want to be competitive, your parties can't just afk and wait for late call-outs. You've got to be actively patrolling and scouting to get as much fresh intel as possible... this means actively checking on your competitors so you understand their movements.

Plus, filling the time between A ranks with B-rank kills can really help your seals accumulate.

It's a different kind of "work" than coil requires, but it's not like people just warp into zones and have blood-spattered logs placed in their inventories.
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#124 Jul 21 2014 at 10:57 AM Rating: Good
Thayos wrote:
Quote:
Sand and Oil available with 0 work involved


I bristle when I see people say the hunts take no work. If you really want to be competitive, your parties can't just afk and wait for late call-outs. You've got to be actively patrolling and scouting to get as much fresh intel as possible... this means actively checking on your competitors so you understand their movements.

Plus, filling the time between A ranks with B-rank kills can really help your seals accumulate.

It's a different kind of "work" than coil requires, but it's not like people just warp into zones and have blood-spattered logs placed in their inventories.


I guess I find roaming zones with a party pretty stress free compared to coordinating a party through Coil. Once you join enough parties/linkshells, you have constant coordinates to a new spawn so it gets pretty easy. And you could can always play the "This guy seems to find every mob" following game and usually get quite a few kills like that. Once you're set up with timers (whether you use the page or your own spreadsheet), gets easy to say, open window for x mob in x zone, can some peopel scout there please.

Anyhow, I get your point that you can waste some significant time doing nothing. I feel though with the slightest of effort you can get credit on over 80% of A and S mobs.
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#125 Jul 21 2014 at 11:13 AM Rating: Excellent
When I've been able to do coil, that's pretty stress-free, too... the only reason I don't do coil more often is I haven't been able to find seven other people to do it with me. I really do think the hardest part about this game's most difficult content is just finding people to do it with. Thanks a bunch, lockouts!
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#126 Jul 21 2014 at 11:16 AM Rating: Decent
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Thayos wrote:
Quote:
Sand and Oil available with 0 work involved


I bristle when I see people say the hunts take no work. If you really want to be competitive, your parties can't just afk and wait for late call-outs. You've got to be actively patrolling and scouting to get as much fresh intel as possible... this means actively checking on your competitors so you understand their movements.

Plus, filling the time between A ranks with B-rank kills can really help your seals accumulate.

It's a different kind of "work" than coil requires, but it's not like people just warp into zones and have blood-spattered logs placed in their inventories.


I think it has to do more with:

At least in Syrcus Tower and Coil you have mechanics to deal with, something to actually..take a bit of strategy even if one (ST) is easy strategy and the other takes actual organization and skill to the point of knowing the script efficiently.
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