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July 15 Hotfix NotesFollow

#27 Jul 19 2014 at 5:44 PM Rating: Excellent
I know I've said it before, but they had decent balance at one point and I'm not sure why they strayed from it. You had Myth, Extremes and Coil. The casuals were gearing up at the pace of one item a week, sometimes less by doing their dungeon, maps, dailies, etc. The hardcores were gearing up 3x as fast by running Myth, Coil and Extremes. Then the really hardcore (for this game), were challenging Twintania trying to get i95 Allagan weapons and some BiS items for certain jobs. So everyone was gearing up for the same ilvl, just the hardcores got there much faster and across far more jobs. Everyone for the most part, was happy.

Those who wanted to flash their e-peen around strutted along with their Allagan weapons while the others just did their thing. It was a good way to keep the community somewhat together while allowing those who wanted more of a challenge some perks. They could have done the same thing with SCoB, but instead they everything from Second Coil i110 to i115. So now, all the casuals are doing their soldiery thing for i100 but never getting anywhere near the endgame raiders. They could of kept everything i100 with t9 providing some i105 or i110 gear.

I know, I know, you don't need i110 or i115 if you're not endgame raiding. Psychologically though, I'm sure you're happier being close to on par with everyone rather then being behind in every slot. Again, the hardcores could of been gearing up faster, downing Ramuh, Mog, Levi, Coil and getting the extra special t9 item. Cause realistically here, the endgame population with statics probably encompass give or take about 1-2% of the population. So you better off catering to them, or the other 98%? Least the way it was, people eventually had enough gear and balls to try some of the extremes and primals without needing l337 skills.

Anyhow, that's just my 2 cents and I'm sure some hardcore raiders will disagree but it just felt like things were that much more balanced. Oh well, now we have hunts to bypass the entire system!
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#28 Jul 19 2014 at 6:40 PM Rating: Excellent
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You have the occasional asshat that comes along and just claims without warning, but it's not happening often enough to bother THAT many people.


See, the system encourages this. Most of the only times I've ever been able to actually get rewarded for a hunt was when I was this person. Letting people gather and make the NM+crowd disappear off my screen is obviously not good in terms of me getting rewarded.

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So there's 0 reason to run any endgame content, ST or Coil.


Yeah well, I'd still have to. Allied marks come so slowly for me that I'm not going to be affording anything quickly.
#29 Jul 19 2014 at 8:09 PM Rating: Good
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Seriha wrote:
Either way, XIV's dungeon/raid game isn't perfect, nor is it everyone's cup of tea. I'm more than aware there are people out there whining that people can gear up to i110 outside of coil, but that's seriously just an ego problem. Get over it and play what you like. If it turns out not as many people like what you like now that alternatives are present, welp, welcome to a better perspective of your peers.

I ageed with most everything you said except this. If you remove the motivation to participate in certain content, you also reduce the player pool which those who do want to participate have access to. I think this is a valid gripe to be honest.

In most other games with systems that allow players to exchange a type of currency for gear, that gear is always lower tier than what you can obtain from defeating difficult encounters. There aren't any complaints in WoW about players being able to obtain the lowest tier gear sets with valor points from dailies and dungeons.
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#30 Jul 19 2014 at 10:23 PM Rating: Excellent
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Seriha wrote:
There's a bit of irony in calling for seals elsewhere, but wanting to remove tomes from Hunts.


I think people would be fine with a middle ground that kept hunts somewhat rewarding, but also somewhat balanced with the rest of the game. So much of the game has restrictions in place to keep people from gearing up too quickly. Dungeons no longer have any way to get top tier equipment whatsoever. CT has no top tier equipment, and even that has a weekly lockout. The only way to get an item level 110 piece from CT is to hope an oil drops, and then hope you win the lot, and even then you're limited to one per week. You can't even get sands in CT as of right now. Ramuh, an extreme primal fight, drops a single i100 accessory and potentially a weapon. Even coil is heavily RNG based, has a weekly lockout on entry and you're limited to two sands and two oils per week to be divided among 8 people (and that's only for the best groups, if you can't down t9 it's one of each).

Meanwhile, hunts offer easily enough soldiery to cap without doing anything else, tons and tons of myth, and some people who are spamming hunts all day are already getting enough notes/books to upgrade all their equipment on their main job to i110 and move on to alternate jobs. The rewards are so skewed in favor of hunts that players who want to progress may as well ignore most of the game and just do that. I don't necessarily want to see hunts nerfed into the ground, but if SE is just going to start handing out top tier equipment for such a low skill cap (which I don't even necessarily think is a bad thing), they may as well allow other activities in the game become rewarding as well. That way, everyone gets to gear up (just as they do now), but players actually get to choose how they do it based on what content they enjoy doing.
#31Theonehio, Posted: Jul 19 2014 at 10:50 PM, Rating: Sub-Default, (Expand Post) Indeed - When my chocobo goes to eat a bowl of salad I want him to cough up i110-i115 gear. May as well.
#32 Jul 19 2014 at 11:48 PM Rating: Decent
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Seriha wrote:
There's a bit of irony in calling for seals elsewhere, but wanting to remove tomes from Hunts.

Putting ease of mobbed content aside, I suspect a large part of what we're seeing is the frustration of dungeon grinding.
1) Queues suck, especially as a DPS. The unpredictability of the wait and the time of the total run can leave some weary or skeptical.
2) Once you're in a party, there's no guarantee it's any good.
3) DF objectives may conflict. Full clear or speed run? If not up for one or the other, hello drama.
4) Not all dungeons are created equal. People dropping PS when it rolled in the past, anyone?
5) Dungeon loot on its own sucks. i70 stuff or sh*tty greens isn't much of a motivator past vanity.
6) Lock outs, both of the loot and access variety. Knock it off, SE.

1, 2, and 3 aren't really something SE can do.anything about specifically for dungeons, as it's a mesh of preference and RL availability. This is partly why I've been so big on adding open world content with actual endgame progression. It's here, yay, but it's not perfect, I'll agree. Now, points 4, 5, and 6 can kind of entwine, with 4 itself maybe dipping back into the preference pool. This is where I'd then propose chests within dungeons could drop allied seals, logs, or sands and such directly, though comparatively rare depending. Though, I can't say I'm a fan of the loot drama the last two might evoke in the PUG setting, so party-wide seals may be the safer solution. I could also get behind some degree of randomization within the dungeons themselves, where a rare, but appropriate, spawn may show up for some bonus loot. Or they could even be tied to objectives like clearing everything in an area, or beating a boss in X time. Stuff like that.

Either way, XIV's dungeon/raid game isn't perfect, nor is it everyone's cup of tea. I'm more than aware there are people out there whining that people can gear up to i110 outside of coil, but that's seriously just an ego problem. Get over it and play what you like. If it turns out not as many people like what you like now that alternatives are present, welp, welcome to a better perspective of your peers. Consider, however, that when the next gear tier hits, Hunts may not follow suit, at least not initially. Right now, the biggest perk of hunts is the fact someone could actually get multiple jobs better endgame viable in a more timely manner. The weekly tome cap is still at play, but things like that and lock outs just fly in the face of their all-on-one-character class system.


Ways to get tomestones:
1) Level 50 Dungeons
2) Primal Fights
3) Frontlines
4) Treasure chests
5) Beastmen Dailies
6) Hunts

Ways to get allied seals:
1) Hunts

As it stands right now, you have plenty of options when it comes to getting the tomestones you need. If you don't like dungeons, fine, there are other ways to go about getting them (and granted 4 and 5 don't give a lot, but B rank hunts have small rewards as well). Chances are out of the choices offered you can find SOMETHING that doesn't make you completely miserable. Hell, you get tomestones just for showing up to Frontlines no matter how you personally perform, so you don't even have to be good at it.

Compare this to allied seals. There is one way to get them. One. Don't like doing hunts? Too bad, you can't have any. There are no choices. Hunt, or have none.

Can dungeon runs bring drama along with it? Absolutely, but so do hunts. The difference being that if you don't want to run dungeons but still want tomestones, you have options. If I don't want to deal with the hunts but would like to get allied seals, I'm out of luck.
#33 Jul 19 2014 at 11:58 PM Rating: Decent
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Yeah, as said before sadly it makes sense you only get allied notes from Hunts as that's the Hunt specific currency. Tomestones are kind of a different situation as that's the standard currency for this game end-game wise, so it technically HAS to come from multiple sources in varying degrees.

Eventually it may go through to other events kind of like how in XI Allied Notes were obtained by pretty much everything but the "basic" way to get them, they'll eventually go to leves and the like. For now though, it makes sense that there's only one source or what's the point of doing Hunts when you can get a steady supply of seals for queuing up a dungeon or talking to NPC A <> NPC B? Most people would rather grind NPC chats and queuing up quick dungeons than dealing with the NMs especially if for example after an hour you get 400 Allied Notes hunting but you can get 370 AN doing NPC stuff/Dungeons and can repeat it arguably faster than the hunts.

You effectively killed off the original source of the AN :p

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#34 Jul 20 2014 at 2:18 AM Rating: Good
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I disagree that hunts would be killed off if people had other ways to get allied notes. They'd still spawn out in the open world and people would still come across them. Some people who enjoyed looking around for them might still do so, and even those who don't and just happen across them could still ask their linkshell to come out or put up a party finder message that there's a hunt mob up and they want some help killing it. I know I wouldn't mind coming out to find a rare mob and get some nice rewards.

The only difference would be that they'd be taken on by these somewhat smaller groups rather than half the server teleporting around the map and obliterating them in the time it takes to pop 2 GCDs. Would that really be so bad? IMO it would actually make hunts more fun.

Edited, Jul 20th 2014 4:19am by Susanoh
#35 Jul 20 2014 at 2:18 AM Rating: Decent
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Double post.

Edited, Jul 20th 2014 4:18am by Susanoh
#36REDACTED, Posted: Jul 20 2014 at 5:20 AM, Rating: Sub-Default, (Expand Post) Nah, they screwed up big time by doing something that even vaguely resembles XI's game design (The Hunt). Their track record was alright up until then though.
#37 Jul 20 2014 at 5:25 AM Rating: Decent
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Hyanmen wrote:
[Now they've doomed themselves to making endless adjustments to the systemt.


Considering I actually keep up with this game and it seems like you don't, Yoshida actually admitted it was a last minute addition. I know it makes you feel better to bash games you never played, but the only reason they're doomed to make adjustments, as you say, is because it wasn't a thought out system to being with.

Oh, and also every MMORPG to ever exist makes constant adjustments during it's run. Stop pretending that's new to the genre.
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#38 Jul 20 2014 at 5:35 AM Rating: Default
Theonehio wrote:
Hyanmen wrote:
[Now they've doomed themselves to making endless adjustments to the systemt.


Considering I actually keep up with this game and it seems like you don't, Yoshida actually admitted it was a last minute addition. I know it makes you feel better to bash games you never played, but the only reason they're doomed to make adjustments, as you say, is because it wasn't a thought out system to being with.

Oh, and also every MMORPG to ever exist makes constant adjustments during it's run. Stop pretending that's new to the genre.


I know it's a last minute addition, Theonehio. I know it not only because Yoshida told us, but also because if it was a thought out addition it would've ended up on the trash bin, along with all the FFXI design brainfarts that even FFXI doesn't want to have anything to do with anymore. It's a good excuse though, as it shows that I can still have faith in the dev team even after this debacle.

To clear up your confusion, the difference between every MMORPG and The Hunt is that in "every MMORPG" adjustments are a matter of controlling a limited number of variables, not trying to predict human behavior. As the former is easier than the latter. Guess which design choice FFXI went with?

"Tanaka-san, if we make crabs harder to kill, what monster the playerbase will flock to next to exp on while ignoring 99% of the other monsters?"

"There are countless possibilities, Komoto-san. We cannot possibly know this. We are not in control of our own game, but the playerbase is. We can only react to what the playerbase will do, usually by a long delay. This is brilliant game design."

Now, Enter The Hunt.

Edited, Jul 20th 2014 11:38am by Hyanmen
#39 Jul 20 2014 at 5:47 AM Rating: Decent
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Hyanmen wrote:
Theonehio wrote:
Hyanmen wrote:
[Now they've doomed themselves to making endless adjustments to the systemt.


Considering I actually keep up with this game and it seems like you don't, Yoshida actually admitted it was a last minute addition. I know it makes you feel better to bash games you never played, but the only reason they're doomed to make adjustments, as you say, is because it wasn't a thought out system to being with.

Oh, and also every MMORPG to ever exist makes constant adjustments during it's run. Stop pretending that's new to the genre.


I know it's a last minute addition, Theonehio. I know it not only because Yoshida told us, but also because if it was a thought out addition it would've ended up on the trash bin


Actually, if it was thought out they would have done it better considering even 1.0/1.2x had a better system for it - Faction Leves. Then again, the "other FFXI brainfarts" as you say exited in MMOs prior to and after XI, but you don't seem to have played many MMOs as you only appear to hate on the one you've never touched.

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To clear up your confusion


I don't recall being confused. I've played MMOs since they were known as 'MUDs', so I'm pretty sure I know that every MMO that has ever been created makes constant adjustments to system for various reasons.

Quote:
Now, Enter The Hunt.


A last minute addition - Any MMO or game in general that's a last minute addition and not even planned out will have issues. This is where you seem to be confused about things. So aside your constant hate for an MMO you've never played, it just seems you hate to admit when the MMO and producer who'll throw anything in your lap makes a mistake. No need to deflect it on a different MMORPG, it's perfectly ok to accept that XIV and Yoshida isn't perfect.


Edited, Jul 20th 2014 4:47am by Theonehio
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#40REDACTED, Posted: Jul 20 2014 at 6:18 AM, Rating: Sub-Default, (Expand Post) So you're seriously trying to say that I think FFXI is at fault for Yoshida&co. implementing the hunt to ARR? What does that even mean, does FFXI have a mind of its own now? It's Yoshi-P&co.'s ***** up and has always been, regardless of where the inspiration came from. I have never tried to imply anything else, the least that FFXI is its own entity. That's on you Smiley: laugh
#41 Jul 20 2014 at 7:53 AM Rating: Excellent
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Compare this to allied seals. There is one way to get them. One. Don't like doing hunts? Too bad, you can't have any. There are no choices. Hunt, or have none.

Coincidentally, this argument could be applied i110 gear prior to this patch. On the other hand, I also went on to write that I don't have issue with seals showing up elsewhere. Just do it right.

As is, I'm feeling like the game is on its way to currency type bloat. Gil, GC seals, Philo, Myth, Soldiery, Allied, PvP, and maybe even some I'm forgetting about. This is an issue Rift has faced and eventually led to them phasing out some old stuff. Personally, I'd have no issue with Philo, Myth, Soldiery, and Allied being combined, with related item costs then be scaled to a projected a difficulty of acquisition. If running the "hard" dungeons is to be expect of getting i100, you could set the base around 8 runs per piece. On the other end, you could maybe buy an i90 piece in 3-4. While I am aware this still presents the "problem" of "not deserving" loot by grinding easier content, I still say its more in the head while leaving folks more free to work on other jobs.

But something I didn't quite speak on as to why it's okay for Hunts to triple dip into the currencies with Myth, Soldiery, and Seals is the aspect of time. Is it for the betterment of the game if you throw a laundry list of activities at the player they may not want to do, but have to do in order to get something? I don't think so. Especially with the pressure of a daily/weekly clock. I find myself reminded of a period in FFXI where a player's day could look like logging in to Dynamis, Salvage, an Assault or two so you can do Salvage, and then maybe Limbus before you could start talking about other time consuming activities. You lose a few hours in the first few alone, and days where you don't participate is potential progress and profit forever lost. It's a dangerous line to toe, overwhelming players. In contrast, I ******* hated how Rift had certain accessories be PvP only or something like Conquest Power being a virtual stat requirement if you wanted raid "seriously" in the end. Trion flubbed pretty hard here, pulled people every which way, to the point that at least CP is primed to be removed.

Quote:
I ageed with most everything you said except this. If you remove the motivation to participate in certain content, you also reduce the player pool which those who do want to participate have access to. I think this is a valid gripe to be honest.

I believe there is such a thing as "holding players hostage" when it comes to certain types of games, and MMOs are one of them. When incentive becomes requirement, as I noted earlier with the Rift example, and more broadly with XI's event bloat, you start taking choices away from the player. I'm not exactly keen on the whole, "If you don't like it, then quit!" rationale that tends to be proposed in counter. That said, we, as players, also hold ourselves hostage with things like DKP systems, the formation of cliques/statics, or even demanding stuff like voice chat (even if you don't like or want to use it). Sure, in-game tokens take a bit of sting out of the former, but we've still got random drops in Coil where the question of "Who deserves it?" must be asked, especially if trying to move beyond Need/Greed. And fundamentally, the more people you add to an equation, the less likely they are all going to be friends.

I've shared some of less favorable social experiences in XI here in the past. Maybe I'm jaded. Maybe I'm cynical. I don't need a 30+ person guild/linkshell to enjoy a game anymore, assuming the game allows me to. I don't want to have to tip-toe around people I dislike. I want to know my friends are with me to be with me, and not to just use me and scram. It's far too often that these are what the "warm bodies" are that are generally filling out raids while one or two folks bark orders at the herd. So, for me, it's also about showing true colors. I don't fault people for being selfish in their own ways, that's just a part of gear-based progression. If the challenge and potential friendships with a side of bragging rights (not gear) is not incentive for the people who do fear losing their sheep for alternative content, however, I stand by my point that maybe that particular type of content isn't what people are craving.

I know it's a bit dev chic to claim a customer doesn't know what they want, but sometimes they do. To the point of specifics. I imagine the popularity of the Hunt system, despite its flaws, should be sending a pretty big message to SE. My concern, however, is where it goes from here. If we go to BC being the only source of top gear in the future, I'd call it a step backward. Personally, I have no issue with there being two sets of top tier gear, with the harder stuff being the "prettier" version. You'll still have people ******** about the welfare scrubs muscling in on their turf, though.
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#42 Jul 20 2014 at 9:32 AM Rating: Decent
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Seriha wrote:
Quote:
Compare this to allied seals. There is one way to get them. One. Don't like doing hunts? Too bad, you can't have any. There are no choices. Hunt, or have none.

Coincidentally, this argument could be applied i110 gear prior to this patch. On the other hand, I also went on to write that I don't have issue with seals showing up elsewhere. Just do it right.

As is, I'm feeling like the game is on its way to currency type bloat. Gil, GC seals, Philo, Myth, Soldiery, Allied, PvP, and maybe even some I'm forgetting about. This is an issue Rift has faced and eventually led to them phasing out some old stuff. Personally, I'd have no issue with Philo, Myth, Soldiery, and Allied being combined, with related item costs then be scaled to a projected a difficulty of acquisition. If running the "hard" dungeons is to be expect of getting i100, you could set the base around 8 runs per piece. On the other end, you could maybe buy an i90 piece in 3-4. While I am aware this still presents the "problem" of "not deserving" loot by grinding easier content, I still say its more in the head while leaving folks more free to work on other jobs.

But something I didn't quite speak on as to why it's okay for Hunts to triple dip into the currencies with Myth, Soldiery, and Seals is the aspect of time. Is it for the betterment of the game if you throw a laundry list of activities at the player they may not want to do, but have to do in order to get something? I don't think so. Especially with the pressure of a daily/weekly clock. I find myself reminded of a period in FFXI where a player's day could look like logging in to Dynamis, Salvage, an Assault or two so you can do Salvage, and then maybe Limbus before you could start talking about other time consuming activities. You lose a few hours in the first few alone, and days where you don't participate is potential progress and profit forever lost. It's a dangerous line to toe, overwhelming players. In contrast, I @#%^ing hated how Rift had certain accessories be PvP only or something like Conquest Power being a virtual stat requirement if you wanted raid "seriously" in the end. Trion flubbed pretty hard here, pulled people every which way, to the point that at least CP is primed to be removed.

Quote:
I ageed with most everything you said except this. If you remove the motivation to participate in certain content, you also reduce the player pool which those who do want to participate have access to. I think this is a valid gripe to be honest.


I believe there is such a thing as "holding players hostage" when it comes to certain types of games, and MMOs are one of them. When incentive becomes requirement, as I noted earlier with the Rift example, and more broadly with XI's event bloat, you start taking choices away from the player. I'm not exactly keen on the whole, "If you don't like it, then quit!" rationale that tends to be proposed in counter. That said, we, as players, also hold ourselves hostage with things like DKP systems, the formation of cliques/statics, or even demanding stuff like voice chat (even if you don't like or want to use it). Sure, in-game tokens take a bit of sting out of the former, but we've still got random drops in Coil where the question of "Who deserves it?" must be asked, especially if trying to move beyond Need/Greed. And fundamentally, the more people you add to an equation, the less likely they are all going to be friends.

I've shared some of less favorable social experiences in XI here in the past. Maybe I'm jaded. Maybe I'm cynical. I don't need a 30+ person guild/linkshell to enjoy a game anymore, assuming the game allows me to. I don't want to have to tip-toe around people I dislike. I want to know my friends are with me to be with me, and not to just use me and scram. It's far too often that these are what the "warm bodies" are that are generally filling out raids while one or two folks bark orders at the herd. So, for me, it's also about showing true colors. I don't fault people for being selfish in their own ways, that's just a part of gear-based progression. If the challenge and potential friendships with a side of bragging rights (not gear) is not incentive for the people who do fear losing their sheep for alternative content, however, I stand by my point that maybe that particular type of content isn't what people are craving.

I know it's a bit dev chic to claim a customer doesn't know what they want, but sometimes they do. To the point of specifics. I imagine the popularity of the Hunt system, despite its flaws, should be sending a pretty big message to SE. My concern, however, is where it goes from here. If we go to BC being the only source of top gear in the future, I'd call it a step backward. Personally, I have no issue with there being two sets of top tier gear, with the harder stuff being the "prettier" version. You'll still have people ******** about the welfare scrubs muscling in on their turf, though.


Don't get me wrong, I don't necessarily have a problem with Hunts being a pathway to high end gear. It may be mindless, easy, etc, but at the end of the day it doesn't particularly affect my game if someone decided to hunt 24/7 in order to get up to i110. What I do have a problem with is Hunts being *the* pathway to high end gear. Yeah, there's the second coil, but that's not exactly practical for the majority of players, so if you want Sands it's hunt, hunt, hunt.

Up until now I'd say SE has been pretty good at giving players a choice in how they progress. You can do the relic quest, or get one of the i90 primal weapons. If you don't want to farm Atmas, you could go after a Levi weapon or (now)try to get a UAT from Syrcus Tower. You have options as to how you farm tomestones. This is one case where SE is giving you only one option - if you want Allied Seals, you have to hunt, period. We can talk about hunts might be a great way for people to save time by getting all the myth and soldiery they need by doing them, and that's great, but why should I be forced to spend my time doing hunts if I want seals? If I only had a couple hours to play in a night, hunts would be WAY far down on the bottom of my personal list. If we're going to give people the ability to choose to hunt, I'd like the ability to choose not to hunt (which is what I'm doing right now, which means I don't get any seals).

The whole "they're only available in hunts because they're the currency of the hunt" idea mentioned above seems silly to me... that's only because that's what they are now. That's like saying wolf marks are the currency of the wolf's den... only now we can also get them in Frontlines. These things can change.

Edited, Jul 20th 2014 11:34am by Raylo
#43 Jul 20 2014 at 1:43 PM Rating: Excellent
XI also suffers from serious currency bloat. Each expansion after CoP had it's own type of currency, sometimes multiple kinds. Alliance credits, imperial standing. Campaign credits, cruor, and now whatever the junk is in Adoulin. That's on top of Imperial coins, ancient currency, gil, and beastcoins, which could all actually be traded.
#44 Jul 20 2014 at 4:13 PM Rating: Excellent
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...if you want Allied Seals, you have to hunt, period.

Which is pretty much why I've suggested in the past that:
1) GC Leves offers allied seals. Grab some friends, pick a zone, go.
2) Crafts get the ability to make pop items for NMs that will offer seals, thus similar to 1 in execution.
3) Create "secret" mini-objectives within dungeons to spawn additional NMs that also reward seals. Treasure chests, too.
4) Scrap the lock outs on all content and even currency caps. Spam what you want to spam. Enjoy it.

I know 4 leads to the, "Everyone will have everything in a week!" stigma, but that's simply not true. As is, those capable of beating the later coils are in a significant minority. Difficulty alone is likely to maintain that number, while the time one has to play does the rest of the general regulation. And I've always been the mind of having something to do is better than just hitting a cap or lock and the game telling you that's enough for the day/week. That's just telling people to log out, which then hamstrings the social aspect. Yeah, you might get some folks willing to do something for nothing, but I'd also put them in a minority.
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#45 Jul 21 2014 at 12:02 AM Rating: Good
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Catwho wrote:
XI also suffers from serious currency bloat.


Status > Currencies.

Someone should **really** make a gigantic vertical picture of everything that's listed. I think current and former FFXI players would be absolutely shocked at how many different currencies FFXI had.

Rift doesn't have a damned thing on FFXI's currency bloat.
#46 Jul 21 2014 at 7:56 AM Rating: Excellent
For a while at least cruor could be indirectly converted to gil via chocobo blinkers, at a pretty good ratio, until SE nerfed it.

Ancient currency was the most irritating. I named my Dynamis mules Montiont, Lungonango, and Hundred Byne Bill.
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