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How will SE address hunts in this coming maintenance?Follow

#27 Jul 28 2014 at 10:23 PM Rating: Excellent
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XI taught you that you'd need to be courteous to other players long, long before you could even think of setting foot in dynamis. The problem that XIV faces here is that it's an almost non-existent entry barrier. You're not forced to cooperate with other players at any point before you can access hunts.


Great point.
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#28 Jul 29 2014 at 2:21 AM Rating: Good
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I'm thinking of nothing this apocalyptic, seeing as changing anything -now- would be completely unfair to the people who didnt (get to) spam the hunts over and over.

- My guess is that the only thing they're changing are the shop prices for GC armor, which now costs upwards of 1700 allied seals.

Though, 20-40 seals for what is essentially i90 armor is kinda broken though. But i've been loving it to gear up my alt jobs.
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#29 Jul 29 2014 at 2:53 AM Rating: Good
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The following change has been made to “The Hunt”.

The Elite Mark Bill has been adjusted so that when it is updated the same monster will not be the targeted mark two weeks in a row.


awwwww HELL Naul
#30 Jul 29 2014 at 2:55 AM Rating: Decent
LOL update
#31 Jul 29 2014 at 3:01 AM Rating: Decent
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Not much of an update is it.
#32 Jul 29 2014 at 5:00 AM Rating: Good
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So much for all the good predications. It seems that everyone grossly over estimated this 'update'. That is a really shame because there were some great is ideas on here too.

Edited, Jul 29th 2014 7:02am by RyanSquires
#33 Jul 29 2014 at 5:03 AM Rating: Decent
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RyanSquires wrote:
So much for all the good predications. It seems that everyone grossly over estimated this 'update'


TO BE FAIR:

Everyone says you should NEVER doubt Yoshida and he can do no wrong - only tanaka and matsui were the ones wrong, they didn't know how to handle an MMO etc etc etc.

Also to be fair, it was actually requested by players to not get the same mark twice a week since even though SE said it was "random", this update DOES make sense to "fix" that, as that too was something people requested.
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#34 Jul 29 2014 at 5:54 AM Rating: Excellent
http://forum.square-enix.com/ffxiv/threads/180676-Hunts....Naul-AGAIN-for-Sargatanas.....-this-is-what-the-patch-did.../page2

I guess they said they were looking into it...of all things, they went ahead and fixed it hah. I guess the system is going to stay in place for good. Hopefully with a bit of time, the hoard starts growing down in size, though that's doubtful, especially on a server like Balmung.
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#35 Jul 29 2014 at 6:47 AM Rating: Good
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Theonehio wrote:
RyanSquires wrote:
So much for all the good predications. It seems that everyone grossly over estimated this 'update'


TO BE FAIR:

Everyone says you should NEVER doubt Yoshida and he can do no wrong - only tanaka and matsui were the ones wrong, they didn't know how to handle an MMO etc etc etc.

Also to be fair, it was actually requested by players to not get the same mark twice a week since even though SE said it was "random", this update DOES make sense to "fix" that, as that too was something people requested.


I'm pretty sure no one around here has said Yoshida has been 100% correct on everything. Stop exaggerating, please.
#36 Jul 29 2014 at 7:36 AM Rating: Excellent
What we all have said, and what I think everyone can agree on, is that he is more in touch with the pulse of modern MMOs and MMO players than the original 1.0 team was.

Very few of his actions have contradicted this assumption.
#37 Jul 29 2014 at 8:09 AM Rating: Excellent
I know some people are going to be upset over the lack of significant changes... but to be perfectly honest, I could hardly contain my laughter last night when news of this "update" broke on the OF.

Gotta hand it to SE... sometimes, they're the greatest trolls of all. Smiley: sly

THE ONLY THING that could have made this better would have been Naul getting randomly chosen as this week's elite mark bill.

Edited, Jul 29th 2014 7:18am by Thayos
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#38 Jul 29 2014 at 8:23 AM Rating: Good
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Catwho wrote:
What we all have said, and what I think everyone can agree on, is that he is more in touch with the pulse of modern MMOs and MMO players than the original 1.0 team was.

Very few of his actions have contradicted this assumption.


Cause he plays as much as we do. And he is older so he has a lick of sense. At least I was right, no allied seals cap =D

Edited, Jul 29th 2014 9:24am by Valkayree
#39 Jul 29 2014 at 8:37 AM Rating: Excellent
I'm personally glad there's no cap. I've been making a killing off of hunts, and I'm actually enjoying the content, so I'm glad, for my sake, that nothing is changing.

But I'm shocked they didn't implement a cap, because it would instantly solve so many problems that other people are having.
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#40 Jul 29 2014 at 9:37 AM Rating: Excellent
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Ugh. At the very least I had hoped they would make the daily hunts worthwhile to do, but nope. I don't even see how this update really accomplishes anything since no matter who has what weekly bill all the marks just get zerged to death anyways. So disappointing.

I just think if a piece of content results in the community having to make a bunch of rules to make it (supposedly) tolerable - everyone has to share the location, everyone has to wait a few minutes for others to show up, noone pulls until everyone is ready, etc. - then the content is pretty poorly designed in the first place. I mean I'm glad some of you enjoy "the hunt"... tracking kill times so you know when and where they are due to come up (ah, the thrill of the hunt... lol), dropping everything to rush to the mark, jumping into parties so you get decent credit, hoping that you can actually see the mob on the screen, and then desperately doing anything you can to try to build up enough credit to get the full reward, but I'll pass. If that means I'm stuck without sands and oils for awhile, oh well... I'd rather be stuck with i100 gear than put up with this garbage.

I'm also extremely skeptical that this ever gets better over time as people collect the sands/oils they need because there's no real reason for these people to ever move on. They can get all the myth and soldiery they will ever need by hunting, as well as seals that can be spent on alexandrites, gear, and more sands/oils for any other job they want for a pretty minimal amount of work. For a lot of people out there, who cares if it's at all fun? It's easy and OMG I NEED DIS STUFF.
#41 Jul 29 2014 at 9:38 AM Rating: Excellent
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I am sure I would be enjoying these hunts if I was able to play as much as others. But, like most of us, i do not have the free time now that I had years ago playing ffxi. I wish they would make the weekly marks random, put a cap on the seals or atleast increase the dailies. This would give those of us who can only get on for an hour or so every few days a decent chance at earning SOME seals.

I am sorry but 7 seals a day is barely worth the time I spend waiting for the 2 fate marks to pop, sure I can get lucky an the fate is up when I get there. But mostly likely I will be waiting. And as for the weekly mark, my best bet is to wait til the new weekly is posted and see if I am able to still collect the seals for the previous week's mark bill.

I will be checking on this if I am able to get on today, if so then perhaps getting the weekly will be more doable if I just wait a week, which is fine by me. I will post if it is possible.


Edited, Jul 29th 2014 2:51pm by RyanSquires
#42 Jul 29 2014 at 9:56 AM Rating: Excellent
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I just think if a piece of content results in the community having to make a bunch of rules to make it (supposedly) tolerable - everyone has to share the location, everyone has to wait a few minutes for others to show up, noone pulls until everyone is ready, etc. - then the content is pretty poorly designed in the first place.


I don't understand why this is a bad thing in an MMO. Seems like a great thing to me, but I'm an old-school MMO player.

Actually, I don't understand why this is a bad thing ever.

Edited, Jul 29th 2014 8:56am by Thayos
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#43 Jul 29 2014 at 10:31 AM Rating: Good
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Thayos wrote:
Quote:
I just think if a piece of content results in the community having to make a bunch of rules to make it (supposedly) tolerable - everyone has to share the location, everyone has to wait a few minutes for others to show up, noone pulls until everyone is ready, etc. - then the content is pretty poorly designed in the first place.


I don't understand why this is a bad thing in an MMO. Seems like a great thing to me, but I'm an old-school MMO player.

Actually, I don't understand why this is a bad thing ever.

Heck, in XI we actually formed lines for badly designed content. There was one even that everyone wanted to do and had to do right after an update, but only three people could pop a monster from the ??? point at a time, so instead of fighting and bickering over it like people do these days, we formed a line, and people got in the back of the line, and took a few steps everytime it freed up. No one cut in line either, since doing so would most likely get you shunned from later content.

Same for the Dragon fight near Ghelsba (it might have been for the DRG quest), first time it got released and everyone was on that particular fight. There was a long line of people waiting to get into the fenced off area to spawn and fight the dragon. It was awe inspiring.

Content is only as bad as the playerbase makes it out to be. Not waiting and pulling ahead of time ******** people out of their contribution is one of those things that could easily be avoided. Yet, the more someone does this to me, the less and less i (and many others like me) are inclined to wait around for them to show up again as well...
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#44 Jul 29 2014 at 10:53 AM Rating: Excellent
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Heck, in XI we actually formed lines for badly designed content. There was one even that everyone wanted to do and had to do right after an update, but only three people could pop a monster from the ??? point at a time, so instead of fighting and bickering over it like people do these days, we formed a line, and people got in the back of the line, and took a few steps everytime it freed up. No one cut in line either, since doing so would most likely get you shunned from later content.

Same for the Dragon fight near Ghelsba (it might have been for the DRG quest), first time it got released and everyone was on that particular fight. There was a long line of people waiting to get into the fenced off area to spawn and fight the dragon. It was awe inspiring.

Content is only as bad as the playerbase makes it out to be. Not waiting and pulling ahead of time ******** people out of their contribution is one of those things that could easily be avoided. Yet, the more someone does this to me, the less and less i (and many others like me) are inclined to wait around for them to show up again as well...


Very well said. I remember waiting in line to complete the fellowship quest. That was an awesome showing of the strength of the XI community.

Also, guess what? Games with strong, mature communities last a whole lot longer than games filled with folks who either act selfishly or behave like (or possibly are) bickering children.

Edited, Jul 29th 2014 9:54am by Thayos
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#45 Jul 29 2014 at 11:34 AM Rating: Excellent
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Thayos wrote:

Also, guess what? Games with strong, mature communities last a whole lot longer than games filled with folks who either act selfishly or behave like (or possibly are) bickering children.


Those types of our species generally don't stick around long enough to see things to fruition.
#46 Jul 29 2014 at 11:38 AM Rating: Good
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Thayos wrote:
Quote:
I just think if a piece of content results in the community having to make a bunch of rules to make it (supposedly) tolerable - everyone has to share the location, everyone has to wait a few minutes for others to show up, noone pulls until everyone is ready, etc. - then the content is pretty poorly designed in the first place.


I don't understand why this is a bad thing in an MMO. Seems like a great thing to me, but I'm an old-school MMO player.

Actually, I don't understand why this is a bad thing ever.

Edited, Jul 29th 2014 8:56am by Thayos


It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.

I remember waiting in line in FFXI too. It seemed fair and like a good compromise but there were plenty of people who said "***** that" and decided to go straight to the front, which resulted in others saying "well if they're not going to wait, I'm not going to either". Everyone else who decides to play by the rules is penalized (in this case with a longer wait) because a few bad apples don't want to play nice. It's poor game design to release content that you know everyone is going to want to do but only a handful at a time can access whether the playerbase figures out a way to make it work or not.

Now if the content was *designed* to have rules like the community wants to reinforce, these things are no longer an issue. For example, I saw an idea posted somewhere where it was suggested that instead of finding the mark out in the open, you found some type of spawn point on the map. Once activated, you'd get some type of message in the area saying it had been ("The bait has been set to lure out the XXX.") and there's a 3 minute wait for the mark to spawn. There are set rules set within the game that everyone HAS to follow, and one jerk can't come in and ruin the experience for everyone else.

Edited, Jul 29th 2014 1:44pm by Raylo

Edited, Jul 29th 2014 1:45pm by Raylo
#47 Jul 29 2014 at 11:41 AM Rating: Excellent
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Lmao, hands up if you've ever literally stood in line for 2+ hours for a BCNM. Those quadav in the surrounding area spawned sobbing and begging for their lives, as we slaughtered them while waiting for our turn.
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#48 Jul 29 2014 at 11:50 AM Rating: Good
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Raylo wrote:
Thayos wrote:
I don't understand why this is a bad thing in an MMO. Seems like a great thing to me, but I'm an old-school MMO player.

Actually, I don't understand why this is a bad thing ever.


It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.

I remember waiting in line in FFXI too. It seemed fair and like a good compromise but there were plenty of people who said "***** that" and decided to go straight to the front, which resulted in others saying "well if they're not going to wait, I'm not going to either". Everyone else who decides to play by the rules is penalized (in this case with a longer wait) because a few bad apples don't want to play nice.

Now if the content was *designed* to have rules like the community wants to reinforce, these things are no longer an issue. For example, I saw an idea posted somewhere where it was suggested that instead of finding the mark out in the open, you found some type of spawn point on the map. Once activated, you'd get some type of message in the area saying it had been ("The bait has been set to lure out the XXX.") and there's a 3 minute wait for the mark to spawn. There are set rules set within the game that everyone HAS to follow, and one jerk can't come in and ruin the experience for everyone else.

It worked in FFXI because the portion of the population that was actually ready to dive into dynamis was much smaller than the portion of XIV's community that can tackle a hunt. It's also worth noting that you couldn't just jump ahead of other people in line without having a few dozen other people willing to do that with you. It's not like you could be successful in dynamis without a large group.

It was always easier to find a group of people going at the time suitable for you and ask them to join up. The compromise in XI was that these dynamis LS leaders realized that they weren't monopolizing these time blocks. Yes, they were the only group to go in at that time but they also accepted the responsibility of allowing people who were only available at that time to come along.

The idea proposed is essentially a FATE with an area message added to it. They've added other rewards to FATEs, infamous NMs as FATEs, crossovers were added to FATEs... I don't see why they don't just keep going down that road. Boring and unimaginative, yes... but it gets the job done.
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#49 Jul 29 2014 at 1:15 PM Rating: Excellent
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It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.


Agree with everything there except for the opening sentence.

There will always be people who don't see the point in going with the flow. Regardless of their intentions, those people will always take away from the progress/enjoyment of the group. This happens even in RL, where we have actual rules and enforceable laws to prevent such behavior.

However, without those social norms that most people adhere to, this system (and RL) would be absolute chaos. You think people are upset now? Man, Eorzea would eat itself alive if everyone carried an "every man for himself" attitude.

It's wrong to throw logic and sensibility out the window just because a few bad apples (or hipsters, nonconformists, whatever) don't see the value in working with others.
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#50 Jul 29 2014 at 2:30 PM Rating: Decent
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FilthMcNasty wrote:
Raylo wrote:
Thayos wrote:
I don't understand why this is a bad thing in an MMO. Seems like a great thing to me, but I'm an old-school MMO player.

Actually, I don't understand why this is a bad thing ever.


It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.

I remember waiting in line in FFXI too. It seemed fair and like a good compromise but there were plenty of people who said "***** that" and decided to go straight to the front, which resulted in others saying "well if they're not going to wait, I'm not going to either". Everyone else who decides to play by the rules is penalized (in this case with a longer wait) because a few bad apples don't want to play nice.

Now if the content was *designed* to have rules like the community wants to reinforce, these things are no longer an issue. For example, I saw an idea posted somewhere where it was suggested that instead of finding the mark out in the open, you found some type of spawn point on the map. Once activated, you'd get some type of message in the area saying it had been ("The bait has been set to lure out the XXX.") and there's a 3 minute wait for the mark to spawn. There are set rules set within the game that everyone HAS to follow, and one jerk can't come in and ruin the experience for everyone else.

It worked in FFXI because the portion of the population that was actually ready to dive into dynamis was much smaller than the portion of XIV's community that can tackle a hunt. It's also worth noting that you couldn't just jump ahead of other people in line without having a few dozen other people willing to do that with you. It's not like you could be successful in dynamis without a large group.

It was always easier to find a group of people going at the time suitable for you and ask them to join up. The compromise in XI was that these dynamis LS leaders realized that they weren't monopolizing these time blocks. Yes, they were the only group to go in at that time but they also accepted the responsibility of allowing people who were only available at that time to come along.

The idea proposed is essentially a FATE with an area message added to it. They've added other rewards to FATEs, infamous NMs as FATEs, crossovers were added to FATEs... I don't see why they don't just keep going down that road. Boring and unimaginative, yes... but it gets the job done.


I played FFXI for somewhere between 2-3 years, maybe? I can honestly say nothing I ever did in the game had anything to do with the potential of me getting into a Dynamis LS. The whole "you had to play nice if you wanted in on Dynamis" never held any water with me because I was never close enough in level to where I was ever thinking of Dynamis and I'm sure a lot of other players were the same way. Involvement in Dynamis was really not an incentive/punishment to anyone like that because, well... that was a loooooong time away for a lot of us. I'm not sure that helped people "play nice" if they wanted to go against what was socially acceptable in game.

I also stand by my point that just because the playerbase is willing to accept something doesn't mean it's well designed. Players may be willing to stand in a line IN A GAME for 2+ hours *but they shouldn't have to*.

Thayos wrote:

It's wrong to throw logic and sensibility out the window just because a few bad apples (or hipsters, nonconformists, whatever) don't see the value in working with others.


I think it's wrong not to make some effort to correct it from ever being a problem at all. People may be willing to shrug and say "eh, we just have to deal with it", and that's great, but they shouldn't have to. It can be designed in such a way where these issues don't exist.

Edited, Jul 29th 2014 4:33pm by Raylo
#51 Jul 29 2014 at 2:32 PM Rating: Excellent
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Raylo wrote:
It's a bad thing because it never works. The community can set all the ground rules they want and 99% of the playerbase can agree to follow them but that 1% is going to say to hell with it, do what they want, and make the experience miserable for everyone else because there's no penalty for them to do so.


I'm not sure if you could ever get everyone to agree on a set of ground rules for this content, to be honest. If you pull too quickly, many people don't have the opportunity to get to the mob and get no credit. If you wait too long for the mob to show up, it creates issues where for many players the mob flat out disappears because it doesn't take priority over the dozens of players that showed up, and it also makes it more difficult to get contribution because of the sheer amount of other players fighting for it. Resetting the mob aids those who are still trying to get there by giving them a chance to gain contribution, but completely resets the contribution of those who are already there, and if they aren't able to build it back up once the zerglings have already arrived and burn down the mob, then they just got screwed over. There are just so many things that can work against the player in hunts that even if you theoretically could get a massive zerg of players to all play nice, I doubt we could even reach a universal consensus on what "playing nice" even means.
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