You dont need to drop gear.
Make those master trials drop gally or segments.
Good rewards
Dev Tracker - Discussion |
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Dev Tracker - Discussion
You dont need to drop gear.
Make those master trials drop gally or segments. Good rewards Don't spend development time on cosmetics.
Spend it on gear that is a side grade and plateau it out like we did at 75 for years. It's not like there is much farther up to go without them uncapping damage. This game is much more fun when you have a laundry list of stuff to get instead of just 1 thing to grind out. Lakshmi.Buukki
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The original Divine Might was 18-man. They could've made this fight alliance content, for a change. Especially if the reward(s) is only cosmetic. If this fight is vs all 5 AAs, lil brother with exoplate and orbitals, Superman with gyves/fetters, then it's going to be on screen madness, and an 18-person brawl would be quite fun.
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I really want to get job adjustments again, before they comitted to finishing tvr we were getting those like pld buffs and such
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The year where they were adjusting jobs every month was a really fun time for sure. I also really liked when they were putting out new HTMBs.
I'm not sure I understand why they can't keep putting out new HTMBs every 2-3 months going forward. Doesn't require any new resources. One fight every 2-3 months seems completely reasonable even with a reduced dev team. Cuz theyre gonna be like Wyrm God
No ones gonna do them because no ones wasting their time with 0.0001% drop rates. Offline
Posts: 2558
Ultimaetus said: » I really want to get job adjustments again, before they comitted to finishing tvr we were getting those like pld buffs and such You got those already, are you implying Master levelss didnt address all the job woes? They did a great job! Offline
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They surely wouldn't make another fight that's piss easy with terrible drop rates again?
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I think they did a pretty good job on Lilith/Odin/Alexander etc. Shinryu kind of sucked tbh. I wish they'd add more.
Although now that I think about it, not really sure what other bosses don't have a HTMB for them already. Offline
Posts: 2558
Smaller fights maybe, mammets and the like. Apart from the obvious bahamut which i stand by that should have been a MT but could have made it into an HTB vs just baha much like they did with carby's that bypasses the other phases of that fight. That or adoulin storyline fights but they sort of covered that with the adoulin content as far as repeating the bosses of that storyline
Waking the beast woulda been another easy MT to throw in there, coulda added the newer avatars in too Offline
Posts: 71
Cloud of Darkness would be one. SoA stuff maybe, although a lot of stuff is already reused in other content
I honestly expect this to be the last MT until Fujito says otherwise. To me this was just a final hail Mary to give people "something to do with their shiny new weapons".
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Which just makes it that extra little bit of unfortunate since AA's while not done to death have been pulled out a fair few times, brothers less so and both at once will likely be a challenge but, something more unique would have been a better send off imo
Shadow Lord + Cloud of Darkness + Lilith + Promathia + Hades + Alexander + Kumlanaut in a final tag team of last bosses.
I'll never forget, i created a thread ages ago and said it would be so cool to fight Ultima and Omega at the same time. Then everyone hated on the idea, and later SE finally adds it. I really wish they continued with all these fights for MT/HTB with a lot of the other iconic bosses.. Such a shame we might never get to see that.
Lakshmi.Buukki
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Pantafernando said: » Shadow Lord + Cloud of Darkness + Lilith + Promathia + Hades + Alexander + Kumlanaut in a final tag team of last bosses. I had always envisioned a Sinister Reign 2.0 where you fight multiple big baddies all at once. Your crew vs Our crew kind of thing, reminscent of the old Kirin+Gods fights. Something that 6 people couldn't possibly beat, but multiboxing 18 people would be so insanely stressful that you would be forced to find real players. They have the battlefields for it already (WoE maps are HUGE), all that is left is to balance it for 18 people. And it wouldn't be too big of a deal if you "couldn't fill an 18-person group" since the event is purely entertainment/achievement based and nothing tangible, so players don't feel completely miffed if they never finish it. Offline
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The 6 man limit is just as much a balancing excuse as it is a "lack of player/groups" excuse. It's already hard enough to tweak stuff for 6 people as shown through the myriad of just flat nerfs of stuff like geomancy and later WS walls. Even earlier stuff didnt "need" 18 people and often it was more chaotic to have that many instead of just 6~8. With all the stuff players have access to in terms of buffs/debuffs i dont think they could properly tune a battle for more than 2 parties with their current team, whatever that is now
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I typically say that there is always going to be a best and worst way to do something, so devs shouldn't be that concerned about a dominant strategy as long as it doesn't become the only one. Ironically the constant walls they put up have made more varied strategies across the different encounters in spite of being a very hack way of balancing things.
I think the wall is the greatest let down for engaging people.
If you can only do its once per day, you start being more selective with who you join. While for stuffs you could simply spam like no tomorrow, you can just team up with randos only to not be afking in town Pantafernando said: » I think the wall is the greatest let down for engaging people. If you can only do its once per day, you start being more selective with who you join. While for stuffs you could simply spam like no tomorrow, you can just team up with randos only to not be afking in town Hence why ffxi is in the gutter... if someone wants to do 24 sorties in a row.... *** just let them... The only issue is people who want to do 24 in a row, won't quit if they can't.
But the people who don't want to wait in the queue nightmare that it will cause might. Simple decision. 0 < 1 Add to that some amount of people who went 24 times a day would quit after they got the stage 5. Forced to go daily increases their sunk fallacy cost another 6+ months. It's just bad business to give them what they want. Offline
Posts: 1691
Nariont said: » The 6 man limit is just as much a balancing excuse as it is a "lack of player/groups" excuse. It's already hard enough to tweak stuff for 6 people as shown through the myriad of just flat nerfs of stuff like geomancy and later WS walls. Even earlier stuff didnt "need" 18 people and often it was more chaotic to have that many instead of just 6~8. With all the stuff players have access to in terms of buffs/debuffs i dont think they could properly tune a battle for more than 2 parties with their current team, whatever that is now I actually agree with this part: They're unable to tune a battle for more than 2 parties. If SE were truly creative here, they'd come up with like NM-style relay races, where some lamp lights up a certain color and indicates which particular NM has to be found and killed. There's so many environmental tricks and objectives they could add to make arena battles more interesting. Felgarr said: » If SE were truly creative here, they'd come up with like NM-style relay races, where some lamp lights up a certain color and indicates which particular NM has to be found and killed. There's so many environmental tricks and objectives they could add to make arena battles more interesting. Poshacks have entered the chat Lakshmi.Buukki
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Felgarr said: » Nariont said: » The 6 man limit is just as much a balancing excuse as it is a "lack of player/groups" excuse. It's already hard enough to tweak stuff for 6 people as shown through the myriad of just flat nerfs of stuff like geomancy and later WS walls. Even earlier stuff didnt "need" 18 people and often it was more chaotic to have that many instead of just 6~8. With all the stuff players have access to in terms of buffs/debuffs i dont think they could properly tune a battle for more than 2 parties with their current team, whatever that is now I actually agree with this part: They're unable to tune a battle for more than 2 parties. If SE were truly creative here, they'd come up with like NM-style relay races, where some lamp lights up a certain color and indicates which particular NM has to be found and killed. There's so many environmental tricks and objectives they could add to make arena battles more interesting. ENM60 Automaton Assault is similar to this where you fight each race beside your own and the next one activates when you've damaged the current one past a certain %. But that kind of fight was designed like 3 development teams ago and the current team has neither the resources nor interest to creatively design fights line this anymore. They just throw miserable mechanics on top of one another and expect the players to figure it out. Expect this MT to be even more miserable than Gaol/Bumba25/Aminon 2.0 so never then
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Dubaiii said: » no challange I generally agree with many criticism like reused models, too much purple (even that it matches well with Synthwave music :D) etc. but no challenge? Unless you have done Aminon v2 and v25 Odyssey, you can't use "no challenge argument". Especially that this game allows you to challenge yourself (for the challenge sake, not ingame reward) on multiply ways. You could try to innovate new methods of killing v25 or Aminon. You could try to solo/lowman stuff to make it a challenge. You could limit yourself in various ways (no trusts etc.). I mean people playing Dark Souls do "no getting hit", "no hitting anyone beside bosses", "playing using potato or dance map as controller" etc. to make it more challenging instead of crying about "no challenge". Why can't you do the same in FFXI (inb4 Im not saying about playing on potato specifically, just saying about creating a challenging scenario). I mean V25 Odyssey T3/T4 is arguably among the most challenging (if not THE most challenging) content we've ever got in the entire history of FFXI.
Yes they achieved that thanks to a long series of artificial restrictions, but regardless of that the result is an extremely challenging content. Offline
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Pantafernando said: » I think the wall is the greatest let down for engaging people. If you can only do its once per day, you start being more selective with who you join. While for stuffs you could simply spam like no tomorrow, you can just team up with randos only to not be afking in town You can spam ambuscade. Despite there being a relatively low cap for the month, people are still highly selective in their groups. You're not exactly 'teaming up with a bunch of randos' if their barrier to entry is still SB, R15, R25, +8, iGEO, RMEA, ect. This is probably a big part of why people don't find challenge in the game anymore. Everything tends toward meta which essentially guarantees the lowest difficulty/effort. |
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