Final Fantasy XIV: A Realm Reborn |OT2| Use a security token. Seriously.

Status
Not open for further replies.
Yup. This is the main issue. The problem isn't that options don't exist. The problem is that there are no good pros and cons that give the players the option to tackle which type of progression whether it be FATEs, dungeons, quests, or w/e. The alternatives just aren't good.



Just wear crap armor and your strongest weapon. You're most likely doing it in a group anyway and not taking damage lol.

Yea, if you're not tanking wear low level stuff. I've loved the dungeons so far and hope that SE pushes them. Keep up with making them more varied and have chaining dungeons together as an alternative.
 
FATEs do offer a miniscule amount of Gil. This is true. You also don't earn gear. However, you earn gear by doing the main storyline quests. Sure you get some from sidequesting but I still think the benefits gained from FATEs far outweigh everything else. Also, if you're zerging, why do you need good gear? XD

You definitely need good gear for your first character through and yes, you do pick most of that up through the story.

Right now, I've more fine with the zergfest that is FATEs when it comes to secondary and tertiary jobs/classes and to help in quickly leveling up between the main story points of your first job. I'm not sure if people will play the same way, but I leveled the one job I wanted for end game and then plan on leveling up every other one for fun. Even then, I'm still running dungeons to see how other classes work in certain situations and to obtain better gear along the way.

I'm fine with everyone having lvl 50 DoM and DoW classes in a few months. That gives players choice at end game and one they can purely focus on if they so choose.
 
Yea, if you're not tanking wear low level stuff. I've loved the dungeons so far and hope that SE pushes them. Keep up with making them more varied and have chaining dungeons together as an alternative.

Chaining dungeons with the same group you're with seems like a great idea (sort of like the dungeon chaining in Dragon's Crown).

Keep on going for bigger EXP bonus, more Gil, more loot, etc.

I hope they implement something like that.
 
I agree in the sense that FATEs are vastly better than other options, because it's basically a full quest's worth of XP *and* provides GC seals, all in a very short period of time, and often able to chain many together. It's extremely efficient.

The problem isn't that FATEs are too good, but that there are no other alternatives that can compete. I think they are necessary because there isn't any other content for second classes to XP through. There's only Hunting Log, dungeons, and FATEs; Logs don't provide that much XP, and dungeons are set in intervals. FATEs are far and away the best option.

One thing is that, at max level, there is a sharp drop off in terms of gil generation. Sure, you can farm items and sell things on the market, but that transaction is from one player to another, with fees on both ends -- ultimately taking gil out of the system. The game lacks any major source of new gil after quests are done distributing their Allagan tokens. So one alternative to FATEs would be some manner of gil income source that forces players to choose between XP/seals or gil.

Another alternative is just to remove the GC seals component from FATEs and keep only the XP aspect of it. But seals are slow from other in-game sources, and they would need to add some other avenues of earning seals.
Right, well, that's what I said. Other content needs to be adjusted to be as viable.


FATEs are also not that useful for max level players, so I don't think it can ruin the game except to make secondary classes really boring to level. The end-game has its own progression, and FATEs contribute almost nothing toward those advancement tracks.
There are a lot of classes to level, so this is an issue. This isn't like other MMOs where most people will only play one or two classes. Like FF11, it will (and should be) the norm for people to level many. The way the game is right now makes that very tedious and not fun.
 
Has anyone tried an old-school FFXI style EXP grinding party? Due to the decreased spawn time I would imagine roaming around a larger area works better than camping up in one spot...but does chaining a crapton of mobs in a light or full party present a decent option for EXP gain?

Based on the setup of this game, it might not even be worth it to try this style of gameplay outside of dungeons. You'd need a good area with mobs a decent level higher than yourself and a low population of players so you don't have to compete for them. You'd most likely end up just getting more experience from quest farming and running hunt logs than grinding mobs.
 
I just had a flashback and remembered the system that penalized your experience points to the point where you couldn't earn anymore for a certain period of time (fatigue system). Gosh was that awful. Haha.
 
People are all ready maxing out classes and looking for end game stuff? Is the community is going to die before the free month ends?
 
Right, well, that's what I said. Other content needs to be adjusted to be as viable.



There are a lot of classes to level, so this is an issue. This isn't like other MMOs where most people will only play one or two classes. Like FF11, it will (and should be) the norm for people to level many. The way the game is right now makes that very tedious and not fun.

Yup. This wouldn't be that much of a problem since in other MMOs you create a new character. Here, you don't. The side quests don't replenish and at the end of the day only FATEs and dungeons remain. If you do quests on one profession, the remaining ones get screwed over. Then you're forced to do FATEs. While class swapping is interesting, in respect to the progression system in place for ARR, there are some deeply flawed implications and design decisions.

I enjoyed progression worked in GW2 a lot just because of how you can get exp for everything and even for doing low level stuff.
 
I just had a flashback and remembered the system that penalized your experience points to the point where you couldn't earn anymore for a certain period of time (fatigue system). Gosh was that awful. Haha.

SE to implement FATE fatigue system to curb players from grinding them to 50.

I hope they don't read this and think it's a good idea...
 
Given how quickly dungeons are leveled out of, and how, at max level, most of the progression gear is bought with tomes anyway, one way to improve Dungeon uptake vs FATEs could just be to improve the final XP/gil reward AND make all bosses drop 2 loot each.

That way the Dungeon is worth more than the FATE, but the tradeoff is that you have to invest much more time toward completing it.
 
SE to implement FATE fatigue system to curb players from grinding them to 50.

I hope they don't read this and think it's a good idea...

Then leveling other classes gets scrwed lol.

Given how quickly dungeons are leveled out of, and how, at max level, most of the progression gear is bought with tomes anyway, one way to improve Dungeon uptake vs FATEs could just be to improve the final XP/gil reward AND make all bosses drop 2 loot each.

That way the Dungeon is worth more than the FATE, but the tradeoff is that you have to invest much more time toward completing it.

This still leaves quests screwed out.
 
So is anybody doing endgame raiding? I don't even know what the endgame raids are or boss strats. FFXIVGuild site doesn't seem to be complete, so I don't know where to check up on this stuff.

I just had a flashback and remembered the system that penalized your experience points to the point where you couldn't earn anymore for a certain period of time (fatigue system). Gosh was that awful. Haha.

Haha, there were people defending it too IIRC - calling it "brilliant" and a "feature". I like the way it is now, grinding FATEs ad nauseum is way more efficient than the quest hubs.
 
SE saw this coming and already prepped update 2.1 to 2.3, as well as submitting a draft for an expansion.

They should've been prepping the first few patches before the launch regardless of this situation. That's just the nature of development.
 
People are all ready maxing out classes and looking for end game stuff? Is the community is going to die before the free month ends?

People are completing end game gear sets and getting relic weapons. Not sure about the community, but I suspect there will be another period where a ton of people running through the game again with new classes and working on gathering/crafting professions. The rest will drop the game citing no end game content after finishing everything after only having the game for a few weeks.
 
This still leaves quests screwed out.

I don't think there will be any way to ever have enough quests for all of the classes in the game. If all sidequests -- sans Main Story quests -- become repeatable, once per class, maybe.

It would be functionally the same for altaholics, and provide new gil. Perhaps that could work?

Still low level, but are there EXP parties at all in this?

FATE zergs are basically the new XP party.

I suppose another way to bring it back is to put in Elite camps where the mobs are buffed to require groups to take down, and thus restore the XI style of XP chaining for leveling.
 
Used the DF for Tam-Tara and got a party. Said "hey everyone", no one answered. Both DPS took enmity from the tank (am I saying that correctly? as in: they took the tank's targets) and had to heal them like crazy. Found the first treasure chest and they were more concerned about it than me taking damage. I just left.
 
FATE zergs are basically the new XP party.

I suppose another way to bring it back is to put in Elite camps where the mobs are buffed to require groups to take down, and thus restore the XI style of XP chaining for leveling.
That wouldn't be very popular, though. You don't even do this in FF11 anymore -- people have reduced the game to grinding Grounds of Valor pages in specific areas. Seems like people just aren't interested in doing that kind of grinding anymore.
 
I don't think there will be any way to ever have enough quests for all of the classes in the game. If all sidequests -- sans Main Story quests -- become repeatable, once per class, maybe.

It would be functionally the same for altaholics, and provide new gil. Perhaps that could work?

Quests, I feel, are still screwed over for your first profession when compared to FATEs. I skipped the entirety of my lvl 32-40 quests because of how broken the FATEs in Coerthas are.
 
People are all ready maxing out classes and looking for end game stuff? Is the community is going to die before the free month ends?

This is pretty much every MMO that's came out since at least Wrath of the Lich King for WoW, if not before. Its a big race for most folks. I don't think it will hurt the community much in the long run because there's plenty of content (tons of classes/crafts/etc), even if its not necessarily endgame content.

WoW and SWTOR both had folks hitting max level within the first day of new expansions (not that there were many levels to get in the SWTOR one). That's just the way folks approach em now I guess.

On the other hand, some folks just love that quick 1-50 grind, get whatever the current "best" gear is, and then get on the forums and bitch about how there wasn't enough content before moving on to the next game. It is what it is.

SE saw this coming and already prepped update 2.1 to 2.3, as well as submitting a draft for an expansion.

And this. Hopefully they can bring it out regular and steady, and at the same quality as everything that came before. If they do, it'll be fine.
 
I don't think there will be any way to ever have enough quests for all of the classes in the game. If all sidequests -- sans Main Story quests -- become repeatable, once per class, maybe.

It would be functionally the same for altaholics, and provide new gil. Perhaps that could work?



FATE zergs are basically the new XP party.

I suppose another way to bring it back is to put in Elite camps where the mobs are buffed to require groups to take down, and thus restore the XI style of XP chaining for leveling.

I'd like them just to expand the dungeons where you can go there for exp and gil. I think they need another way to get gil b/c as others have said it seems the game is forcing you to gather/craft from my standpoint so far (highest I have is lvl 42) and I remember that wasn't the case in 1.0.
 
Based on the setup of this game, it might not even be worth it to try this style of gameplay outside of dungeons. You'd need a good area with mobs a decent level higher than yourself and a low population of players so you don't have to compete for them. You'd most likely end up just getting more experience from quest farming and running hunt logs than grinding mobs.

Damn. I know I'm in the minority here, but I really fucking miss this style of play. I would vastly prefer it to FATEs as a means of leveling 30-50. That kind of long-form grouping really helps people get into a comfortable place with their job roles and mechanics, as opposed to being in a dungeon that everyone wants to rush through without any failures, or being in a huge crazy FATE where all sense of coordination goes out the window. Shame there aren't ways to make this viable.
 
Damn. I know I'm in the minority here, but I really fucking miss this style of play. I would vastly prefer it to FATEs as a means of leveling 30-50. That kind of long-form grouping really helps people get into a comfortable place with their job roles and mechanics, as opposed to being in a dungeon that everyone wants to rush through without any failures, or being in a huge crazy FATE where all sense of coordination goes out the window. Shame there aren't ways to make this viable.
I didn't mind it, but I also had a lot more time back then. These days, I just don't have the time to sit in a group for that long of a time.
 
Quests, I feel, are still screwed over for your first profession when compared to FATEs. I skipped the entirety of my lvl 32-40 quests because of how broken the FATEs in Coerthas are.

Quests have been good as something to do between FATEs for me. I skipped nearly all side quests from Drybone onward to the end of the game. I just recently completed the Drybone quests on my THM while waiting for Highbridge FATEs to pop or when I sat in DF for a dungeon party.

At this point, I'm not sure what they could possibly do the better balance xp avenues without changing almost every avenue we currently have in some way to make all options a good choice and still allow for the leveling of alts without the need to grind endlessly.
 
Im just glad i havent partied with anyone that didnt want to explore every inch of a dungeon before proceeding.

That being said, grinding the first section of a fate long than necessary sounds boring. Fates should be events that you want to stream through naturally, not "dont kill everything yet" prolonging just for that quick exp gain.

Dungeon exp rates should be raised, especially if they want to continue on the path of making XIV closer to standard FF than XI.
 
I think I've gotten the majority of my experience from the main story quest and dungeon runs. I have joined FATE parties a couple of times, but it's usually only to get minions.
 
Yeah, I don't get it either. I just hit lvl 15 after three days and I'm trying to slow down.

Same here, I just hit 16 today, and I've been playing solo at a moderate pace.
It's funny that people want to rush in to end game stuff. You can tell even the devs feel annoyed at this a little bit.

MMOs to me are more about enjoying time in the world, exploring, and doing lots of different activities, which also includes levelling up. That's just my play-style though. I like to take things leisurely and soak up the atmosphere.
 
Quests have been good as something to do between FATEs for me. I skipped nearly all side quests from Drybone onward to the end of the game. I just recently completed the Drybone quests on my THM while waiting for Highbridge FATEs to pop or when I sat in DF for a dungeon party.

At this point, I'm not sure what they could possibly do the better balance xp avenues without changing almost every avenue we currently have in some way to make all options a good choice and still allow for the leveling of alts without the need to grind endlessly.

This is exactly what I'm insinuating/proposing.
 
FATE zergs are basically the new XP party.

I suppose another way to bring it back is to put in Elite camps where the mobs are buffed to require groups to take down, and thus restore the XI style of XP chaining for leveling.

I actually am not thinking of FFXI precisely when I think of an EXP party, I'm just wanting to gain EXP in a party. Hah.

That wouldn't be very popular, though. You don't even do this in FF11 anymore -- people have reduced the game to grinding Grounds of Valor pages in specific areas. Seems like people just aren't interested in doing that kind of grinding anymore.

That is true, but Grounds of Valor parties are still quite social because they still keep the a lot of the traditional EXP party of pulling to one spot and taking out a few enemies in one Party/Alliance instead of a horde. Also, I don't think it's because it's "not popular", it's because Ground of Valor gives a considerable amount of EXP by comparison. If the previous way of leveling gave such an EXP boost, then, it would be the popular method. aka the roles reversed.
 
I'm trying to use SweetFX with this game but it just crashes immediately.

Using what is, AFAIK, the latest version from here.

Any idea what I'm getting wrong? I'm only using SMAA with Antitrop's settings.

Edit: Steam! It was Steam. Well that sucks.
 
That's kind of disappointing. So far it's like they designed the game to be easier, but it hinders the social aspect of the game. I do like FFXIV, I'm just saying.

The XP curve is much higher than it was from FFXI. In FFXI at level 32 you had to get something like 6k XP to get to 33. My 32 LNC needs over THIRTY times that, but you generally get the same XP per mob as FFXI.
 
Quests, I feel, are still screwed over for your first profession when compared to FATEs. I skipped the entirety of my lvl 32-40 quests because of how broken the FATEs in Coerthas are.

Quests are mainly used as a source of gear or new gil. If you need neither of those, and just want to maximize XP gains, then I agree that FATEs have quests beat every time.

Damn. I know I'm in the minority here, but I really fucking miss this style of play. I would vastly prefer it to FATEs as a means of leveling 30-50. That kind of long-form grouping really helps people get into a comfortable place with their job roles and mechanics, as opposed to being in a dungeon that everyone wants to rush through without any failures, or being in a huge crazy FATE where all sense of coordination goes out the window. Shame there aren't ways to make this viable.

Personally, same. But that's not where the majority of MMO players want to go, though I do wish that they found a way to keep it in as an alternative.
 
I actually am not thinking of FFXI precisely when I think of an EXP party, I'm just wanting to gain EXP in a party. Hah.



That is true, but Grounds of Valor parties are still quite social because they still keep the a lot of the traditional EXP party. of pulling to one spot and taking out a few enemies in one Party/Alliance instead of a horde. Also, I don't think it's because it's "not popular", it's because Ground of Valor gives a considerable amount of EXP by comparison. If the previous way of leveling gave such an EXP boost, then, it would be the popular method. aka the roles reversed.
As I said above, the old style FF11 leveling method is just way too solid-block-of-time-oriented for the majority of MMO players. I could swing it when I was younger, but not anymore. I know that's the case for others as well. With the Grounds of Valor parties, you can join/leave whenever you want with no pressure.
 
Damn. I know I'm in the minority here, but I really fucking miss this style of play. I would vastly prefer it to FATEs as a means of leveling 30-50. That kind of long-form grouping really helps people get into a comfortable place with their job roles and mechanics, as opposed to being in a dungeon that everyone wants to rush through without any failures, or being in a huge crazy FATE where all sense of coordination goes out the window. Shame there aren't ways to make this viable.

That style of play is essentially dead now afaik, since players want to be able to quickly move around and take out tons of enemies at the same time. More things to do at once and you see a larger variety of enemies and combat situations (supposedly) to keep players active and entertained. It's part of the amusement park MMO strategy that pretty much everyone uses nowadays.

I miss the FFXI style too, though leveling tended to take a really long time and you spent 95% of your time either waiting for or in a group killing one mob at a time for 2-300xp. I got really good and learning enemy attack patterns and clearing debuffs as soon as they touched the tank. I took some pride in that attention to detail.

That being said, we will most likely never see an MMO like that ever again.
 
That style of play is essentially dead now afaik, since players want to be able to quickly move around and take out tons of enemies at the same time. More things to do at once and you see a larger variety of enemies and combat situations (supposedly) to keep players active and entertained. It's part of the amusement park MMO strategy that pretty much everyone uses nowadays.

I miss the FFXI style too, though leveling tended to take a really long time and you spent 95% of your time either waiting for in a group killing one mob at a time for 2-300xp. I got really good and learning enemy attack patterns and clearing debuffs as soon as they touched the tank. I took some pride in that attention to detail.

That being said, we will most likely never see an MMO like that ever again.

IMO, the FFXI style died the day they released the Abyssea content. I miss it as well, but it's definitely not something that would fly in this day and age.

Hell, I've seen way too many people who can't even grasp THIS game. I don't know how many shouts I saw of people asking where to get Hi-Potions, Chicken Eggs, and Orange Juice. 5 seconds in the markets would have gotten you all three.
 
I think I've gotten the majority of my experience from the main story quest and dungeon runs. I have joined FATE parties a couple of times, but it's usually only to get minions.

Same here, joining FATE whenever i run across them, not actively seeking them out.

I'm sure the extra 2.1 added stuff will help, but as things are now, everyone should have enough quests, guildhests, and so on to get through at least 3 classes imo. Especially if they are in separate regions.

That and people need to remember to check old areas for new quests.
 
People are completing end game gear sets and getting relic weapons. Not sure about the community, but I suspect there will be another period where a ton of people running through the game again with new classes and working on gathering/crafting professions. The rest will drop the game citing no end game content after finishing everything after only having the game for a few weeks.

No one has beaten the end game content yet. NO ONE. Why are people saying this crazy shit about no endgame?
 
Just started a game, and rolling a Gladiator with the intention of going Paladin later.

Can anyone recommend macros for tanks? So far I'm just marking targets with 1/2/3/4.
 
IMO, the FFXI style died the day they released the Abyssea content. I miss it as well, but it's definitely not something that would fly in this day and age.

Hell, I've seen way too many people who can't even grasp THIS game. I don't know how many shouts I saw of people asking where to get Hi-Potions, Chicken Eggs, and Orange Juice. 5 seconds in the markets would have gotten you all three.

Oh man, those new to MMOs today would have quit before even reaching the Dunes in FFXI due to the general lack of direction given to players in that game. It was frustrating at times, but it also meant a good deal of research and knowledge of the game world itself. It was definitely not a game for causals. I wouldn't be able to foot the sheer amount of time it would take to explore the world and get to end game now, but would still try to experience it.
 
IMO, the FFXI style died the day they released the Abyssea content. I miss it as well, but it's definitely not something that would fly in this day and age.

Hell, I've seen way too many people who can't even grasp THIS game. I don't know how many shouts I saw of people asking where to get Hi-Potions, Chicken Eggs, and Orange Juice. 5 seconds in the markets would have gotten you all three.

Dont forget about "Where are the spriggans?" lol. I'd bet money that no matter what time of day you hit thanalan, you'll hear that question.
 
I miss the FFXI style too, though leveling tended to take a really long time and you spent 95% of your time either waiting for or in a group killing one mob at a time for 2-300xp. I got really good and learning enemy attack patterns and clearing debuffs as soon as they touched the tank. I took some pride in that attention to detail.

That being said, we will most likely never see an MMO like that ever again.

i miss those days but i'm not sure i miss that style of grinding. like the last few posts said, i had a lot more free time when i was 23 and FFXI (and MMOs basically) were new to me, now i'm lucky if i can play for an hour uninterrupted
 
No one has beaten the end game content yet. NO ONE. Why are people saying this crazy shit about no endgame?

I think you may have missed the point of my comment all together.

I didn't say people completed end game content, but there are people already picking up their darklight sets of armor and getting really close to or are getting their relic weapons. I'm also not saying there isn't end game content, but it will be what people will cite as to why they left the game after only a month.
 
I gotta admit tho, seeing this made me want to finish the game quickly:

1234042_10201939479958542_372893583_n.jpg
 
I'm trying to use SweetFX with this game but it just crashes immediately.

Using what is, AFAIK, the latest version from here.

Any idea what I'm getting wrong? I'm only using SMAA with Antitrop's settings.

Edit: Steam! It was Steam. Well that sucks.

Bumping this because I had been wondering, are there any workarounds to make SweetFX work with Steam? I'd say the trade-off is worth it, but kind of like running things off of Steam too if it were possible.
 
Status
Not open for further replies.
Top Bottom