It looks like you're new here. If you want to get involved, click one of these buttons!
Patch 1.15a, which is set to go live Wednesday, February 2, will contain a number of changes in line with the wealth of player feedback we have continued to receive, such as the way in which skill and experience points are awarded based on party composition or enemy rank, and the addition of a number of new text commands.
Several balancing changes will be made that will bring greater benefits than ever before to multi-player battle. Party bonuses will be adjusted to award larger amounts of skill and experience points based on party size. Further changes will also ensure that greater differences between player and enemy rank will yield greater rewards as well. The amount of skill and experience points available from enemies ranked lower than a player will be reduced, but defeating enemies ranked higher than oneself will now yield greater amounts.
For players engaging in solo battle, the amount of skill and experience points currently awarded after rank 20 falls off sharply. To address this, we will be implementing changes that will better balance the amount available between ranks 20 and 23.
The placement of 3-D battle text, such as damage and healing values, will be adjusted to prevent the overlapping of separate numbers. In addition, battle text will be color-coded in the following manner.
Message Type |
Font Color |
Damage dealt by you |
Yellow |
Actions by you that miss or are evaded |
Yellow |
Status effects caused by you |
Yellow |
Healing to self |
Blue |
Damage dealt by enemies |
Red |
Actions by enemies that miss or are evaded |
Red |
Status effects caused by enemies |
Red |
Healing to enemies |
Blue |
Damage dealt by others |
White |
Actions by others that miss or are evaded |
White |
Status effects caused by others |
White |
Healing to others |
Blue |
The /display head text command can be used to toggle the graphic display of a piece of equipment currently equipped in the head slot.
The /clock feature is being implemented to allow players to easily confirm the amount of time remaining until the reset of several in-game timers, such as the reissue of guildleves or the regeneration of anima.
Use of this command will display the current time (Earth time), together with the following information.
Comments
I think we're about to face an epic struggle between soloers and groupers.
And according to this post I think I know who is going to lose. Good.
the people who leave because they have to group, you know, INTERACT with others, in order to progress, will be the ones we never wanted in the first place. They won't be happy until there is some vault-like instance where they can log in and get epic gear within 10 minutes of signing on. Good riddance.
Well said. Dont get me wrong, there are days ill log in to an MMO, and do a few solo quests here and there, but these games are made for grouping, and meeting other players. Current MMO's (WoW im looking at you) among others have made it the norm to allow players to advance through the game, potentially without ever having to group at all. Seems to me like that defeats the purpose of why i fell in love with this genre.
Currently Playing : Rift, EQ2
Has Played: Anarchy Online, SWG(Pre NGE refugee), DAoC, EQ1, EQ2, Lineage 2, CoH, CoV, Horizons, AoC, FFXI, FFXIV, Aion, WoW, DCUO, Matrix Online, Vanguard, Tabula Rasa, LotRo, Fallen Earth, Shadowbane, EQoA, ArchLord
I agree with this to some extent. In FFXI it was pretty clear that, even though you were supposed to be a hero, you couldn't tackle very much solo with most classes (even after FoV). WoW, on the other hand, and games like it, give players the feeling that their characters really are the heroes that the storylines make them out to be. Still, a better system needs to be found to avoid the extremes of the two aforementioned games.
In respect to the grouping...grouping in FFXI was something that, while forced, was incredibly enjoyable when you had good groups. You'd spend hours with them, perhaps between zones, and likely add them to your friends list and have a gaming buddy (or buddies) that would would last as long as you played the game. It also required co-operation and communication, something that we've all seen missing in the present years of the selfish-MMORPG-sans-RPG era. FFXIV should not back down from it's heavily group-centred stance, it will make people better players (perhaps even people?) for it. I know that what I learned in FFXI, the communication and co-operation, is something I've carried to other games and I'm grateful for it.
(1)TL:DR must be your way of saying that thinking hurts. Then again, this may explain why it looks like you responded to the post without using your brain.
(2) It's not about community, is it? You just have nothing better to do.
What I'm hoping XIV does much better is the flexibility in regards to grouping. XI was way too restricting and it killed the enjoyment more often than not. That's hardcore grouping.
2 people? 4 people? 8 people? It shouldn't be that much of an issue how many players you have. XI had 6 players and 6 players only for the longest time, not to mention the job roles that required you to have one of the only few jobs in your party to group effectively enough.
Of course XIV needs an optimal number like XI did, but whether you go under or over that number shouldn't have so drastical effects like in XI, nor whether your party setup is the most orthodox out there. People can come and go as the classes they have without SP taking too much of a hit. And if no one is on, you can solo through some means although you'd always want to look for a duo partner at the very least.
That's casual, non-forced grouping.
270-340 before patch,500-600 now.
Yeah it seems they made a last minute change where experience has been adjusted up to level 24 for Disciples of War and Disciples of Magic classes. So it’s even easier now than ever to get any of those jobs, or all of them to 25 now. Initial reports for Disciples of the Hand and Disciples of the Land got some major boosts across most levels so far. We are talking about anywhere from double or more depending on what the person is crafting for example. So it seems much easier now to level any DOH or DOL class, possibly all the way to 50 (or at least well into the 40’s) at a much faster pace. Even on solo mobs that are ranked even match to you give about twice the amount of experience and skill points (when in fact initial changes were going to be only on ranks above you). Group party got a major boost across most areas I think on all or most types of events.
Overall it seems getting to 50 for any DOH or DOL has been made much much easier than ever before. Group experience got a major boost. Solo has been made easier up to 25 for all DOW and DOM classes. Solo play still seems viable in that now even match kills gives you bonuses (and higher of course) and initial examples show it is slightly a bit faster than before for folks that solo. I was checking across 6 major FFXIV sites to gather some initial reactions. It seems almost everyone is happy with these changes… except 2 people in total who are unhappy with the changes.
I am going to pick up Mining and Botany again (both are level 7) and level them up a bit, and see how good crafting is now. I will put up a few numbers and see for my DOW classes what I get from even matched mobs now compared to before… probably will do this tomorrow.
It might be good in short-term, but it will hurt them in the long-term. Their chance to implement content for all level ranges is much shorter at this point. Sure, players may enjoy the increased pace now but once they're rank 50 with nothing to do they'll realize the downside of it. At which point SE needs to make the game top heavy content-wise to keep the players interested.
"The game begins at endgame!"
Does this game have any group dungeons? I played it in beta but there were no quests at all lol. You did the starter stuff and all of a sudden you get to like level 5 and it all vanishes.