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OB gripes and concerns

epoqepoq Member UncommonPosts: 394

I have "heard" that much of the content of the game, including the storyline arc, has been removed from OB as to not totally spoil the game.  Now that being said, I think it's stupid if that is the least bit true, as it is not getting tested, and the OB after all is supposed to be a test, although it's really nothing more than a stress test because we can't even easily report any kind of bugs.  SE has left us in the dark as far as what path the game will take upon launch, everything I hear about the game at this point is hearsay on FFXIVcore.

 

The levequest system is so annoying because the quests are totally pointless, have nothing to do with storyline or any conflicts in the game, they are all kill x number of x mob so far, and once you have done your 8 for the next 48 hours you have to grind mobs or stand around the aetheryte crystal trying to get in other peoples levequest groups.  Once your guardian's favor has run out, the exp bonus isn't nearly as good anymore.  The only thing decent about levequests with other people is the fact that the mobs they ask you to kill are generally much easier than their open world counterparts.  I've been tasked to kill Dodo's in Limsa Lominsa, and then attempted to kill them when outside of a quest and they can pretty much 1 shot my character.  There are random mobs in newbie areas that are capable of doing upwards of 3k damage to you and no way to tell whether or not they are KOS until you walk up to them and die.  Luckily the penalty for dying is only a few moments of half HP rez sickness and a hit to your armor durability.

 

Vendors at this point don't sell much of anything beyond trivial crafting components, no armor/weapons beyond the newbie Weathered weapons.

 

Crafting is miserably hard from what I've seen.  It has a component to it that actually puts your player skill to the test, aiding or hurting your chances of successfully crafting an item.  Thus far to me, it seems very expensive and time consuming, no wonder you can level up directly from crafting.  You honestly don't ever have to pick up a weapon and fight anything if you don't want to.  This annoys me in some aspects.  No, it's definitely not a cookie cutter game, but many of us believe that if it's "not broke, don't fix it," SE has tried to do this in many ways, and in my opinion, has failed in some of them.

 

The class system is totally different from your average game.  It frustrates me to some point because I feel like less of a person who stands out, when anyone can pick up a weapon for a certain class and level it up.  Ultimately the people that put the most hours into the game will be the most defined and well rounded, having high ranks of multiple classes.  I normally enjoy having a set role in a group or raid scenario, this game will be very complicated in that aspect.  I'm currently playing up my (1) main class that I started as, and I'm most likely ultimately shooting myself in the foot by not adopting skills from other classes by equipping their weapons and leveling them up to a certain point.  I've just got the idea of a set class role stuck in my head and I like it that way, womp.

 

There are not enough open world mobs for grinding.  Unless you find a sweet spot where no one is, with an abundance of mobs that respawn quickly, you'll be running around fighting for each mob trying to get some EXP.  This is extremely annoying.

 

I'll probably sub to the game for the first month, see what the actual released game looks like, and if I'm disappointed, quit, and come back in a few months after some changes are hopefully made.  I don't have high hopes for this game at this point in time. 

Comments

  • KhrymsonKhrymson Member UncommonPosts: 3,090

    Originally posted by epoq

    I have "heard" that much of the content of the game, including the storyline arc, has been removed from OB as to not totally spoil the game.  Now that being said, I think it's stupid if that is the least bit true, as it is not getting tested,

     

    You should know that the developers themselves as well as SE's in-house testers and professional paid testers {that SE has used for the past 8yrs with FFXI} are more than capable of testing XIV too.  And far better. considering most westerners don't even test, they just play to see if they like it or it'll run on their PC.

     

    Plus we are testing lots of things...there are all kinds of things being tracked and stressed and calculated, by just having the masses of us running around and clicking on things, killing mobs, completing leves and exploring!  For instance, when OB started, to get a key was different, but it was a way for SE to stress their account and log-in servers by having masses of players hitting F5 and trying to get a key and enter it.

  • grapevinegrapevine Member UncommonPosts: 1,927

    That's strange! I know plently of players who enjoy beta testing, and do in fact provide plenty of feed back.  I think you'll find its become the norm for open beta's to be used as a play test, not the whole process.

     

    SE suck big time at testing, as they interested much in what the players think.  Beta's aren't just used for clearling bugs, they are for adjusting a game into something enjoyable.  For that, they need real players.  SE's communcation with its testers has been next to zero, with very few compaints being addressed.  Those that have, seem to have been done harf heartedly.

     

  • epoqepoq Member UncommonPosts: 394

    Originally posted by grapevine

    That's strange! I know plently of players who enjoy beta testing, and do in fact provide plenty of feed back.  I think you'll find its become the norm for open beta's to be used as a play test, not the whole process.

     

    SE suck big time at testing, as they interested much in what the players think.  Beta's aren't just used for clearling bugs, they are for adjusting a game into something enjoyable.  For that, they need real players.

     

    Thats fine, and understandable, if it's the case.  To my knowledge, SE isn't big on media and press release type materials that you'll see with many other MMO developers.  I hear 10x as much from other players or forum junkies than I do from the actual company, which makes me feel like I'm more apart of a foreign game than anything.  The official game website provides little information at this point beyond world server downtimes and minor patch/update notes.

  • toddzetoddze Member UncommonPosts: 2,150

    Originally posted by grapevine

     

     

    SE suck big time at testing, as they interested much in what the players think.  Beta's aren't just used for clearly bugs, they are for adjusting a game into something enjoyable.  For that, they need real players.

     

    Which SE are you talking about, it cant be square enix, because they are not even remotly interested in what Players from NA think, anybody whos played an SE game knows this, (this is one of the things I love about SE) there was even an interview from a dev laughing a the NA player base. This OB is only ment for stressing otherwise why would they have zones/items locked? If they were interested in what people think, I would think that we would have the complete game in OB.

    Waiting for:EQ-Next, ArcheAge (not so much anymore)
    Now Playing: N/A
    Worst MMO: FFXIV
    Favorite MMO: FFXI

  • AnnwynAnnwyn Member UncommonPosts: 2,854

    Originally posted by epoq

    I have "heard" that much of the content of the game, including the storyline arc, has been removed from OB as to not totally spoil the game.  Now that being said, I think it's stupid if that is the least bit true, as it is not getting tested, and the OB after all is supposed to be a test, although it's really nothing more than a stress test because we can't even easily report any kind of bugs.  SE has left us in the dark as far as what path the game will take upon launch, everything I hear about the game at this point is hearsay on FFXIVcore.

     

    The levequest system is so annoying because the quests are totally pointless, have nothing to do with storyline or any conflicts in the game, they are all kill x number of x mob so far, and once you have done your 8 for the next 48 hours you have to grind mobs or stand around the aetheryte crystal trying to get in other peoples levequest groups.  Once your guardian's favor has run out, the exp bonus isn't nearly as good anymore.  The only thing decent about levequests with other people is the fact that the mobs they ask you to kill are generally much easier than their open world counterparts.  I've been tasked to kill Dodo's in Limsa Lominsa, and then attempted to kill them when outside of a quest and they can pretty much 1 shot my character.  There are random mobs in newbie areas that are capable of doing upwards of 3k damage to you and no way to tell whether or not they are KOS until you walk up to them and die.  Luckily the penalty for dying is only a few moments of half HP rez sickness and a hit to your armor durability.

     There are more than 8 leve, though only 8 Battle leve. (Craft and Harvesting skills also have very rewarding Leve). Just remember that's a part of the content for the starting new player. Story isn't fully in yet either, only the introduction.

    Monsters have 4(or 5) different colors that tells you wether you can handle the monster or not based on your level. Blue for very weak, green for weak, yellow for "about your level", orange for too strong, and I'm missing one I think.

    Vendors at this point don't sell much of anything beyond trivial crafting components, no armor/weapons beyond the newbie Weathered weapons.

     I think the items are meant to be crafted and generate a player economy. There's also the lack of any sort of Auction House for OB which doesn't help much.

    Crafting is miserably hard from what I've seen.  It has a component to it that actually puts your player skill to the test, aiding or hurting your chances of successfully crafting an item.  Thus far to me, it seems very expensive and time consuming, no wonder you can level up directly from crafting.  You honestly don't ever have to pick up a weapon and fight anything if you don't want to.  This annoys me in some aspects.  No, it's definitely not a cookie cutter game, but many of us believe that if it's "not broke, don't fix it," SE has tried to do this in many ways, and in my opinion, has failed in some of them.

     In my opinion, this will encourage dedicated crafter, and as someone who loves crafting, I REALLY like the fact that my character can grow through crafting and I won't be stuck at level 1 forever (thus being behind my friends and guild mates). Crafting is hard, but makes it worth it for a player economy. If every players starts crafting, there's just no economy at all.

    The class system is totally different from your average game.  It frustrates me to some point because I feel like less of a person who stands out, when anyone can pick up a weapon for a certain class and level it up.  Ultimately the people that put the most hours into the game will be the most defined and well rounded, having high ranks of multiple classes.  I normally enjoy having a set role in a group or raid scenario, this game will be very complicated in that aspect.  I'm currently playing up my (1) main class that I started as, and I'm most likely ultimately shooting myself in the foot by not adopting skills from other classes by equipping their weapons and leveling them up to a certain point.  I've just got the idea of a set class role stuck in my head and I like it that way, womp.

     Players will still have a set role in group. Healers are necessary, Tanks are necessary, DPS are necessary and depending on your stat build, you can't fulfill the job of another class as well as someone who focused on that class. Also, changing weapon mid-way puts all your skills on cool-down, so it carries a lot of risk when you have to manage your mana and your allies safety.

    There are not enough open world mobs for grinding.  Unless you find a sweet spot where no one is, with an abundance of mobs that respawn quickly, you'll be running around fighting for each mob trying to get some EXP.  This is extremely annoying.

     A lot of people in newbie area, mob spawns isn't high enough for the amount of players. I have to agree that it's annoying, but will change once 2-3 weeks after the game is launched. All players will need to start again from scratch and starter area will be crowded again until people slowly goes up in character levels.

    I'll probably sub to the game for the first month, see what the actual released game looks like, and if I'm disappointed, quit, and come back in a few months after some changes are hopefully made.  I don't have high hopes for this game at this point in time. 

    Red.

  • napalmninjanapalmninja Member UncommonPosts: 114

    Originally posted by epoq

    The levequest system is so annoying because the quests are totally pointless, have nothing to do with storyline or any conflicts in the game, they are all kill x number of x mob so far

     

    Sounds like pretty much every mmo I've ever played, only difference is in other mmos thats all you do. Why arent we complaining about those games also.

  • SilokSilok Member UncommonPosts: 732

    Originally posted by grapevine

    That's strange! I know plently of players who enjoy beta testing, and do in fact provide plenty of feed back.  I think you'll find its become the norm for open beta's to be used as a play test, not the whole process.

     

    SE suck big time at testing, as they interested much in what the players think.  Beta's aren't just used for clearling bugs, they are for adjusting a game into something enjoyable.  For that, they need real players.  SE's communcation with its testers have been next to zero, with very few compaints being addressed.  Those that have, seem to have been done harf heartedly.

     

    Lol ok why SE suck big time at testing? did you see them work? did you visit them to see how many paid tester they have and how they doing it? You just assume on the fact that they dont do think like most westerner mmo. Now the open beta for SE is a stress test, they know most people only want a free trial.

    Ok lets check this what are the 2 most reasons people dont like the game?

    1. mouse lags, lags with ui, server lags.

    Lags is normal in stress test. For the mouse since this is basicly the same system from FFXI, i have no worries that this will be fix very soon. I haved play FFXI for years with a keyboard and mouse before trying the controller and i never had problem with it.

    2. Lacks of content and grind.

    Since SE has limited the beta no one can really argue about the lack of content for now until launch. All i know is i was never disapointed for this.

    In any case they are poor reason, if someone dont like the design or the gameplay styles that a ok reason but the lag??

  • epoqepoq Member UncommonPosts: 394

    Red,

    I've figured out the con system but knowing whether an enemy is KOS or not would also be helpful.  Not sure why they'd want you to not know, sometimes it's very difficult to judge whether or not it is from just looking at it.  Some very un-menacing mobs are KOS and can destroy you in a second leaving you thinking, WTF just happened?

     

    I'm curious to see if/when humanoid mobs will make an appearance in this game, in the starting areas thus far we've only encountered various animals for the most part.  Humanoid mobs make me think of the chance of dropping actual equip-able loot, instead of just random shards and crafting components.  This would be nice for those of us who do not wish to spend time crafting.  I know the levequests have rewards as well, but I hope to see more custom, rarer looking armor or weapons that you can get from mobs in the game, rather than ONLY items that are crafted.  And I'm not talking about just raid mobs dropping this kind of stuff, I'm talking about groupable or possibly even solo kill mobs.

     

    Hopefully mob respawn times in newbie areas will be tweaked, as well.  I've had various instances where I find a sweet cave or empty area and start a grind, only to be happened upon by some other adventurers who ruin my fun by taking my mobs!

  • grapevinegrapevine Member UncommonPosts: 1,927

    Originally posted by Silok

    Originally posted by grapevine

    That's strange! I know plently of players who enjoy beta testing, and do in fact provide plenty of feed back.  I think you'll find its become the norm for open beta's to be used as a play test, not the whole process.

     

    SE suck big time at testing, as they interested much in what the players think.  Beta's aren't just used for clearling bugs, they are for adjusting a game into something enjoyable.  For that, they need real players.  SE's communcation with its testers have been next to zero, with very few compaints being addressed.  Those that have, seem to have been done harf heartedly.

     

    Lol ok why SE suck big time at testing? did you see them work? did you visit them to see how many paid tester they have and how they doing it? You just assume on the fact that they dont do think like most westerner mmo. Now the open beta for SE is a stress test, they know most people only want a free trial.

    Ok lets check this what are the 2 most reasons people dont like the game?

    1. mouse lags, lags with ui, server lags.

    Lags is normal in stress test. For the mouse since this is basicly the same system from FFXI, i have no worries that this will be fix very soon. I haved play FFXI for years with a keyboard and mouse before trying the controller and i never had problem with it.

    2. Lacks of content and grind.

    Since SE has limited the beta no one can really argue about the lack of content for now until launch. All i know is i was never disapointed for this.

    In any case they are poor reason, if someone dont like the design or the gameplay styles that a ok reason but the lag??

     

    Mouse lag is not normal for stress testing.  Its client side.  They have also said they aren't going to fix it anytime soon, as they don't see it as a priority.  As someone has come up with a hack to fix it, they'll probably ignore it even more.  Then at some point start banning people for hacking the client. 

     

    SE have not limited content for open beta, other than access to the full story arc.  The game is and will be bascially a grind fest, with a limiter stuck on top.

     

    They suck at testing, as they have no intent to listen to those testing its game play.  In house developers aren't good for that, as they get tunnel vision to deliver to what's been specified to them.  That is why they have players in close betas.

  • epoqepoq Member UncommonPosts: 394

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

  • narasinhanarasinha Member Posts: 50

    Urgl, why would you like to know everything about a monsters without haviny to play ? A big part of the exploration's fun is to find out how monsters will react, which monsters will aggro and if they do, are they doing it by sight, sound, magic or whatever.

     

    Same for people that complain about not having flags on npc that have quests : where is the fun to run from one flaged npc to the other without even having to read the description of the quests ?

     

    An important part of FFXI was (I use past because now its soo much documented on the web...) to figure things by yourself. Not to be guided every steps of the process by the game.

     

    Sure, there is many players that dont like this and want something easier. But there is also planty of people that love this.

     

    As for humanoid mobs, dont worry there will be plenty. Now, will they drop usefull gears : I doubt... lol

    One thing is sure : dont expect to get rare/good gears from random monsters. Not with SE.

     

    Speaking of drops and raid boss : Thats again one thing that is differant between FFXI and most other mmorpg. In FFXI, you get drop whatever your level compared to the monster. Being a lot higher than the monster wont prevent you to get stuff. Also, instead of raid boss, there is special monsters called NM. They can be very powerfull but they are not designed to be specificaly killable only by a whole alliance. There is NMs at all levels and there is no arbitrary restriction preventing you to kill them if you are higher level. Meaning that you can always get a few more levels and then go kill those monsters. And often people find ways to solo/duo NMs that others need whole parties to kill, even if they are of the same level.

     

    We dont know enough about FFXIV to say if it will be the same but, personaly, I really hope so.

    FFXI is about players' skill and not number...

  • SilokSilok Member UncommonPosts: 732

    Originally posted by grapevine

    Mouse lag is not normal for stress testing.  Its client side.  They have also said they aren't going to fix it anytime soon, as they don't see it as a priority.  As someone has come up with a hack to fix it, they'll probably ignore it even more.  Then at some point start banning people for hacking the client. 

     

    SE have not limited content for open beta, other than access to the full story arc.  The game is and will be bascially a grind fest, with a limiter stuck on top.

     

    They suck at testing, as they have no intent to listen to those testing its game play.  In house developers aren't good for that, as they get tunnel vision to deliver to what's been specified to them.  That is why they have players in close betas.

    Clearly i will not win with you here since your opinion is already made even if no one know what the game will look like at release.

    I based my opinions from what i see from SE over the years, your base your from what? Anyway if you dislike the game so bad what can i do? You made your point i made mine. Now we just have to wait how the game will goes.

  • epoqepoq Member UncommonPosts: 394

    Originally posted by narasinha

    Urgl, why would you like to know everything about a monsters without haviny to play ? A big part of the exploration's fun is to find out how monsters will react, which monsters will aggro and if they do, are they doing it by sight, sound, magic or whatever.

     

    Same for people that complain about not having flags on npc that have quests : where is the fun to run from one flaged npc to the other without even having to read the description of the quests ?

     

    An important part of FFXI was (I use past because now its soo much documented on the web...) to figure things by yourself. Not to be guided every steps of the process by the game.

     

    Sure, there is many players that dont like this and want something easier. But there is also planty of people that love this.

     

    As for humanoid mobs, dont worry there will be plenty. Now, will they drop usefull gears : I doubt... lol

    One thing is sure : dont expect to get rare/good gears from random monsters. Not with SE.

     

    Speaking of drops and raid boss : Thats again one thing that is differant between FFXI and most other mmorpg. In FFXI, you get drop whatever your level compared to the monster. Being a lot higher than the monster wont prevent you to get stuff. Also, instead of raid boss, there is special monsters called NM. They can be very powerfull but they are not designed to be specificaly killable only by a whole alliance. There is NMs at all levels and there is no arbitrary restriction preventing you to kill them if you are higher level. Meaning that you can always get a few more levels and then go kill those monsters. And often people find ways to solo/duo NMs that others need whole parties to kill, even if they are of the same level.

     

    We dont know enough about FFXIV to say if it will be the same but, personaly, I really hope so.

    FFXI is about players' skill and not number...

    I guess to me, personally, and I would be surprised if many other people didn't think similarly, you would THINK that a big company like Square Enix would be most interested in making a game of this genre that is more accessible to the general public.  Since MMORPG's have become popular, it's the Indie start up companies that are the ones usually taking the biggest risks with outside-the-box idealism.  I would think that Square Enix would be more aligned with thinking about the "big picture," aka REVENUE, but apparently not.  I'm somewhat upset with this title because I ultimately feel like it will have dwindling numbers overtime, rather than a steady gain in playerbase through hype and expansion.  This game has great potential, and incredible graphics.  IMO sell the Crystal Tools FFXIV engine and let someone else make a better game out of it ;)

  • narasinhanarasinha Member Posts: 50

    FFXI had its market. I read some people saying that it wasnt succesfull, that it only has this or that amount of subscriber. What they dont realize, its that its a very old game. Older than WoW. And it was very succesfull several year ago (a lot more than the numbers I saw on this forum). In fact, I find it suprising that there is still soo many people playing it and specialy people that played at the same game during soo many years.

     

    Many people that stoped playing FFXI did so because, even if there is always new content, it still the same game and they know it by heart in all its details. SE already has its customers. If they try to change too much FFXIV and make it a lot less complex, a lot easier to casual gamers (in other words, a lot more like some other mmorpg), they may lose those customers with no guarantee that they get the customers from other mmorpg.

     

    Games are never made to interest all the kind of gamers. Thats just not possible. You try to make a successful game but it will always only interest a small part of the gamers. SE choice is obviously not to do a new game that target the same people as WoW (for example) but that is oriented toward the the kind of players that enjoyed FFXI.

    Yes,  "more accessible to the general public" than FFXI but it also cant be too much more oriented toward the general public without losing their usual customers base.

  • AnnwynAnnwyn Member UncommonPosts: 2,854

    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

  • epoqepoq Member UncommonPosts: 394

    Originally posted by MadnessRealm

    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

    With the current set up, if a group member was getting his ass beat and yelling for me to heal him, i'd tell him to heal his damn self because I want my EXP. everyone better level a conjurer to 4 and get cure 'cause you're about to be on your own when this game goes live if they leave it like it is.

  • narasinhanarasinha Member Posts: 50

    Originally posted by epoq

    With the current set up, if a group member was getting his ass beat and yelling for me to heal him, i'd tell him to heal his damn self because I want my EXP. everyone better level a conjurer to 4 and get cure 'cause you're about to be on your own when this game goes live if they leave it like it is.

     

    You could always ask them money to cure them...

  • natuxatunatuxatu Member UncommonPosts: 1,364

    I don't think FFXIV will do that well honestly. I'm talking to a lot of people who still play FFXI and a lot have no intentions on leaving XI. Likewise this wont appeal to a lot of people who have not played FFXI because of the not so great UI and other issues that have been mentioned.

    I really think FFXIV is more geared toward people who used to play FFXI and stopped for whatever reason. And sadly I don't think they are doing a great job of capturing those players as well.

    I'm sure it'll do fine and stay afloat but I don't think it will suprass FFXI in success.

    image

  • ElirionElirion Member Posts: 160

    Originally posted by epoq

    Originally posted by MadnessRealm

    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

    With the current set up, if a group member was getting his ass beat and yelling for me to heal him, i'd tell him to heal his damn self because I want my EXP. everyone better level a conjurer to 4 and get cure 'cause you're about to be on your own when this game goes live if they leave it like it is.

     That's good to know.  Hopefully you don't ever get in one of my groups because you'll get kicked quickly with that attitude.  When in a group, I do what is necessary to make the group successful and I expect my group mates to do the same not just focus on their own selfish needs and wants.

  • AnnwynAnnwyn Member UncommonPosts: 2,854

    Originally posted by Elirion

    Originally posted by epoq


    Originally posted by MadnessRealm


    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

    With the current set up, if a group member was getting his ass beat and yelling for me to heal him, i'd tell him to heal his damn self because I want my EXP. everyone better level a conjurer to 4 and get cure 'cause you're about to be on your own when this game goes live if they leave it like it is.

     That's good to know.  Hopefully you don't ever get in one of my groups because you'll get kicked quickly with that attitude.  When in a group, I do what is necessary to make the group successful and I expect my group mates to do the same not just focus on their own selfish needs and wants.

    I don't think it will be necessary to heal 100% of the time from my experience. I've been able to alternate between Healing and Debuff/CC while in party, but this is just for the lower levels so I'm not sure. Dedicated Healer has far too much downtime, allowing Conjurers to Nuke and Thaumaturge to Debuff/Crowd Control in between the heals, also helps survive a little since healing has such a strong aggro.

  • epoqepoq Member UncommonPosts: 394

    Originally posted by Elirion

    Originally posted by epoq


    Originally posted by MadnessRealm


    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

    With the current set up, if a group member was getting his ass beat and yelling for me to heal him, i'd tell him to heal his damn self because I want my EXP. everyone better level a conjurer to 4 and get cure 'cause you're about to be on your own when this game goes live if they leave it like it is.

     That's good to know.  Hopefully you don't ever get in one of my groups because you'll get kicked quickly with that attitude.  When in a group, I do what is necessary to make the group successful and I expect my group mates to do the same not just focus on their own selfish needs and wants.

    It's not a players fault for the developer putting a healer in a possible shitty situation.  You won't find many players wholly dedicated to standing there and chain healing you on tougher mobs, assuming there are mobs that require this in group play.  In a raid scenario I can understand it, but I would rather play by myself in this type of scenario, then be someone elses heal bitch if it's needed.  All I'm saying is I don't see how SE is encouraging grouping with the current way they have things set up.  Ever played Everquest? or any other game that has classes that are solely dedicated to healing and can't do much else?  It's fine like that and equally rewarding as any other class because you are getting to the same end through a different means.  Chain healing tanks is necessary to keep them alive.  BUT you still get the same exp as everyone else.  Unless SE changes the way a healer role works, or maybe there really is no need for a static healer and I'm wrong, then you will have players ragequitting because their "healer" wanted to DPS and get exp like everyone else.

     

    And I might as well mention while I'm at it, group play is pretty stupid in lower levels to begin with.  If I can complete a leve on my own, I'd much rather do that, and gain more experience than sharing the quest with someone else.  I'll have many more chances to swing my weapon or nuke a mob by myself, thus resulting in more EXP.  Band and party mode give little in the way of incentive to try leve's on harder difficulty, at least in the lower end content of the game. A couple hundred gil, whoop de doo.

  • narasinhanarasinha Member Posts: 50

    Originally posted by epoq

     someone else.  I'll have many more chances to swing my weapon or nuke a mob by myself, thus resulting in more EXP.  Band and party mode give little in the way of incentive to try leve's on harder difficulty, at least in the lower end content of the game. A couple hundred gil, whoop de doo.

     

    and a lot more xp... when doing leve, you can get guardian buff that increase the xp you gain. Make a party, use a leve and get the buff and go kill stronger monsters before finishing your leve goal.

  • neorandomneorandom Member Posts: 1,681

    people would rather shit storm then find out how the game works, learning hard, shit storming and trolling easy

  • epoqepoq Member UncommonPosts: 394

    I hope they fix the bug that if you crash because of their POS client during a levequest, you can't resume it.  You should be able to resume the levequest from where you left off.  Really frustrating when you select a new leve after waiting 48 hours for them to refresh, only to lose one and all the experience you could have gained along with it from a crash.  This game is going down the shitter fast and it hasn't even been released.  Square Enix......FFS stick to single player games.

  • RaxeonRaxeon Member UncommonPosts: 2,288

    Originally posted by MadnessRealm

    Originally posted by epoq

    Another thing that is pissing me off currently, that I hope someone can chime in on, is the healer role in the game.  To my knowledge thus far, healing myself or groupmates does not yield weapon skill points for my class.  This is VERY annoying because you are basically put in the position of choosing whether to heal your groupmate or attack the mob to further your level.  I understand it would be exploitable to have heal casting give points, but they need to have some kind of split that the healer gets from melee players attacks, or some kind of remedy for this problem.  Otherwise, why would I want to play a healer in a group scenario? Keeping you alive, but not getting anything in the way of experience.

    From my understanding, FFXIV doesn't have dedicated healer-type. Thaumaturge combines both Healing(costing you HP, MP) and Debuffing/Crowd Control while Conjurer combines Nukes and some Buffing/Healing. While I agree that Healing should yield XP, I'm guessing that SE doesn't want players to be 100% healer and to combine both Support and Offensive.

    At least that's what I get based on the skills setup.

     

    I'd have to agree though, healing really should yield XP. Would help me level up when I'm just running around starter area healing up people for fun :P

     it does but its needs more balancing

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