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I hope they have exp party levelin contentFollow

#1 Jun 04 2013 at 9:37 AM Rating: Decent
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I want the feel of soloing my job to level 10-15 then having to go to the dunes the first time and get in a group and the whole game pretty much changes as I have to learn how to play my job properly, what to do and what not to do and how to setup skillchains and magic bursts... the stuff youll never get from solo play... since its pretty just just (spam all your attacks and hope mob dies before you... and heal is necessary.. if you can)..

in a solo environment you learn nothing of hate control, over healing (i.e as not to pull hate from tank) coordinating attacks for sc and mb, keeping mobs debuffed and party buffed, distances, etc etc. Sure you might say "well when you go in instanced dungeons or raids youll be in a group so youll know that stuff. Umm at that time its too late, thats something you should know BEFORE you enter a raid/dungeon... that would be like dropping me off in a warzone before teaching me how to properly use a gun and hope I can figure it out before my face gets shot off.
#2 Jun 04 2013 at 9:40 AM Rating: Excellent
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I agree. I want traditional party grinding to be viable, even if I don't prefer it... options are best.
#3 Jun 04 2013 at 9:43 AM Rating: Excellent
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I think if the beginning dungeons start off easy enough they should provide a good enough learning curve to effectively replace open world exp parties. Having the learning process take place in a dungeon probably even better prepares you for dungeons later on in the game as you aren't switching from single mob kills to group mob kills.

At the end of the day I agree that level 10-15 is about the perfect time to begin grouping.
#4 Jun 04 2013 at 10:22 AM Rating: Default
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153 posts
Its dead get over it.
#5 Jun 04 2013 at 10:31 AM Rating: Excellent
The first dungeon is level 15. So there you go.
#6 Jun 04 2013 at 10:35 AM Rating: Decent
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141 posts
Party grinding was viable in 1.0 i got a few jobs to 50 in parties.
#7 Jun 04 2013 at 10:51 AM Rating: Default
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onineko wrote:
Its dead get over it.




sooo learning how to play your job is dead? umm thats refreshing lol
#8 Jun 04 2013 at 10:52 AM Rating: Decent
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3,599 posts
Yeah, 1.0 definitely had partying for exp, and for sure the dungeon content introduced early is there to teach players how to group and work together. Not much to worry about from all the public information available.
#9 Jun 04 2013 at 11:20 AM Rating: Decent
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79 posts
Nothing worse than having people in your party on higher levels and not know a thing about the job they were using. Too much PLing and not enough parties. As mush as it was getting annoying visiting the dunes it was still a great start in learning the job and what it could become.
#10 Jun 04 2013 at 11:21 AM Rating: Excellent
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340 posts
As far as I can tell from the reviews of the different media people, party grinds as been replaced by dungeon grind. I saw no review that those dungeon was very hard.

Instead of setting camp and never moving/pulling mob to the group, you run around in the dungeon, clearing objective and getting good loot and a couple of very interesting battle for the bosses. Probably that there will be some little puzzle or switch to press in order or something like that, but past the first couple of time your group clear the dungeon, it will be easy enough.

Most of the review described the mob in open world as low difficulty mob. I don't know if any reviewer test a small group challenging higher level mob as a party grind objective. If they did, they never talked about it as far as I can tell. (Maybe Wint can talk about it if he tried).

#11 Jun 04 2013 at 11:23 AM Rating: Excellent
I'm pretty sure this horse has been dead, raised, killed again, raise 2'd, killed again, Phoenix downed, re-raised, killed again, and again.

Bottom line is its possible, but not the most efficient and certainly not the only way to go about progressing.

Edited, Jun 4th 2013 10:24am by desmar
#12 Jun 04 2013 at 12:11 PM Rating: Excellent
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desmar wrote:
I'm pretty sure this horse has been dead, raised, killed again, raise 2'd, killed again, Phoenix downed, re-raised, killed again, and again.

Bottom line is its possible, but not the most efficient and certainly not the only way to go about progressing.



And good riddance. Mindlessly killing the squishiest enemy you can find for hours is not my idea of fun.

And from the perpsective the OP takes (It's like going into a battle and being taught to use a gun) isn't this type of leveling just like working at a butcher and being qualified to go into battle?

"Son, I hear you have killed over 2,000 Colibri birds. With training like that, it's time to fight the Empire!"

Edited, Jun 4th 2013 2:11pm by Louiscool
#13 Jun 04 2013 at 1:27 PM Rating: Excellent
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Louiscool wrote:

"Son, I hear you have killed over 2,000 Colibri birds. With training like that, it's time to fight the Empire!"


"Is it an empire of birds?"

"Because I'm prepared for that!"
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#14 Jun 04 2013 at 3:44 PM Rating: Excellent
People will ALWAYS have the option to band together and go out and kill monsters... there's no way that can ever be taken away.

However, from how FFXIV is being designed according to interviews from the producer, I believe the min/max mentality of MMORPGs will draw most people towards dungeons.
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#15 Jun 04 2013 at 4:22 PM Rating: Decent
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972 posts
I'd be perfectly fine with a blend of open world kills on the way to the deepest depths of a dungeon . It's how Final Fantasy has always done it. Anytime you grinded pre dungeons was because you were under leveled or you wanted to be ridiculously overpowered. If level sync is being applied to all or most dungeons. The need for this is zero.
#16 Jun 04 2013 at 4:22 PM Rating: Excellent
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108 posts
dude! I got this awesome game you gotta play called final fantasy 11! Sounds just like what you are looking for.

I loved ff11, but I hope ffxiv doesn't turn out the same in many ways, including leveling style. It's Final Fantasy 14 a Realm REBORN..... not a realm Reincarnated of ff11... not ff11-2
#17 Jun 04 2013 at 4:43 PM Rating: Default
Party leveling up is dead, is a more Wowish approach as far as it being more towards dungeons, none which are hard anyways.
#18 Jun 04 2013 at 4:45 PM Rating: Good
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210 posts
klooste8 wrote:
dude! I got this awesome game you gotta play called final fantasy 11! Sounds just like what you are looking for.

I loved ff11, but I hope ffxiv doesn't turn out the same in many ways, including leveling style. It's Final Fantasy 14 a Realm REBORN..... not a realm Reincarnated of ff11... not ff11-2


Smiley: laugh

Well said!
#19 Jun 04 2013 at 5:11 PM Rating: Excellent
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655 posts
Well lvling like OP said is even dead in FF11. I understand the need for options but grinding open world mobs was never my favorite part of a MMO.

Learning your class can be done many ways not jsut from grind partys. Instances, Fates, heck just pulls a group of mobs and see how u do. I love instance crawling but thats just me.
#20 Jun 04 2013 at 5:21 PM Rating: Excellent
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1,313 posts
I had some good times at xp camps too, but what is the difference between grinding the same dungeons with your friends or a group that is put together for you and grinding at the same camps with a group you have to put together or wait (sometimes hours) for?

The dungeon will drop things you need, test and hone your skills far more, and have a point to it. People are thinking this game will be for more solo oriented than FFXI. I completely disagree. I think far more people will be introduced to and allowed to participate in group content than there ever were in FFXI.
#21 Jun 04 2013 at 5:33 PM Rating: Decent
Transmigration wrote:
I had some good times at xp camps too, but what is the difference between grinding the same dungeons with your friends or a group that is put together for you and grinding at the same camps with a group you have to put together or wait (sometimes hours) for?

The dungeon will drop things you need, test and hone your skills far more, and have a point to it. People are thinking this game will be for more solo oriented than FFXI. I completely disagree. I think far more people will be introduced to and allowed to participate in group content than there ever were in FFXI.


Nope! It will be the same as in any other MMO, there are things that require groups to do, do not think 90% of the game is solo, but up until End-Game, you can pretty much solo your way to 50. Now it would be faster if you group up.
#22 Jun 04 2013 at 5:43 PM Rating: Good
The pure EXP mob grind isn't in XIV anymore. From what I hear there's still difficulty settings you can choose so it's harder and a group is helpful. But I like the get quest and go w/o waiting for a party. Leves are still a thing and their dynamic content seems great.

I don't miss XI's party grind.. nor the people falling asleep in 5 hour ones.
#23 Jun 04 2013 at 5:56 PM Rating: Good
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DuoMaxwellxx wrote:
onineko wrote:
Its dead get over it.




sooo learning how to play your job is dead? umm thats refreshing lol


Killing 5 billion crabs/birds/worms/etc. the same way every single time didn't teach anyone a damned thing about his class and don't try to delude yourself into thinking it did. Pushing the limits of what you can personally do solo or with friends is learning your class.

Killing your 3,271 Snipper doesn't teach you anything other than that they all die the same way.

EvilMadMike1982 wrote:
Nothing worse than having people in your party on higher levels and not know a thing about the job they were using. Too much PLing and not enough parties. As mush as it was getting annoying visiting the dunes it was still a great start in learning the job and what it could become.


Except it didn't. Take the glasses off.


Edited, Jun 4th 2013 8:00pm by Viertel
#24 Jun 04 2013 at 6:28 PM Rating: Decent
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611 posts
I had as many horrific party experiences as I did amazing ones (in XI). Personally, I found it did aid in honing skills for my particular job. Specifically, I was able to almost perfect my enfeebling/enhancing/back-up healing spell cycles by level 50/55 RDM/BLM or WHM or NIN etc. while also learning, developing and maintaining my various macro sets as I progressed. (I was quite proud of them when I was rocking 60-75 actually :p)

Furthermore, some of my best friends I met were via xp parties in FFXI. Yet, if there wasn't engaging conversation in said group, regardless of your xp/hour, it could become soooooo monotonous. My advice in that circumstance was to call up your closest friend with ADHD and grab a few of his/her Dexedrine. Of course I was joking(ish) ;P.

The way I see it, because there are so many different avenues to gain xp in XIV in comparison to XI, we will be able to develop not one but several ways to level in whatever fashion we find most effective, and more importantly, the most enjoyable.

Edited, Jun 4th 2013 8:55pm by chomama
#25 Jun 04 2013 at 6:48 PM Rating: Excellent
Aside from dungeons, friends of mine and I have also grouped together to do guildleves. Basically you all get your guildleves from the NPC, set them to the highest level, and when you start one if anyone else has that same one (they change randomly) then once you're done everyone who has it turns that one in. Rinse-repeat. The interesting thing we noticed is with more people and doing them at the max level, we'd see random treasure chests out in the world (only visible to us of course) that contained loot that you could get in the dungeon for that level.
#26 Jun 04 2013 at 6:51 PM Rating: Decent
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Wint wrote:
Aside from dungeons, friends of mine and I have also grouped together to do guildleves. Basically you all get your guildleves from the NPC, set them to the highest level, and when you start one if anyone else has that same one (they change randomly) then once you're done everyone who has it turns that one in. Rinse-repeat. The interesting thing we noticed is with more people and doing them at the max level, we'd see random treasure chests out in the world (only visible to us of course) that contained loot that you could get in the dungeon for that level.


Interesting on the chests. I know 1.0 had them early on and I think they were...adjusted?... later on to include consumables more, but mostly they were just gil chests or random crystal shards.
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