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I’m currently leveling RDM as a sub to my Paladin for solo work, and a couple days ago I hooked up with a Level Sync Qufim party, Ninja tank, Beastmaster, Ranger, Black Mage, Red Mage (moi!), and White Mage. A nice balanced party. Things went okay, except the Ninja was having problems keeping hate off the Mages.
With only Utsusemi: Ichi, our Ninja was bound to take some heavy damage. To boot, although I was successfully Slowing, Paralyzing, and Blinding our prey, the poor guy was having a tough go of timing his Utsusemi casts to get shadows back up. So the White Mage or myself would throw out a big cure and the Crab/Pug would come after us. If it wasn’t us, it was the Black Mage after tossing out an unresisted Thunder or Blizzard. Ever single one of use managed to get KO’ed as a result.
Then our Ninja disconnected and never came back. No tanks were seeking, so I offered to bring in my Paladin if the party leader could find a mage to replace me — which he did pretty easily. The party wasn’t happy though. With the Ninja we had been getting some okay XP, sometimes getting up to chain 4. It was clear they considered bloodtanking passé. There was much whinging about how the XP was going to go down, but everyone would put up with it just to get the next level.
I was pissed off.
I’d been through Qufim on my Paladin, Thief, Warrior, Ninja, Bard, White Mage, and now Red Mage. Qufim is exactly the place you want to have a Paladin. The monsters hit hard, and with the Pugils, they hit fast too. The critters are high defense, so battles aren’t going to be rapid. You want a tank that can take in the face, and survive for awhile under the beat down.
- It’s worth noting that SE has introduced “Fields of Valor” (FoV) to FFXI, and part of the FoV mechanic is “Field Support.” This allows you to get some advanced support for your character. The Ninja had opted for Regen, I picked Refresh and Regen.
We level synched to our lowest member — the mage that replaced me, which put us at exactly the same level the Ninja was when we started. I was hell bent to show them that Paladin was the better tank in this circumstance. I knew the field support was going to help, but hory crow!
I NEVER dropped below 50% HP, and I never dropped below 25% MP. I almost never rested, and the only reason we didn’t chain endlessly is because we ran out of monsters. With Refresh at that level, I could cast Cure on myself with wild abandon. Nothing could peel the hate off me, and I’m pretty sure the White Mage was bored. Losing 50% of my HP because of the Pugils TP attack? *yawn* Losing 50% of my HP because of a Puglis TP attack and the Black Mage getting Blizzard to land unresisted? No problem-o. A quick Weapon Skill made the monster quickly forget the mage.
In no time we burned through 2 levels, and everyone in the party was now high enough level that we weren’t getting good XP. We finished off our last FoV assignment and called it a night.
Just to rub it in, I sent the two biggest whinners a /tell saying: So, would still rather have had a Ninja tank?
I got no answers, which made me feel even more smug.
22Jul
I’ve been logging into FFXI pretty regularly — though for short times. FFXI doesn’t lend itself well to short bursts of gameplay — but I’m making the most of it and progressing on some of the things I want to.
However, I find myself slightly stressed to get things done. This is a point of concern for me.
When I played Gentoo, I got caught up in the rat race to 75. Since most of my in-game mates were in school, or generally doing something that gave them far more free time than your average working stiff (like me), I really got hung up on the need to not be left behind.
So I skipped every ounce of content I could so I could grind away on XP. Any content I couldn’t skip, I ended up relying on higher level friends to burn me through. The end result was, while I did have plenty of good times, that I burned out completely on the game and left.
When I restarted with Suquamish, I was determined to play FFXI like it was a game. Shocking concept — I know. I not only succeeded, but ended exceeding my desire to simply have a good time in game. FFXI turned out to be an amazing time thanks to my static (Darrian, Ardra, Flick, and Greavin) and both the lolCats and Paradigm linkshells. In those circles of friends, there was no pressure except that which we put on ourselves to enjoy the game. When the static and linkshells petered out (as is the nature of these things), I was in a funk. I could only find people in the game that were in the rat race. FFXI once again started transforming into something that looked less like a game and more like a chore, so I left again.
With the news of FFXIV, the lure to Vana’diel was too much and I decided to end my time with other MMOs to play FFXI. Again the goal, as it should be with any game, was to have fun while I finished up a few things I originally had set out to do. It’s harder this time — the game is still entertaining, but again the pressure to hurry up and get something done haunts me. This time it’s not a case of being left behind by my peers, but by the fact that when FFXIV comes out I know I’ll play it and stop FFXI. I know FFXIV is AT LEAST a year away, but I still feel like I need to hurry to accomplish the things I want to do in the game.
So I’ve been very silent on the blog as of late. I’d like to blame it on the holidays. Christmas and New Years were busy — I went out of town, and I didn’t have as much opportunity to log into FFXI.
However, I’ve been completely absent from the game.
I lack a desire to play FFXI currently. Perhaps I’ll get out of this funk, but as I look at it, FFXI has turned into a game I’m no longer interested in.
I do have a purpose — a couple in fact. Hitting 75 on Paladin, and to get that damnable Iron Ram armor from campaign. The problem is, hitting 75 on Paladin, for the most part, means doing it via level synch since most people don’t want to fight things that require a tank at the upper levels. Likewise, getting the Iron Ram armor means endless time in Campaign raising the next 100K Allied Notes for the remaing bits.
I have little desire to do either.
Level synch parties are wonderful sometimes, but I really want to be able to skill-up my sword and shield. To do that, I need to go after things that (A) are close to my true level, and (B) going to try to hit me back. Putting parties together or simply finding ones that are willing to be anything but TP burn have become just this side of impossible. TP burns are difficult for Paladin’s to compete in against Dragoons, Samurai, Warriors in terms of DD, and they do nothing to advance ones shield skill since the objects is to not get hit at all.
Campaign is a nice diversion, but I’ve grown quite tired of it having gotten my first 100K allied notes (and two pieces of Iron Ram armor). It offers nothing new, and frankly is more of a grind than standard XP.
Then there’s the latest updates. On paper they’re good, but the implimentation has given FFXI a slightly different flavor that doesn’t sit well with me. The game is longer allows me to enter a state of suspended disbelief.
Perhaps a break will let me get more excited about advancing, until then, I think I stay out and catch up on reading, programming, and generally doing all the things I suspended to play the game.
Campaign was introduced with the Wings Of The Goddess expansions. Like SE’s earlier attempt, Beseiged, these battles are intended to include a large number of players and enemy forces. Each battle, taking place during the Crystal Wars, focuses on a zone, which can be controlled by an Allied Nation or the Beastmen.
Participants in Campaign battles earn Allied Notes (currency), experience points, and promotions within’ the army they’ve joined.
From Wikipedia:
Evaluations are conducted on all participants of the Allied Campaign. Individual data is collected by the Allied War Council from various sources, such as Campaign Arbiters and the leaders of the armies in which the soldiers serve. This data is then used to determine whether or not a decoration is to be conducted. Some of the areas that are considered in this evaluation are performance in Campaign Operations, as well as valor shown during Campaign Battles.
The problem is this (again from wikipedia):
To maintain one’s status, he or she must continue to exceed previous expectations. If a soldier fails to fulfill the duties that are required of all those who possess a certain medal, then the Allied War Council will be forced to confiscate that decoration.
…
Effort accumulated towards a promotion will decay slowly over time.
So, SE has essentially created a mechanic that punishes players for not staying online. I know more than one person in my Linkshell that is currently looking at getting a demotion because they have holiday plans that will not allow them to log into FFXI and put time into Campaign.
While re-gaining ones promotion isn’t overy arduous, it still smacks 1999 when Everquest was built around the notion of on rewarding you for how much time you put into it. The flip side to this mechanic is if you aren’t online enough, you lose. This is the core design philosophy behind the Everquest, and a prime aspect of much of the criticism the game fairly earned.
I can’t tell if SE intentionally re-created this mechanic, or just didn’t think it through, but it’s a step backwards. As my friend Darrian would say:
Let me count the ways: …
24Sep
“Love is like a poisonous mushroom — you don’t know if it is the real thing until it is too late.”
–Bill Balance
Agaricus mushrooms were introduced in Final Fantasy XI’s Wings Of The Goddess update. They are an unremarkable drop in and of theselves. However, if you’re (A) a Paladin, that (B) knows a high level (94+) cook, and (C) can farm up the ingredients, you can get (E) Rabbit Pies.
I have A-C covered. I just need to (D) make the time time to farm.
What’s the big deal over Rabbit Pies? Rabbit Pies are the best Paladin food — ever. They raise Attack by 25%, Defense by 25%, plus give Strength and Vitality bonuses. This food generates enmity through damage, and keeps it from ablating.
<rantmode: on>
Online sources says the Brasscaps in Grauberg have a 8.3% drop. I think that’s a bit optimistic.
Last night, I marched into Grauberg as PLD/thf, and proceeded to off 52 Brasscaps — which should have given me 4-ish Agaricus.
I got exactly 4′ish less than that.
The night before I spent about the same amount of time doing the same thing, to get one.
So, hours and hours of mindless, soul destroying repetition to get one freeking mushroom.
I understand wanting to keep things rare’ish, but when an item is required in 4 recipes, and possibly needed to complete 2 quests — making it have a lower drop rate than the Bounding Boots off Leaping Lizzy is just f’ing retarded.
Clearly someone at SE likes to mess with players and probably thought this was amusing. I hope they develop a pair of kidney stones.
In the mean time I need to kick my own ass for falling for this trap.
</rantmode: off>
12Aug
I read this article over at Pet Food Alpha.
Quick summary is this. There is an impossibly hard monster to beat in Final Fantasy XI. A linkshell finally made it to the point of starting the fight with this monster, and after 18 hours, found it impossible to beat. People got sick because they spent so much time trying to beat it.
This has created a row in the FFXI endgame community. Basically they’re calling bullshit on SE’s method of making super-hard bosses an endurance challenge (versus a skill challenge).
I’m not sure I agree… The again, I can’t disagree either.
On one hand, I think SE’s method of making fights endurance challenges is a display of poor design and programming. It’s also disingenuous to have a sign in screen that says “we have no desire to see your real life suffer as a consequence [of playing the game],” then go design a boss fight that the devs estimate is at least an 18 hour fight.
On the other hand, if you, as a player, know that a fight might wander into the territory where it’s going to get unhealthy for you to participate (say, past 4 hours), then you’ve got little reason to complain. You’ve made the choice to do something that most reasonable people will look at you cock-eyed for doing.
I read this blog this morning, and one statement really stood out to me:
But back in the early days, we were given a set of tools as players and subscribers to craft our world. If you think about that, it’s a very special thing to be able to do. We were the ones, collectively, that were responsible for “making the game work.”
With my static having ended, I’m in a funk about Paladin — so I decided to level Dancer for awhile.
It’s not the job this post is about, but the party I was with from 20 to 23. This party was so much like my static. When this party ended I found myself both satisfied and wistful.
Satisfied because, this group played with the tools SE provided to make XP’ing interesting and engaging.
This group knew how to Skillchain and Magicburst, and used it to great effect. When Fusion landed the Paladin and White Mage would Magicburst Banish, the BLM (yes, a Black Mage! In a party!) and Red mage would Magicburst Fire. it was marvelous to see the monsters (Gigas) go from healthy to dead in just a couple seconds.
There was communication in the party to set up skill chains. In the event something unexpected happened, we were all able to talk out what would happen. And when things were running smoothly, we chatted each other up, bandied faux insults, and generally tried to be raucous.
Wistful because it reminded me static was wasn’t just good, it was great.
I dig this style of play, and my static did it well. It bothers me when I see players trying to bring high level [TP Burn] mechanics down to lower levels [where it just doesn't work]. It removes a component of play that keeps the game engaging. I also want to tell players that complaining about “part chat spam” when the party members are socialization to “go die in a fire.” FFXI is a game you get to play with a few thousand other people — and you want quiet?
So the party last night was wonderful. It’s encouraging to see players that played the game to be fun (all aspects of the game, including run-o’-the-mill xp’ing), instead of playing Final Fantasy XI like an Excel spreadsheet.
Playing FFXI is a nice way to decompress from my real life of looking at and fixing other people bad code, or creating some myself.
However, the day-to-day life of Suquamish can get a little hum-drum. Offing Puks is great fun the first one hundred to one hundred-fifty times, but after that the excitement wears off a little. Plus, there is only so much of time wasters one can take that supports life in Vana’diel. Farming, Crafting, Harvesting, Fishing, Logging, Minning, Clamming, all get a bit grindish.
So a couple weeks ago I decided to book Brenner match. The allure to Brenner was that it had no arbitrary limits set on it, no silly side quests to complete, thus allowing anyone in the LS to join [if they Chains of Promathia installed]. Most of us (including myself) had never done a PvP tourny inside FFXI. Our collective knowledge about Brenner ended at knowing it as a complex version of capture the flag.
There are some nice nuances that PvP allows for. For example, moving can cause your opponent to not be able to hit you, or not allow that Thief (or /thf) to be able to SA you. Likewise, if your opponent moves, you can still strike him given he’s not to far away and there’s not any terrain blocking you.
Since it was PvP and we had a blast killing one another while figuring out the game. We had SO much fun, in fact, then and there we unanimously decided that it should be a regular fixture of the lolCats LS.
Last night was our second Brenner night. A few new members came along, and were struggling to figure out the gist of the game, but with a core group the knew how to play and what to expect, Brenner took on a whole new level of excitement. Not only was it a blast putting the smack-down on fellow lolCats, we had a few close games where the score was decided in the last several seconds.
Lessons learned:
- Damn those Paladins and their high DEF.. they’re impossible to kill quickly. That is, unless..
- Samurai/thief with SA+WS can ruin any job in a terrifically short amount of time, unless…
- A level 75 Thief/ninja is just this side of impossible to hit.
I have to hand it to SE on this one. Brenner is great fun. It both enforces the team-oriented spirit the game tries to foster, and allows for some seriously great head to head fun. I’m already looking forward to our next Brenner event.
Now that my static has reached the point where we are starting to party in the likes of Wajaom Woodlands, Bhaflau Thickets, and Caedarva Mire — and our primary target is pink fluffy things, I am re-acquainted with some of the reasons why I dislike the Treasures of Aht Urghan expansion (ToAU).
While ToAU didn’t spawn the melee burn party, my premier bitch about ToAU is that it created an atmosphere where the primary style of party at the later levels is a melee burn. I’m not a fan of any style of burn party (even when I was a dyed in the wool mage), but the current system bothers me in particular because it shuns most MP based jobs, and any down time is considered a sin.
My secondary beef with ToAU is that it’s removed camp diversity. I’m in a static with 5 other players — yet we still must locate ourselves in a ToAU zone to attract the remaining player. The mindset is that ToAU is an experience points express, and players are so attached to that notion that they’ll forego any XP gathered at a non-ToAU camp in hopes of getting a party at a ToAU camp.
It was nice to see a discussion crop up on a FFXI forum concerning this topic.
The discussion was centered around a suggestion of a game mechanic that “The Dark Ages of Camelot” used, where the zones received an XP modifier. The base modifier is 1.000, and it is applied to the experienced earned per monster. The more popular/crowded a zone is, the lower the XP modifier ( say a floor value of 0.750 ). The less popular a camp, the higher the modifier ( say a ceiling value of 1.125 ). My thinking on this is it seems a great way to even out XP earned by *burn camp sites and traditional-party camp sites as well as creating camp site diversity. In fact I immediately entered a feature-request for this at the PlayOnline web site.
There were a few others that look at this simply as a nerf of the most efficient way to gather up experience. For example this response:
…Non-meleeburn people are the ones who bitch and want nerf’s on ever damn thread. I have always said and stood behind play your way; it is not always going to be the most popular so you may have to work for it. Working for it is not bitching for a nerf and crying like emo kids.
I found a response to the anti-nerf crowd that really resonated with me:
Nerf is one way the system could be made fair, and the simplest. A system in which party styles are vastly imbalanced and in the dominant one THFs must struggle to use their JAs at all and can’t close skillchains, RDMs never get to enfeeble, WHMs are third choice for healing, BLMs can’t magic burst or even attempt to seek each other out lest they be invited to heal, PLDs can’t tank, BRDs can’t get a moment’s peace, SMNs can’t summon, BLUs can’t get parties at all, and sticking to a preference for wanting to do any of the above will get you no invites instead of an invite to a ghetto party isn’t what I’d call a fair system. I would be open to other ways to make the system fair — for instance, a parallel seek system so meleeburners don’t see non-meleeburn seekers and thus have no chance of assuming they’re doing them a favor by inviting them to a meleeburn.
As a Paladin, I now further myself by offing Toucan Sam’s wife. Nerfing these zones by creating an XP bonus in less popular camps wouldn’t bother me in the least.
