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 Post subject: Re: Current sync system
PostPosted: Thu Feb 08, 2018 9:14 am 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
I preface this by saying that I know absolutely nothing about coding, so chances are this isn't even possible. But if it is, why not just retool level sync in the dunes and qufim to only be 10 levels and enable it without restrictions everywhere else? That would free up plenty of camps in other zones for all higher levels, while still preserving early leveling zones for newer players and ensuring that higher level players don't monopolize camps to the degree they are/have been. Doesn't that solve everyone's problems if its feasible?


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 Post subject: Re: Current sync system
PostPosted: Thu Feb 08, 2018 11:03 am 
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Epyon wrote:
I preface this by saying that I know absolutely nothing about coding, so chances are this isn't even possible. But if it is, why not just retool level sync in the dunes and qufim to only be 10 levels and enable it without restrictions everywhere else? That would free up plenty of camps in other zones for all higher levels, while still preserving early leveling zones for newer players and ensuring that higher level players don't monopolize camps to the degree they are/have been. Doesn't that solve everyone's problems if its feasible?


10 is too low for people who play in the middle of the night.

The problem is that it need to be large enough for people in the dead of night and small enough to keep people going somewhere other than the dunes. The changing with pop is meant to do that. But the problem seems to be that it's not apparent enough how it works or simply too detrimental when you barely get your party together and it's too late to sync.

So the system needs to fit the criteria nas is going for, and needs to fit the criteria the players need which is a consistent system that doesn't require any extra work. I sent a PM to nas with a suggestion that makes sense, I think.

My suggestion is to limit the minimum level that someone can sync to to be equal to their max sub job level. The absolute minimum for sync of course still being 10, a lv 22 player would only be able to sync down to 11 minimum. A lv 37 could sync down to 18 minimum. A 75 can sync all the way to 37.

A lv 22 can sync quite well in the dunes but could also be a sync target for players as high as lv 44. By the time someone is level 30, they won't be able to sync to the lowest dunes parties, being limited to a min of 15. But they'll have players as high as 60 to get them into parties. You could still hit 37 in the dunes somewhat, but the system makes it more difficult as you hit the max level range for an area, making you want to move on to a higher one, and the gap widening as your level increases means you can get more invites from higher levels, not less like it works now.

This system uses easy information that can be viewed in game and is easy to understand as well. It still helps players in the dead of night because it's higher levels that are harder to find parties for, not lower, and this makes it easier to do that. It still keeps people out of the dunes after very long, and gets them more invites by people partying outside the dunes.

It's a win/win. Please keep in mind that there is just no way nas would have unrestricted level sync. This is a really good compromise, I think. Please try to convince him, and speak your voice to him about it.

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 Post subject: Re: Current sync system
PostPosted: Thu Feb 08, 2018 3:03 pm 
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Joined: Sun Jun 19, 2016 3:03 pm
Posts: 223
Nabutso wrote:
Epyon wrote:
I preface this by saying that I know absolutely nothing about coding, so chances are this isn't even possible. But if it is, why not just retool level sync in the dunes and qufim to only be 10 levels and enable it without restrictions everywhere else? That would free up plenty of camps in other zones for all higher levels, while still preserving early leveling zones for newer players and ensuring that higher level players don't monopolize camps to the degree they are/have been. Doesn't that solve everyone's problems if its feasible?


10 is too low for people who play in the middle of the night.

The problem is that it need to be large enough for people in the dead of night and small enough to keep people going somewhere other than the dunes. The changing with pop is meant to do that. But the problem seems to be that it's not apparent enough how it works or simply too detrimental when you barely get your party together and it's too late to sync.

So the system needs to fit the criteria nas is going for, and needs to fit the criteria the players need which is a consistent system that doesn't require any extra work. I sent a PM to nas with a suggestion that makes sense, I think.

My suggestion is to limit the minimum level that someone can sync to to be equal to their max sub job level. The absolute minimum for sync of course still being 10, a lv 22 player would only be able to sync down to 11 minimum. A lv 37 could sync down to 18 minimum. A 75 can sync all the way to 37.

A lv 22 can sync quite well in the dunes but could also be a sync target for players as high as lv 44. By the time someone is level 30, they won't be able to sync to the lowest dunes parties, being limited to a min of 15. But they'll have players as high as 60 to get them into parties. You could still hit 37 in the dunes somewhat, but the system makes it more difficult as you hit the max level range for an area, making you want to move on to a higher one, and the gap widening as your level increases means you can get more invites from higher levels, not less like it works now.

This system uses easy information that can be viewed in game and is easy to understand as well. It still helps players in the dead of night because it's higher levels that are harder to find parties for, not lower, and this makes it easier to do that. It still keeps people out of the dunes after very long, and gets them more invites by people partying outside the dunes.

It's a win/win. Please keep in mind that there is just no way nas would have unrestricted level sync. This is a really good compromise, I think. Please try to convince him, and speak your voice to him about it.


I think this is a fantastic Idea! However I think once you get to level 60 Max Sync Difference should be 30 levels. So at 75 you could go to 45 instead of 37. Because I feel like 37 is a huge sync. Overall I think this does 3 things.

1. Most Important, Makes it easy to understand and doesn't change easily so groups can be planned regardless of Server PoP.
2. Makes moving to other zones more fluid and less jarring. Right now, people will hold onto dunes for as long as they can, and then jump to where they are 50-100 skill levels behind and upgrade their skills there.
3. Won't mess with Sync Mid party if a member dies.


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 Post subject: Re: Current sync system
PostPosted: Thu Feb 08, 2018 3:44 pm 
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Joined: Fri Mar 11, 2016 5:38 pm
Posts: 466
I'll weigh in with my current and recent experiences.

Nas never wrote the sync system to keep people from dinging 75 in the dunes as forcing them to move on, but rather he was kicking the higher level players out so that new players with less desirable features(rank 1, no sj, thf, etc) would actually have an opportunity to get parties. There's a limited number of camps in the dunes, if 60-70 players are leveling in the dunes it's completely saturated. I remember seeing the less desirable players sitting party flag up for hours, and remember them complaining that they would never get invites, other than a sync target for more seasoned players. What nas created is an opportunity for new players to actually get parties, instead of them being completely monopolized by higher level players.

That being said, I recently went through the dunes, yet again, on RNG. 3 great exp parties got me from 11-22. We had a good variety of players, too. I think the newer players had a good experience, and that makes them stay, not quit the server after 3 hours of seeking with no invites.

After that I went to qufim, great pt from 22-24, plenty of players to pick from. No problem finding party members.

From there I went to kazham and went from 24-30 in seemingly record time in 2 parties. The only issue is, because people are so coddled by sync, most don't bother with kazham keys, so it was a challenge finding players that had access. And a couple passed due to it being inconvenient. They really missed out, we were mowing down mobs left and right, it was amazing.

And that was last night. Thanks to everyone who came out to kazham, we got sweet exp, and hope to do it again. Friday I'll be making a pt around 6pm EST in kazham and pushing to level 33, where I can set my HP in jeuno and then continue on with the citadel, then crawlers nest. This is the second job I'm leveling in all the right places, and it's infinitely more fun that way. The amount of effort is negligible to party like this but people seem to not want to take any risk and leave the dunes.

Here's places I've personally partied and gotten great exp:
11-20 Dunes
20-24ish qufim
24ish-32ish kazham
32ish-35ish GC
35ish-42ish CN
42ish-48ish altepa
48ish-52ish quicksand caves
52ish-55ish KRT
55ish-65ish btree

What I don't understand is people's resistance to set their HP in jeuno. If people would actually congregate in jeuno, people would have access to these areas much more easily. But they want to OP only. For what? Quick access to dunes party? Most of the camps 20+ are more convenient from the Jeuno. Party in altepa? shout for a tele, and people will be there. 90% of the game is partying. Why not be a place that is more convenient?

I have dinged 75 in the dunes. When there were books and page grinds. Find a level 13 sync and get him to 20 in record time, rinse and repeat. It really took away from the game. There's so much more to experience in a vibrant world full of interesting things.

Go on an adventure, you'll be glad you did.

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 Post subject: Re: Current sync system
PostPosted: Thu Feb 08, 2018 5:55 pm 
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Joined: Wed May 10, 2017 8:26 pm
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Quote:
I think this is a fantastic Idea! However I think once you get to level 60 Max Sync Difference should be 30 levels. So at 75 you could go to 45 instead of 37. Because I feel like 37 is a huge sync. Overall I think this does 3 things.

No, no, no. This breaks the entire idea of the thing, to allow for the minimum level you can sync to to be very clear and easy to understand with no weird rules.

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 Post subject: Re: Current sync system
PostPosted: Fri Feb 09, 2018 3:27 pm 
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Joined: Sat Aug 26, 2017 5:10 pm
Posts: 147
I will 100% of the time take the highest level camp I can to get the most of the spells/abilities I have. It's made EXP more of a chore and now that I have a 75 job, it's made me reconsider leveling another to 75. It's very hard to be encouraging when my LS (which has many new members unfamiliar with the server and certain mechanics).

Also regarding skill ups, 100%. That was always the deterrent to getting 75 in retail and I feel it should be reflected here also. Hit 75 in the dunes? Guess what, you won't be able to hit the side of a building with your weapon.

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 Post subject: Re: Current sync system
PostPosted: Fri Feb 09, 2018 5:52 pm 
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Joined: Fri Jan 19, 2018 3:25 pm
Posts: 293
Someone quoted me asking why I care if someone dings 75 in the dunes. It's their game and not mine.....

I care because it makes it harder to do things endgame when no one has skills leveled, they never learned other mobs...how to dodge moves, what they are weak to, what they are strong to. Which WS chains to concentrate on, how to make the best out of parties, learning how to navigate this world, and many other things. Having a proper grind upbringing helps the server overall. Dinging in one xp spot hinders progress of everyone...not just those choosing to stay.

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 Post subject: Re: Current sync system
PostPosted: Fri Feb 09, 2018 7:30 pm 
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Joined: Fri Jul 08, 2016 2:38 pm
Posts: 517
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Cherripepsi wrote:
Someone quoted me asking why I care if someone dings 75 in the dunes. It's their game and not mine.....

I care because it makes it harder to do things endgame when no one has skills leveled, they never learned other mobs...how to dodge moves, what they are weak to, what they are strong to. Which WS chains to concentrate on, how to make the best out of parties, learning how to navigate this world, and many other things. Having a proper grind upbringing helps the server overall. Dinging in one xp spot hinders progress of everyone...not just those choosing to stay.


No it doesn't.

Killing xp mobs at various camps in the game does not teach you where to stand fighting hnm wyrms. Killing xp mobs at various camps in the game does not teach you that you can't land thunder on genbu even though he casts water spells (google tells you this). Skillchaining xp mobs at various camps in the game does not teach you that anything worthwhile is killed with blm or smn throwing a spell/bp every minute while anyone who likes playing melee is forced to lvl brd/cor/rdm to support them. Killing xp mobs at various camps in the game does not teach you how to navigate sky/sea (google tells you this).

Grinding to 75 teaches you nothing relevant to this game that hasn't already been figured out in the past 15 years. Say it with me, shitty players are going to suck at their job IRRELEVANT to how they leveled to 75. Xp parties do not teach you endgame. The people that haven't played this game before? Yeah they quit after a week of not getting xp and saying heck this server.

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 Post subject: Re: Current sync system
PostPosted: Sat Feb 10, 2018 12:02 am 
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Joined: Fri May 12, 2017 12:52 am
Posts: 15
Cilarnen wrote:
Say it with me, shitty players are going to suck at their job IRRELEVANT to how they leveled to 75. Xp parties do not teach you endgame.


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 Post subject: Re: Current sync system
PostPosted: Sat Feb 10, 2018 12:41 am 
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Joined: Wed Jul 20, 2016 8:39 pm
Posts: 137
all im gonna say is last time the level sync happened alot of people quit.
would hate to see that happen again , sure most of the new people been sticking around cause it was 40 lvls for awhile.


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