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 Post subject: Re: Current sync system
PostPosted: Sun Feb 11, 2018 12:12 am 
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Joined: Fri Sep 29, 2017 8:21 pm
Posts: 41
Whilst I don't really like the level sync system (also I am from the EU), I have specifically tried to prepare for this by making it as easy as possible to bypass the Dunes and other level locks by dual boxing; sure the EU population enjoys a looser restriction on level sync but have you tried finding enough players for a party at this time? Usually I cannot (at very high levels), so I just resort to leveling my alt bit by bit. Soon he will be high enough level to let me actually EXP at my own pace whenever I want at wherever I want. Generally forming parties can also waste a lot of time initially whereas dual boxing wastes only the time you yourself spend, not the other 5 people.

It may be slower at times but at least as one person has mentioned in another thread it gives me more gil than normal and I can go wherever I want to. The sync system does not make it that much easier for an EU party unless you get lucky with the player population and job spread at the time due to the lower player count. I've had many many times where we are missing 1 vital job role and the party is stalled for, oh, 30 minutes - 1 hour or something ridiculous.


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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 12:43 am 
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Joined: Wed Nov 29, 2017 7:42 pm
Posts: 9
I think nas needs to look at the actual data before making such decisions.

A sync system like this is fine when serv avg is 1k+, it is not. Taking out the absurd amount of dual box alts your avg server pop is prolly 250-400. A sysnc system that penalizes people for other peoples alts is not the way to go.

Sync should be 20 or 40 lvls, thats is all. forcing 10-15 on a serv with avg PLAYER, not alt, count around 350 is absurd for this game. It brings massive amounts of stalls and hassle to lvling and in no way is well thought out for this server pop, let alone dual box servers.

Nas is getting more popular, sure. But when you see 600 online, 100-200 of those are dual boxed and that means your server pop is what retail would classify as "low". So using such an absurd sync system on a low pop server like this is just asking for ppl to roll more alts, imbalance the game even more and make more issues.

This isnt even going into how poorly implemented it is, destroying entire parties just because more alts logged on in the last 15min and someone dc.


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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 1:30 am 
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Joined: Sat Jul 22, 2017 6:39 pm
Posts: 126
The biggest problem is there are so few exp camps that yield great exp 50-75. When you're seeking for an exp party 50+ you're hoping it's KRT. We all are. The issue is there is 1 camp in KRT and that camp is always taken, rightfully so. I think it's possible for Nas to move some mobs around and open up two TRUE camps that would be huge for exp parties. The other issue is that there are no great camps for a normal party setup past KRT to go from 50-75 which are the great exp camps. There are exp camps but no great camps. You get arguably similar exp if not more exp a hour in a Bibiki Bay party or Garliage party lower level than you do at a LoO or high level Bibiki Bay party. That shouldn't be the case when you're higher level, you should be moving faster, enjoying your job abilities, weapon skills, etc.

Camps 10-48ish are fine. The big issue is beyond that 50+ as I said above. You're only 1/2 way to level 75 when you reach level 63 and the restriction of exp camps beyond on top of level sync makes it tough to enjoy getting a 75.

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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 5:22 am 
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Joined: Wed Oct 19, 2016 11:22 am
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I think the current level sync is a mixed bag.

On the negative side, I'm fairly sure the population during EU and "off-peak" hours simply isn't large enough and party forming/LFP becomes an even greater frustration.

Personally, I feel the leash should be loosened, in whole or in part, until the server reaches a stable population at time zones outside NA peak. I think we're heading in this direction, but we're not quite there yet.

Viktoriya wrote:
So if Nas adds a bunch of camps 50+ how many people are really going to utilize them? That is the question I would have.


It depends how it's done. If, for example, the mob levels in TOAU zones were normalised, I would expect them to be utilised extensively for leveling. They provide a good experience/hour yield with the added advantage of the convenience of a large hub (Whitegate) nearby, never mind the nostalgia factor from when a very large part of 75-era FFXI involved this.

Further, as it should happen, exp'ing in these areas largely covers the so-called "dead zone" and could provide a shot in the arm to those in the 55-75 range.


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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 5:41 am 
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Joined: Wed May 10, 2017 8:26 pm
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Or, you know, do the system I proposed that allows someone to sync to half their level, which means 37 at 75. You lose less camps as you level up. a 50 can party in Qufim. A 60 can party in bubu.

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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 6:22 am 
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Joined: Fri Mar 11, 2016 5:38 pm
Posts: 466
Oddly enough, the issue is that people simply refuse to try new things. Hell, most players refuse to make parties to begin with. I hit kazham range last week, we were the only ones there. I was there in the following days and people started coming around more. A week later there were 5 parties in kazham at the same time. It was crazy. I think if people start getting the ball rolling on these new camps they'll pick up. If not, I'll hit them when I hit 55rng.

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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 1:38 pm 
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Joined: Sat Oct 14, 2017 1:33 am
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The biggest problem is 50+. Once you hit 50+ with the current system, good luck getting a party. If you happen to be a BLM then give up. I think nas just hates blms, takes pet exp away and now you will spend a week trying to get a pt. The reason people used to exp in lower lvl was because we needed to, not because we wanted to. Only a few people abused it and now we are all being punished.


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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 2:34 pm 
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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 3:20 pm 
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Joined: Sun May 15, 2016 2:08 am
Posts: 96
The dunes is meant for new players and those leveling new jobs that cannot otherwise solo until level 20. Anyone who decides to return to that zone is an idiot... the EXP required to level at that point does not make sense with the EXP you'll be getting per hour. Gusgen Mines, Bibiki Bay, Garlaige Citadel, Crawler's Nest, Fei'Yin, and King Ranperre's Tomb are the zones you should be going to post-20 (essentially in that order with some choices based on level). These zones will take you from 20 to 55 and with the proper party set-up you can net anywhere from 20-35k EXP/hr in each of those zones. What to do after that point? Rinse and repeat because, as mentioned previously, this game lacks efficient EXP spots after KRT. Maybe ToAU zones will be opened up eventually to allow for a larger menu of choices but until then this is what the server has.

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 Post subject: Re: Current sync system
PostPosted: Mon Feb 12, 2018 10:15 pm 
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Joined: Thu Sep 29, 2016 11:44 pm
Posts: 54
Viktoriya wrote:
In order to change the leveling meta of the server, players mindsets also have to change. Most people aren't going to ever exp on mob families like crabs when they can just wait it out until KRT opens up. I once suggested someone to go try out that Kuftal camp behind the rock near the bottom. There was a bunch of VT tigers at 75 and all that was said was "Tigers suck, aoe paralyze" and just waited until KRT opened up. So if Nas adds a bunch of camps 50+ how many people are really going to utilize them? That is the question I would have.


As you put it, it depends very much on the mob family of the 50+ camps in question. However, in my experience people aren't quite as exclusive as "flying mobs only", I've seen many parties lately fighting lizards in Teriggan, people still do Toramas in Onzozo as far as I know, and personally to use your example I'd be fine w/ tigers in Kuftal, and would love to do weapons behind Moongate.

The problem as I see it with retooling exp camps, to use the Boyahda retool as an example, when the primary target is crabs the camps will sit unused, no one wants to throw melee at a highly physically resistant mob for hours on end no matter how great the exp per kill might be. Personally, I'd be willing to exp on just about anything else but, I draw the line at crabs.


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