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 Post subject: Re: Current sync system
PostPosted: Mon Feb 26, 2018 4:50 pm 
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Joined: Wed May 04, 2016 1:30 am
Posts: 44
Florian wrote:

Now to the actual topic of this thread:
- I like the dynamic sync system ESPECIALLY that you can check it on the home page, makes it quick and easy for players, bc before that most didnt know what the sync was right away. However, I just think the lowest sync range should cap and 20 lvls because 10-15 is just too small for a small player base and those actually looking to exp.


I made this same comment on Naschat yesterday, the minimum sync range shouldn't be lower than 20. I have a static group that recently started to xp together about 3 times a week. Last night when we wanted to go out xping, we couldn't right away because there's a 12 level gap between our members and the sync cap was 10. We ended up having to wait a couple hours for the population to drop low enough just so we can play together, and by that time we only had about an hour to play before people had to go to sleep for work.

This sync system is not working for the player base, and the people who are white knighting this system don't even xp or even play regularly anymore.


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 Post subject: Re: Current sync system
PostPosted: Mon Feb 26, 2018 5:27 pm 
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Posts: 3780
Kindof ridiculous that people think I'm white-knighting sync? I simply said what the point of the system was. I didn't say I agreed with it.

I even posted a suggestion that would fix all the issues people are addressing, which still addresses the point of sync. I posted that suggestion -because I agree that the current system is bad-.

Would you like me to agree with you even harder? There. I'm agreeing sooo hard. Can you feel it? How much harder do I have to agree?

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 27, 2018 12:32 am 
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Posts: 104
Florian wrote:
Um I certainty don't, and when did all this start to where people are speaking for everyone and knows what all players would rather do. It's nice for the lvl range and fast because you need so little exp to ding each time, but soon as I hit a lvl to not return to the dunes, I'm out.

I've seen certain players pulling and holding exp mobs in the dunes with multiple 75 PLs, having 5+ mobs claimed at times, while other parties were there.

This kind of behavior is the problem and is allegedly why we have restrictions in the first place, right?
Viktoriya wrote:
Think its a moot point to ask for the level sync restriction to be done away with. This was never about "getting people out of the dunes." This was about stopping power pulling manaburn parties where blms would sync down to 15 in C.Landing or 25 in Bikibi bay or in the 30's in C.nest. These parties had a 75rdm pull the entire low level zone which resulted in someone hitting 75 in like 4 days. IRC was flooded day in and day out with people complaining about these type of parties either in Bibiki or Crawlers Nest. Nas eventually acted on it and put an end to it swiftly.

The restrictions didn't seem to put an end to the reportedly disruptive behavior where applicable, we still see 75s holding multiple exp mobs while other parties are in the area, and its still possible to hit 75 in well under a week.


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 Post subject: Re: Current sync system
PostPosted: Tue Feb 27, 2018 4:59 am 
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Aeroo wrote:
Jahruru wrote:
Maybe there is a reason Nabutso only leveled one job and now spends his time trolling IRC and the forums


That's a sexy burst2.

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 27, 2018 5:46 am 
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Posts: 230
Cilarnen wrote:
Aeroo wrote:
Jahruru wrote:
Maybe there is a reason Nabutso only leveled one job and now spends his time trolling IRC and the forums


That's a sexy burst2.


It was recent, too!

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 27, 2018 3:13 pm 
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Posts: 1143
Cilarnen wrote:
Aeroo wrote:
Jahruru wrote:
Maybe there is a reason Nabutso only leveled one job and now spends his time trolling IRC and the forums


That's a sexy burst2.


Why thank you. It certainly gave me wood.

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 27, 2018 11:39 pm 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Viktoriya wrote:
Scaggles wrote:
Florian wrote:
Um I certainty don't, and when did all this start to where people are speaking for everyone and knows what all players would rather do. It's nice for the lvl range and fast because you need so little exp to ding each time, but soon as I hit a lvl to not return to the dunes, I'm out.

I've seen certain players pulling and holding exp mobs in the dunes with multiple 75 PLs, having 5+ mobs claimed at times, while other parties were there.

This kind of behavior is the problem and is allegedly why we have restrictions in the first place, right?
Viktoriya wrote:
Think its a moot point to ask for the level sync restriction to be done away with. This was never about "getting people out of the dunes." This was about stopping power pulling manaburn parties where blms would sync down to 15 in C.Landing or 25 in Bikibi bay or in the 30's in C.nest. These parties had a 75rdm pull the entire low level zone which resulted in someone hitting 75 in like 4 days. IRC was flooded day in and day out with people complaining about these type of parties either in Bibiki or Crawlers Nest. Nas eventually acted on it and put an end to it swiftly.

The restrictions didn't seem to put an end to the reportedly disruptive behavior where applicable, we still see 75s holding multiple exp mobs while other parties are in the area, and its still possible to hit 75 in well under a week.



Not hitting 75 in 4 days in the dunes doing that method. I don't agree with that kinda stuff in the dunes either so don't act like I some how condone it in any way. Still think its a different beast manaburning down 15-20mobs at once and getting 2-3 levels in 1 pull.


Well your fellow LS members are the ones doing it, I'm not trying to name names or single anyone out here but they've received lots of complaints about this behavior. Its clearly disruptive and in the sprint of what you've described, pulling and holding multiple mobs with no regard for others in the area, which according to you is a big reason why we have level sync restrictions in the first place. And they're completely unapologetic about it. "Not against the rules" so they don't care, they continue to do it and will continue to do it until it, if ever, becomes an actual punishable offense.


But back to the topic at hand, you won't hit 75 in the dunes or Carpenter's Landing, you'll have to go to other camps, this is true, but you can still easily hit 75 in a few days using the same small handful of camps. Until recently you could cruise to 75 in Riverne, maybe you still can, and you can still go 50-7x in KRT. It doesn't seem like it did much to stop people who know what they're doing from grinding to 75 ASAP, and it certainly doesn't stop parties from monopolizing camps while there are other parties in the area, again one of the major reasons we have restrictions in the first place.

The dynamic sync range is counter-productive. I understand the intent and logic behind it, on-paper it sounds fine, but when implemented it doesn't quite work out as intended. It simply serves to restrict the ability of players to form, and just as importantly, to maintain, a party. Too often you'll have to resync mid-party for whatever reason, only to be unable to do so because the range narrowed during the time you were partying. Forming groups 65+ is especially painful when the range is only 10 or 15, you're very limited in who you can invite and you have maybe two viable camps open at that level range. And by viable camp, I mean something that's going to yield more than 8-10k/hr. Crawlers/flies in the Tree is the best camp post-60, there's really no point going anywhere else unless you're fine with just getting half the exp/hr.

I just don't think the solution to stopping players from grinding to 75 is to more or less force other players to exp in slow camps by making them unable to exp anywhere else. I do not think it addresses the root of the problem, and I think a more effective solution to mass-pulling is to simply disallow it. Again, those same players that would grind to 75 on mass-pulls, cycling in syncs aren't the ones hurt most by the sync restrictions. They're not the ones trying to build parties with randoms. They'll still take their 75s to whichever camp and get 20-30k/hr, sometimes by pulling multiple mobs and disrupting exp for everyone else in the area. They're still grinding to 75 in a fraction of the time they "should" be doing it, so the restrictions don't really seem to do much to address that problem very effectively if that is truly the reason they were implemented. It just makes forming parties more difficult and frustrating. We need another solution.


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 Post subject: Re: Current sync system
PostPosted: Wed Feb 28, 2018 6:11 pm 
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Joined: Sun Jun 19, 2016 3:03 pm
Posts: 223
Scaggles wrote:
Viktoriya wrote:
Scaggles wrote:
I've seen certain players pulling and holding exp mobs in the dunes with multiple 75 PLs, having 5+ mobs claimed at times, while other parties were there.

This kind of behavior is the problem and is allegedly why we have restrictions in the first place, right?

The restrictions didn't seem to put an end to the reportedly disruptive behavior where applicable, we still see 75s holding multiple exp mobs while other parties are in the area, and its still possible to hit 75 in well under a week.



Not hitting 75 in 4 days in the dunes doing that method. I don't agree with that kinda stuff in the dunes either so don't act like I some how condone it in any way. Still think its a different beast manaburning down 15-20mobs at once and getting 2-3 levels in 1 pull.


Well your fellow LS members are the ones doing it, I'm not trying to name names or single anyone out here but they've received lots of complaints about this behavior. Its clearly disruptive and in the sprint of what you've described, pulling and holding multiple mobs with no regard for others in the area, which according to you is a big reason why we have level sync restrictions in the first place. And they're completely unapologetic about it. "Not against the rules" so they don't care, they continue to do it and will continue to do it until it, if ever, becomes an actual punishable offense.


But back to the topic at hand, you won't hit 75 in the dunes or Carpenter's Landing, you'll have to go to other camps, this is true, but you can still easily hit 75 in a few days using the same small handful of camps. Until recently you could cruise to 75 in Riverne, maybe you still can, and you can still go 50-7x in KRT. It doesn't seem like it did much to stop people who know what they're doing from grinding to 75 ASAP, and it certainly doesn't stop parties from monopolizing camps while there are other parties in the area, again one of the major reasons we have restrictions in the first place.

The dynamic sync range is counter-productive. I understand the intent and logic behind it, on-paper it sounds fine, but when implemented it doesn't quite work out as intended. It simply serves to restrict the ability of players to form, and just as importantly, to maintain, a party. Too often you'll have to resync mid-party for whatever reason, only to be unable to do so because the range narrowed during the time you were partying. Forming groups 65+ is especially painful when the range is only 10 or 15, you're very limited in who you can invite and you have maybe two viable camps open at that level range. And by viable camp, I mean something that's going to yield more than 8-10k/hr. Crawlers/flies in the Tree is the best camp post-60, there's really no point going anywhere else unless you're fine with just getting half the exp/hr.

I just don't think the solution to stopping players from grinding to 75 is to more or less force other players to exp in slow camps by making them unable to exp anywhere else. I do not think it addresses the root of the problem, and I think a more effective solution to mass-pulling is to simply disallow it. Again, those same players that would grind to 75 on mass-pulls, cycling in syncs aren't the ones hurt most by the sync restrictions. They're not the ones trying to build parties with randoms. They'll still take their 75s to whichever camp and get 20-30k/hr, sometimes by pulling multiple mobs and disrupting exp for everyone else in the area. They're still grinding to 75 in a fraction of the time they "should" be doing it, so the restrictions don't really seem to do much to address that problem very effectively if that is truly the reason they were implemented. It just makes forming parties more difficult and frustrating. We need another solution.


Roll BST, party in Pso'Xja Yay! Sync Problems Solved! Get 12k-16k per hour with good groups.


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 Post subject: Re: Current sync system
PostPosted: Thu Mar 01, 2018 12:44 am 
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Joined: Sun Dec 11, 2016 2:58 am
Posts: 249
If you're complaining become a better party leader. Make the most of your resourses its shame on you for making a party using such a wide range of levels thatthe population effects it. If your area is over run by others like in the dunes. Overcome and adapt have everyone go to a not as good camp but at least you wont be fighting a party on crack.... Protip /sea "area name" to see how many are there...

That being said a static level sync of 20 would be the ideal imo


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 Post subject: Re: Current sync system
PostPosted: Sun Mar 04, 2018 12:00 am 
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Joined: Tue Jan 02, 2018 10:17 pm
Posts: 104
Tororu wrote:
If you're complaining become a better party leader. Make the most of your resourses its shame on you for making a party using such a wide range of levels that the population effects it.

But that's the whole point, that you HAVE to go that wide because that's all there is seeking. People are complaining because they build parties then have the range narrow and can't continue because there are no other players/jobs that can fill the role that now needs to be filled because the range narrowed. The argument is that they COULD build/keep a party if the range weren't so narrow, but because its limited to 10-15 levels the roles that need to be filled in the party cannot necessarily be filled with only the players seeking in that range. So the party cannot be built or keep going if it needs to resync and the range has narrowed.

If your party has to resync, and you now need a new RDM or WHM, for example, and there aren't any seeking in the 10-15 range after you built the party when the range was 20+, you're just SOL. Its not a matter of "making use of your resources" its the fact that the "resources" you need to make use of aren't there far too often due to the sync range. You can't really replace a BRD or RDM with one of the dozen THFs seeking, it just doesn't work that way. You can't blame players trying to build and keep parties going when they simply cannot due to the fact that there are no players seeking in-range that fill the role(s) they need for the party. That's the argument, that the narrow sync range just means you have too little seeking to make a viable party or that having to resync means the end of the party when it gets down to 10-15 far too often.

This dynamic sync range is supposed to make leveling/finding camps better/easier by not allowing 75s to mass-pull whole zones and prevent camp clumping, right? Well, it doesn't really solve either of those problems and in turn makes it harder for everyone else to build and maintain normal exp parties. If there's a party in KRT or wherever with 2-3 75s pulling every mob, THEY are the problem, not the players trying to play normally around them.


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