I have an Idea I wish to send to Square Enix to regard the growing problem of TP Burn parties, or rather the lack of support for "Normal" parties which is causing this TP Burn obsession. Constructive input is appreciated
Proposed Solution:
"A little off the top"
A small reduction in the amount of extra exp gained per chain will assist in toning down some of the exp/hour ratios in burn parties. The idea is to push down the idea that killing fast and furious will bring less of an attraction of non-mp based jobs, giving a bit more incentive to take part in the second aspect of this change to the way Exp could be made.
Play Bonus, A reward for playing like a team:
The real solution is to help bring up the level of exp gained by a normal party. This can be done by granting exp bonuses for skill chains and magic bursts.
A good way to encourage both in this would to set it up on the level that bursting a skillchain adds more exp to the play bonus. For example, say creating a level 1 skill chain adds 20 exp to the play bonus of that fight. Bursting on that would add an additional 30 totaling for 50 extra exp. (Grossly exadurated numbers for a lvl 1 skill chain but none the less you get the idea.)
Of course there would have to be reducers. For example, the skillchian and bursts are a larger bonus, but the following are at a reduced rate (Additional Magic bursts off the first give an extra 3 exp as opposed to 30.) This will help prevent exploits from groups trying to over-burst certain aspects but at the same time keep the rewards going for additional teamwork in a fight.
Another factor to save on exploits is that the play bonus calculates separately form the exp chains, and just added directly onto the total. This keeps numbers in high exp chains from skyrocketing due to this addition.
Some implications of this:
While the nerf on chains will bring down the exp in a burn party, the play bonus will encourage skillchaining. Proper use will more than make up for the chain loss, keeping those melee heavy parties happy, and better yet, learning to work together.
Soloing Exp will gain a small rise with the use of your "Fellow", making solo play a bit more entertaining and profitable. (Puppetmasters will love this update.) Duoing for small bits of exp will also become better.
Bsts will again have some difficulty chaining for exp, but receive the same bonuses as per fellow. Moreover, this will encourage ideas for Bst to take part of duos or even Trios.
Partial parties (Dos Trios) can gain exp together by killing toughs for skillchains, etc, making some targets that may have not been good for IT or VT become some easy Duo-Trio targets as toughs.
Last but not least-
This will encourage players to work together, as a team. The better a group gets at skillchains and magic bursts the faster the exp flow will go in. Working it so not only killing the opponent quickly, but doing so by working together as a group will steer the player mentality away from the died in the wool "hack and slash" attitude it seems to be falling into, and better, provides a good foundation for novice players to learn to work together, and skillchain, because the rewards for it are immediate, and now worthwhile.
In Conclusion:
In the end the development department will have some kinks with coding to work it, but I believe it would be a great way to encourage more interactive parties while not seriously harming the methods people enjoy now. Just keeping things on a level playing field is the key here.
However, before I make this submission, I would like some input from my forum pals and fellow gaming community. Perhaps we can work together some refinements on how this can be done and save the Development Department a little work in the process. After all, the more refined this idea sounds, the more likely SE will be to use it.
Thanks all for your time.
Originally posted by Explanation and Motivation
Proposed Solution:
"A little off the top"
A small reduction in the amount of extra exp gained per chain will assist in toning down some of the exp/hour ratios in burn parties. The idea is to push down the idea that killing fast and furious will bring less of an attraction of non-mp based jobs, giving a bit more incentive to take part in the second aspect of this change to the way Exp could be made.
Play Bonus, A reward for playing like a team:
The real solution is to help bring up the level of exp gained by a normal party. This can be done by granting exp bonuses for skill chains and magic bursts.
A good way to encourage both in this would to set it up on the level that bursting a skillchain adds more exp to the play bonus. For example, say creating a level 1 skill chain adds 20 exp to the play bonus of that fight. Bursting on that would add an additional 30 totaling for 50 extra exp. (Grossly exadurated numbers for a lvl 1 skill chain but none the less you get the idea.)
Of course there would have to be reducers. For example, the skillchian and bursts are a larger bonus, but the following are at a reduced rate (Additional Magic bursts off the first give an extra 3 exp as opposed to 30.) This will help prevent exploits from groups trying to over-burst certain aspects but at the same time keep the rewards going for additional teamwork in a fight.
Another factor to save on exploits is that the play bonus calculates separately form the exp chains, and just added directly onto the total. This keeps numbers in high exp chains from skyrocketing due to this addition.
Some implications of this:
While the nerf on chains will bring down the exp in a burn party, the play bonus will encourage skillchaining. Proper use will more than make up for the chain loss, keeping those melee heavy parties happy, and better yet, learning to work together.
Soloing Exp will gain a small rise with the use of your "Fellow", making solo play a bit more entertaining and profitable. (Puppetmasters will love this update.) Duoing for small bits of exp will also become better.
Bsts will again have some difficulty chaining for exp, but receive the same bonuses as per fellow. Moreover, this will encourage ideas for Bst to take part of duos or even Trios.
Partial parties (Dos Trios) can gain exp together by killing toughs for skillchains, etc, making some targets that may have not been good for IT or VT become some easy Duo-Trio targets as toughs.
Last but not least-
This will encourage players to work together, as a team. The better a group gets at skillchains and magic bursts the faster the exp flow will go in. Working it so not only killing the opponent quickly, but doing so by working together as a group will steer the player mentality away from the died in the wool "hack and slash" attitude it seems to be falling into, and better, provides a good foundation for novice players to learn to work together, and skillchain, because the rewards for it are immediate, and now worthwhile.
In Conclusion:
In the end the development department will have some kinks with coding to work it, but I believe it would be a great way to encourage more interactive parties while not seriously harming the methods people enjoy now. Just keeping things on a level playing field is the key here.
However, before I make this submission, I would like some input from my forum pals and fellow gaming community. Perhaps we can work together some refinements on how this can be done and save the Development Department a little work in the process. After all, the more refined this idea sounds, the more likely SE will be to use it.
Thanks all for your time.
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