Announcement

Collapse
No announcement yet.

Question on HELM activities and Guild Leves

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Question on HELM activities and Guild Leves

    /wave

    I've been reading up on FFXIV and I've got a couple of questions.

    HELM activities:

    In FFXI, with mining in particular, gathering spots could be pretty easily monopolized. From what I've been reading it sounds like this is no longer the case, right?

    Guildleves:

    Is each guildleve like a once only quest, or is it more like a campaign op? Some of the places I've been reading make it sound like guildleves are a one time only deal, while others make it sound like you can do X amount of guildleves until you have to wait a bit before doing more.

    Much obliged!


    You have the right to remain silent, anything you say can and will be misqouted and then used against you.

    I don't have a big ego, it just has a large mouth.

  • #2
    Re: Question on HELM activities and Guild Leves

    Sorry, but you'll have to either glean what you can from the Alpha videos on youtube or else look for someone willing to talk about it.

    The game is no longer available to play (they just took the servers down for good) and those of us in Alpha testing for A Realm Reborn are under a NDA - can't talk without risking a ban.


    In 1.0 yes, the points were all unique and you could use them until you ran out of tries, not at all like XI. No comment on the current state in Alpha (again, sorry - there's a lot of info I'd like to openly discuss with more folks here but can't)
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

    Comment


    • #3
      Re: Question on HELM activities and Guild Leves

      Stop shoving your alpha flag on people's faces, Malacite.

      "oooh I could tell you things but I'm not gonna!"

      That is laaaaame.

      To answer Vyuru's questions, I played FF14 v1 and worry not, HELM isnt nearly as bad as it was in FF11, but that might have been due to how low the population was... I noticed sometimes you had to cross huge distances to go from point A to point B, and sometimes there would be someone there already and it made me rage. However, HELM in FF14 is also "questable", through leves, (which are all pretty much repeatable, to answer your second question), and when you are HELM'ing for a quest, I believe (someone correct me if they can) the points are there "for you" only. The same thing happens when you start a "normal" leve, the monsters will spawn for you, you dont have to wait for pops or anything like that.

      The only thing about leves was that there was a limit to how many you could do per a certan period of time.

      How any of this will still be like that in ARR? Dunno, and Malacite won't tell!
      signatures are for pussies mew mew mew, here's mine

      Comment


      • #4
        Re: Question on HELM activities and Guild Leves

        To clarify the questions were not about ARR, and thanks guys!


        You have the right to remain silent, anything you say can and will be misqouted and then used against you.

        I don't have a big ego, it just has a large mouth.

        Comment


        • #5
          Re: Question on HELM activities and Guild Leves

          Yes I know, but my point is there's no sense in inquiring about a game you can no longer play lol. I'm not trying to be a jerk here, just saying be patient and wait for stuff to be let out by SE (or they allow us to break the silence) on how things have changed in ARR.
          sigpic


          "BLAH BLAH BLAH TIDAL WAVE!!!"

          Comment


          • #6
            Re: Question on HELM activities and Guild Leves

            Vyuru,

            In 1.0, you couldn't monopolize the points, because they could be "shared" by everyone and everyone had their own unique "session". To explain:

            -Each node, whether it was lumberjacking or mining, had a specific number of sessions tied to it before it ran out and disappeared. I was not able to determine what that number was, but I suspect it was not fixed, and it varied dependent upon how much rare items it produced (e.g., if a node had mostly common items, the node could be up for a while, while another node that had a significant amount of rare yields would run out faster)

            -The number of chances per session you got varied both by level of a stat (I believe it was Gathering) and the level difference between your gathering class and the level of the area where the node is based in. The greater the level difference in favor of the node, the shorter the sessions are.

            -SE also placed yet another unique restriction in place (And I actually hope it returns in ARR) and that was forcing players to 3 unique nodes before able to gather from the first node. For example, say there are 5 nodes in an area and we'll call it A, B, C, D and E. If I tapped node C, even if the node is still up when my session is over, I may not be able to tap node C again. I will have to tap at two other nodes before being able to come back to C and tap it. This was great, because it kept players from camping a single node, and also eliminated most botting (a player still had to move their characters around before using an "auto harvest" bot) Because nodes would randomly respawn at any number of various locations in a zone, it made it that much more difficult for bots to be created (since terrain features made it impossible to use a simple bot system that used a straight path for navigation and you would have to use gathering abilities to triangulate a path to the next point)

            -The other gathering activities, however, did not have unique sessions, and players still had to deal with the issue of camping and/or aggressive tapping (e.g., cutting in line)

            -Non-pool fishing was the sole exception as it only required a valid body of water. Pools, however, faced the same problem of not having unique sessions.

            -As for guildleves, you were restricted to a certain number in a pre-determined block of time. I can't recall if there were more than one block of time that were overlapped on each other to add even more restriction. Going forward in ARR, some kind of restriction will be in place, as that would be a common sense idea if balance were to be preserved. I can't comment on specifics, only with information that is available in press release, blog and the official (non-Alpha) forums.

            Comment

            Working...
            X