You're telling me in the new area's it only takes an hour to level from level 10-20? Well can SE make it take like 4-8 hours (depending on PT skill) to get from lvl 10-20 with no trusts and greatly increase rewards such as beastman seals? Please see catmato's second post, Cat has great ideas. Urat also mentioned great ideas. There really is a good way to work this out I think.
But when there's only 99 level to grind through, why does it have to be as quick as 5 mobs per level? Only 250 mobs to get to level 50? Why? Should be 1000 or 2000. I wouldn't mind a slight (or large) nerf to this, but i'm trying to come up with ideas not including nerfing because I know that causes commotion in a gaming community. As i said cat and urat have great ideas too. I will try to wait til someone responds to their ideas before i post more of my own ideas.
It's the skill players developed by playing against IT mobs in a 6 person party that's completely lacking. And the challenge of doing that most of all. Skill chains used to be required in any GOOD party. I'm trying to find/talk about a way to make 6 person parties rewarding again. If not by adjusting XP factors, what about things more along the line of what Cat said? I think there must be some way to adjust XP factors but there's a lot of possibilities. Why not something in the middle or rather a mix of all these ideas?
I love my linkshell for the social and endgame, but if there were appealing rewards for leveling the old way then I could also ask my LS mates to PT with me, and a good LS has people with all dif job types and has a good enough relationship to usually not argue about things.
I'm starting to like Cats ideas a lot. What about taking away 50% of the XP reduction gotten by having multiple players AND adding some extra beast seals etc? I'm sure I could get full parties together regularly to level the old way and develop real skill (even with the new ways still being just as OP as they are now) if the xp was less nerfed with 6 people but was rewarding. Preferably a little bit slower still than the fastest newest ways of leveling.
I agree with you first of all! Keep the new leveling systems in tact so that's still possible, but give a reward for full 6 people parties. But I NEVER in my time had that problem because in my group of friends, mostly linkshell friends, we had a few tanks and healers. I had both and switched between the two as my friends needed.
Good points for sure. I thought it took longer than 10 hours, because, when I joined in 2003, it took a week to get through dunes. If u want me to say specific times I would argue for (though i'm trying to keep it simple and basic rather than specific) dunes to take like 5 hours lvl 10-20 and increase BST drops for no TRUSTS. Again, maybe Cat's ideas are best.
If it does take ten hours though maybe the XP factors don't need to be changed much at all (i still think some of the XP reduction should be removed from extra players at this point). The thing that would need to be changed is for there to be a reward that convinces people who don't remember the old ways of leveling to at least give it a try with any older players, or anyone wanting to test their skills.
Awesome, you're bringing it home for me, making it personal. I can explain...
I absolutely am NOT in a rush to level to 99. I'd be ok with it taking just as long before, but I know most people are not ok with that. The worst part of the old leveling system is indeed solved by the trusts. The worst part was spending hours sometimes looking for a certain job. Now there's level sync although it's not used any more since the trusts. But still level sync is there and I know I could get groups of people together to sync if there was some kind of reward for that.
I just miss the challenge of the game and the skills players used to develop while leveling their jobs more than anything though. Add rewards for no trusts parties. Something to make it maybe not as fast as the new ways but rewarding somehow. Make people give it a try again is all.
Kensagaku has very intelligently pointed out that negating the XP reduction from PT members would make the old ways just as fast as the new! That would be sad actually, but the problem now is not so many people even wanna try. What about reducing the amount of XP loss from multiple players instead of negating it and adding other incentives?
I'd prefer it to be just as slow as the old way, but I'd be ok with it being a bit faster and incentives being added. What ever gets more people to try. My LS mates talk about how they wish this as well.
Did you fight VT-IT mobs? That's what it used to be all about. Actually my parties were usually more in the IT-IT++ range than the VT-IT, but even bad parties werent interested in anything less than VT back in the day.
Wow these are great ideas. Really.
What do you mean forcibly cap your level? There's level sync, but I'm not sure what you mean.
Another idea:
Add an XP reduction for trusts. What kind of a reduction could be up for discussion. I could come up with 10 different ways to do that. Some would include only a certain amount to nerf trusts, and some would combine doing that with, at least to some degree, reducing the XP loss by having multiple people.
Maybe the best thing to do would to be make the XP reduction equal for trusts and players. I'd prefer to do this by fully implementing the same/current XP reduction gotten from player party members onto trusts. If that's displeasing to others though, there's lots of other possibilities. IE: Make trust XP loss and player XP loss equal but not as bad as the old way?
There's way to mix this with Urat's most recent (and really good) 2 suggestions, and Cat's ideas, and my ideas. There's ways to do it for sure that will benefit the longevity of FFXI and it's playerbase.