Hey all,
A few times now I've seen threads about exploits, ;eve failing, sp gains on certain leves unbalanced and so on so I thought I'd put an idea out to the gen. pop. and hopefully the devs to see how people felt and how the devs themselves feel about the matter (Hopefully with a direct response).
This is not a b***h thread btw, just an idea/suggestion.
So on with some of the changes I'd make:
Mobs within a leve (the spawned mobs) grant no/smaller SP.
Instead completion of a leve grants the SP. A change like this would make failing a leve grant you the small ammount of sp for failing (as you still get experience in RL for failing a task) and a huge bonus on succesful completion.
Make SP granted from leves shown in the leve description and balance with other rewards.
When picking up a leve from the counter show not only the gil reward/item reward but also the SP reward (see above point) and balance it so that some leves offer more SP than gil/faction points whereas others reward more gil/faction points/rarer items.
Provide more than 3 leves for each camp on a reset
I really do not see the point in a camp containing x ammount of leves and only letting us choose from 3 every reset. If they simply allow players to choose from all leves designed for that camp then it would add more options to the player. It would also alleviate travelling problems and grouping problems. A group could simply gather 9 leves each for say Camp tranquil and stay there.
Camp over exposure/population
With above statements in mind it could cause problems with an overcrowding of camps. To alleviate this No leve from 1 camp can be taken in consecutive resets.
So Day 1 I take 9 leves for Tranquil and complete them
Then Reset
As i completed Tranquils leves on last run there are non available (I brought peace to the area so to speak)
This would mean I then have to travel to a different area i.e. Horizon where The leves there are available to me.
Moving every 36 hours between states is viable at current anima regen. rate and allows easier grouping.
Remove the party size option from levequest difficulty
It makes no sense at the moment when you solo a leve set at (Legion*****) or whatever it is named.
Instead either Allow direct control of levemob levels by showing what level they will be and choosing from the given 5 ranges
or (and more preferably)
auto adjust the mob levels for your current rank at the start of the leve AND how many people are in the party at the time.
So if i solo with my R30 GLA the mobs would auto be at the best level for a mid range challenge.
But if I group and start that same leve the mobs are auto adjusted to reflect the party size and rank.
This will stop/help 2 things imo:
1. Storming through leves in 5 seconds flat with a full party (putting party tactics back into it as theyd be scaled for your current set up)
2. Setting difficulty too high and running half way across the map to find that the mobs are out of your level range.
Faction leves
Split into 3 different ones. Soloable ones (collecting missions), Light party ones (trash mobs like normal leves but on a grander scale) and full party ones (Huge journeys covering a large area and possibly a boss/NM at the end that requires strong party formation and tactics to achieve completion)
The faction leves should follow all the other points above too.
....and finally!
Remove the time limits on leves. There is no need for any leve to have the "must complete in 30 minutes" part. This will allow difficulty to be overcome by planning and correct party play tactics. Also allow solo players to complete a leve on an appropriate level and it still be challenging for them.
Anyway I think I've rambled enough. i've never Dev tagged before so if I have done it incorrectly please let me know or correct it for me. I hope you can give some positive/constructive feedback on the ideas.
Enjoy!