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Originally Posted by
Arcon
That's only natural and is the case for every MMORPG ever, and will always remain that way. The longer people play, the more the average level will shift to the upper end, which means that's where the content needs to be. So of course content will be centered around end levels. And the longer a MMORPG lives, the more content will be released for said levels. So if a MMORPG is around for as much time as FFXI has been, a bulk of the content will be designed for high level players. Now the development team has to ask themselves what a person wanting to level a new job will want: do they wanna spend weeks of grinding it through all the levels again like they did five times before?
While this might be true for FFXI, there is at least one other newly-released MMO I have experience with that has embraced the same attitude toward minimizing the grind timesink which after a number of months those who were ambitious (most) to complete the content that existed found themselves with caps across the board and shortly after left standing around with their hands in their pockets. You can implement the greased-rail grind in an MMO such as XI that already has a lot of content in place, but you can't do it with a new MMO which potentially needs the grind as a buffer while new content is being created and implemented. An extremely gradual release from the constraints of a classic grind is more in order than going full-throttle from the get-go.
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Quote by a Lv75 career SAM who just got Byakko's Haidate: "Wiki says I can self-SC with Meikyo Shusui, but I don't have that WS."
Fair enough, but that sounds like idiocy more so than ignorance. Still don't buy the notion that someone who has relatively no experience at their job due to afk-leveling and other forms of speed-grinding as opposed to someone who's forced to pay attention and invoke every ability and spell in their repertoire holds any equal or greater sway in ensuring the majority of players have learned at least the basics of their job and role. To me, that's just common sense; If all you needed in life was crash courses, there'd be little need to go to school 1/4 of your life learning the basics.
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It definitely is harder, because the infrastructure is worse. That's not a bad thing though. If you can't find five people to level the way you want, then it's a good thing SE removed that option, because obviously it isn't popular.
It isn't popular with the current players, which in relation to what I've said, the whole of those players who enjoyed or didn't mind it have gone. To say it isn't popular is skewed to the subject group. Kind of like going into a Japanese sushi bar and asking everyone if they like tacos.
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First, wanting to level up quickly does not equate to wanting to finish the game as quickly as possible. If people wanted that, they wouldn't be playing a MMORPG. Second, the majority of EXPing did not happen within a linkshell. It was either shouting or flagging up and waiting for random people to invite you. Sure, LS parties did happen, but that wasn't where bonds were formed. It was during static mission groups, doing events daily with the people around you, talking to them regardless of what you were doing, even if you never saw each others' characters. There are still linkshells that have been around for years, and there were a myriad of linkshells that dried out and disbanded within weeks. The only reason you notice it more these days is because the population in general is lower.
I'll try to be more clear in what I meant by this. People tend to form stronger bonds when they've endured times of struggle and hardship and overcame. The more they are subjected to these instances, the stronger the bond becomes. Granted, for the seasoned player, the grind is more second-nature than learning experience, but also part of the extended challenge is have a weaker player(s) in your group whom you have the opportunity to reach out to and teach to be better - therefore bonding. What when the weak players' inadequacies are virtually nullified because they have been supplemented by the potentials of 17 other people fighting EP mobs?
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Then you expect something entirely unrealistic. Take a look at FFXIV. Why do you think anyone at all kept playing after that disastrous start? Because they knew the game was going to change. They saw something was worth staying for, and trusted that time would fix the rest. That is the true nature for every MMORPG, they all change with time.
"Anyone at all" being the operative phrase. It's hard to speculate exactly why so, so many have left the game up to this point, (certainly not because it's changed in the ways that keep people's interest), but I can tell you that both the "for" and "against" fast-grinding groups have seen major losses from both sides. So it's hard to say in that regard. What I can say is, because of the mere fact that respectable numbers from opposing sides exist who argue back and forth, the word "popular" is a bit of a misnomer. Having said that, on to the last point...
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Completely wrong. You cannot get to the end quickly. You can get to the end of EXPing quickly. But the game does not consist of EXP, it never did, and it shouldn't be. EXP is the first step of the journey, and it's one of many.
As I said before, you can't really use FFXI as an accurate model for implementing the fast-track to endgame. By the time it became a realization, the game already had loads of content and a Lv75 cap to suffice its existence. In my opinion, raising the level cap and implementing Abyssea-type EXP gains equals no level grind as a timesink, but a new type of grind
known as spammable luck-based content. You're still fighting the same mob over and over and over again, except in this case, the "endgame", this is what you have to look forward to and not the path you must endure to get to your ends. For some reason people contend that it's something new and preferable.