Moderating Rate of Exp Gain
I was hoping that the developers could address a problem that my linkshell and I have been having with game content. Because the rate of experience point gain is so fast, it is super difficult to progress through the game while maintaining some degree of challenge. Specifically, I am referring to content that pertains to pre-level 75 adventures.
For example, my linkshell and I (13 of us total) attempted to do the *Appointment to Jeuno* mission (San D’oria Mission 3-3). We started level-sync’d at 25 on the bottom of Delkfutt’s Tower. We fought our way to the top, floor by floor, to obtain the Delkfutt Key from Porphyrion. By the time we reached the top, we were sync’d at level 31. Instead of the mobs becoming tougher as we ascended the tower, they actually became weaker :(. We were looking forward to the Porphyrion fight, but he ended up being defeated with just the first two-step renkei we performed (Liquefaction > Fusion). From what we've been told, in previous years, you would fight the same number of mobs and still reach the top of the tower with Porphyrion being at least Very Tough in rating.
This was frustrating for all of us for two reasons:
1) We cannot go back to level 25 on these jobs unless we have someone to sync to and
2) The rate of exp gain was not something we could regulate without outside help (having a higher level job in party just to prevent us from getting experience points).
We have come up with two suggestions that could contribute to solving this. In both cases, we are asking for the option to choose how we can play the game. We do not wish to infringe on other players’ enjoyment of the game.
1) Perhaps you could have a mode to switch to so that experience points are converted into some other currency. For example, maybe after switching to this mode (much like Merit Points options), all of the exp you receive can be converted directly into Conquest Points. That way, the experience points are not lost, but you are able to stay at a given level long enough to enjoy the challenges of missions of all types (Nation, Rotzi, and CoP).
2) Perhaps you could allow us to set our own level cap in a zone or region. This way, much like the way Chains of Promathia areas used to be level capped, we could still gain experience points and level, but, unlike level sync, we would remain at a set level until we left the zone. Again, the problem with level sync is that even if you find a player to sync to, that player still gains exp very rapidly and eventually making all mobs less challenging for the party.
Keep in mind that we do understand that there is plenty of high level content that is challenging, and that nowadays, it is fairly easy to level to 99 very quickly. However, we are eager to enjoy the content at lower levels (as well as becoming more proficient at our jobs) before progressing to the content at higher levels.
Our linkshell was put together in the hopes of focusing on teamwork development and that is how we have been approaching the game. We understand that not everyone plays FFXI for these reasons and this is why we are asking that you simply provide all players another option to how one can play the game.
Optional cap for ALL areas or dungeons...not just boss fights _._
If this does go down, I really hope the optional level caps could be set in any area, including mission battle zones and NM fights. And I’m all for making it a CAP instead of a SYNC. Just like Tristian said, the sync keeps migrating up as everyone gains exp pts, so the challenge lessens the longer you play. Nothing worse than having your crew psyched for a battle and the mob’s dead in 2 seconds. Such a letdown. :p
Besides, if it’s optional, it’s not hurting anyone. If you need to get on and one-shot some mobs to blow off steam, you can still go for it! :D
THE SPIRIT OF THE OPTIONAL LEVEL CAP!!!
Quote:
Originally Posted by
Ozzwin
Level capped missions were perfect for challenges and they were at all levels of the game! But now, it doesn’t seem right that I have to wait until level 99 to enjoy what used to be a defining characteristic of this game.
There have been a lot of level capped fights, quests, and missions that I’ve gotten to do in FFXI. I found them challenging and fun. For the most part, they weren't easy wins, but they were meaningful ones, and I remember those fights. Whether it was the awesome strategy we came up with or the groups that I went into battle with. I think the OP is asking for that same challenging quality, but just on a broader scale. A zone under an optional level cap (instead of just a single battle/boss fight) opens up endless possibilities for people to come together by working together :D :cool: ;)
I am totally in support of optional level caps, and I encourage others to share their stories of level capped fights they enjoyed. Maybe S/E will show the OP request some love ;)
Teamwork as its own reward???
Quote:
Originally Posted by
mckenzie
I do however think that it's too much to expect increased or additional drops based on level capping. Part of level capping yourself is your own chosen restriction and in most cases the experience and enjoyment are the only rewards needed. Don't forget that if you crave rewards, the new high tier battlefields are putting out new gear which really shines and are definitely worth doing. Multiple difficulty settings makes these new fights accessable, even by people who are not geared well.
I think that is what is so fantastic about the OP's motivation behind the post. He did not ask to be rewarded for optional level cap. It is a unique request (at least in my experiences of the game) because it is a request for assistance to learn HOW to become a better player (in a group setting) BEFORE reaching level 99. Unless I read it incorrectly, that is the reward they are looking for.
The more and more I hear about this Phoenix Valorian group, the more and more curious I get. From what I can gather (largely thanks to ISLANDWAHINE1107 video find from earlier), they have successfully completed the following:
- West Ronfaure Garrison - in a full alliance; with no subjobs; with no advanced jobs
- Defeated Hundredwall - with jobs at only 17-19 (from what I could tell); with just 8 members; with no advanced jobs; with 4 consecutive renkei and a magic burst at the end
- San D'oria Mission 2-3 Black Dragon fight - with no job higher than 19; 5 consecutive skillchains
- All 3 Eco-Warrior Quests - with no more than 8 party members; with no high level assistance; with no advanced jobs
- San D'oria Mission 3-3 Appointment to Jeuno - with the intentions of doing the entire climb at level 25; defeated Porphyrion, but complained that he only lasted 2 consecutive skillchains :confused:
- Made the most adorable 'awwwww'-n00bie video (Neo Mini-Project??) about their experience as a group :rolleyes:
Not brag-worthy achievements in the slightest, but certainly not meant to be overlooked, either. Promyvion can sort out how good/bad this group is but only provided they're able to fight monsters in the zone (including bosses) at original intended level caps.
For anyone reading this and is part of the group that Tristian is talking about, could you give me a rough timetable of when you plan on starting Chains of Promathia missions? If it's ok, I would like to keep tabs on your progress (or lack of) :eek: