
Originally Posted by
kingfury
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Did you actually read how the possible skill up systems might work? Thanks to all the feedback from this thread, the system actually would promote education of how to hone ones skills rather than just be a fast track to capped skills. I'm not sure how you equate that to being "easy", rather than being "efficient". Skill up as is doesn't teach you much except how to /run away and zone once your HP gets to low lol(if you're a job that can't sufficiently support yourself long enough to make solo skilling worth the trouble). "Old school" ways to play this game is all fine and good if that's what floats your boat, but it shouldn't be the only option for all player-types in such a vastly rich content game such as FFXI.
Is it ones prerogative to continue to Exp in Uleguerand Range till 90? Absolutely! Is it as efficient as Abyssea? Nope. Can a player choose to play either based on how they enjoy playing/spending their time in FFXI? YES, now they can because SE wants to give us those options versus making something that takes enormous amounts of time to do have limited ways to accomplish. It's a more logical development design is all.
Playing the game over time is what makes you a skilled player, so there's nothing that can replace/outweigh that fact. No amount of skill ups will ever determine such a thing, so your worries can be put to rest. "Experience Players" are just that, Players that have experience playing the game, but it's the nature of MMORPGs that make it impossible to not run into less experienced players throughout your travels.
In my opinion, your argument is no different than the one that shuns players that pay for Relics, or con their way to get access to powerful equipment without even truly understanding how to weld such possessions. Which is a valid argument that I support btw, but if you read over the concept I'm proposing again more closely, I'm not supporting such a thing.
Thanks for your feedback /salute