I know this but it's simply to little to late. The only way they could "fix" it would be to completely scrap everyone's levels come 2.0
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I disagree here. Slower paced levelling would boost the economy. It would not only make low level gear valauble but make low level materia valauable to. If you were a level 20 thm for example and you knew it would take you a few days to hit level 30 then you would most likely gear accordingly. Maybe even buy that level 20 wand with double int melded....
Another aspect of this game is almost nothing is ever resold. You buy something you use it you turn it into materia. This whole materia system reduces market flooding in a huge way. You either take those items out of the game by turning them into materia or have them blow up when people fail multi-melds.
If it took you 3-4 days at 2-3 hours a day to get from 20 -30 then you'd actually buy a decent weapon / gear and maybe even pick up melded gear at that. a level 20 wand with a couple of int2 materia or something like that would actually have some value.
A slower levelling pace would only improve the economy as a whole.
As for grinding. What it should do is be representative of endgame. For example....
--- Have the mobs in exp parties do those nasty moves you need to dodge, stun or simply run from.
--- Have exp mobs that summons adds as health depletes and teach you to kill the adds first.
and any other tactics and strategies the game currently involves or will involve in the future etc etc.
Basically make exp parties a learning curve of basic strategies you'll need to learn if you want to survive the endgame stuff. i think if the levelling process was more like that it'd be much less of a grind
Grinding longer doesn't make you better at the game.
And facerolling for 1000 hours isn't more "challenging" than doing it for 100, it's just more tedious.
If someone can't understand the battle mechanics after taking 100 hours to get 50, it wouldn't have been any different if it took them 1000 hours.
Well then just create quest hubs like in WoW. People get to explore, they get into a new exciting environment every 6 levels or so. Then the quest chain will arc as mini storyline of that area, and conclude just when you're reaching the area's max level.
The pace in WoW is about right, not too fast not too slow, alot of people in middle range.
And raise level cap to 75.
This will allow people to solo if they want. And have quests that require groupings, if they want.
Then add instanced dungeons.
Standard WoW clone MMO.
Sorry, I don't agree that leveling is too fast. Especially for DOH/DOL it's not "fast" at all. But even for battle classes- Unless you're being PL'd it's honestly just right IMO.
Especially when I factor in the later level caps and how things are going to get longer and longer, I really don't see a problem.
The issue is that we're given a boring grind, and then we're expected to repeat that boring grind 6 more times because the game is designed around 'cap' meaning 'every job capped'. This brings up the secondary issue with mid game content, as it becomes increasingly difficult to create enough stuff to play through for 7 different classes (You can't play the through the story quests 7 times, for instance. That's one less thing to do for each proceeding class you level), and also greatly lowers the significance of mid game for each individual class, as they all level past the need for midgame so quickly.
If the game were focused on one long grind as opposed to seven shorter ones, midgame would become the method to which the game is presented to a player, bringing them new concepts and areas at a steady rate, creating milestones for players to work towards, with plenty of new content accessed on a regular basis. I'm pretty sure that's what everyone fighting for a slower leveling pace is wanting, not just a longer grind
To be fair, this could be alleviated with the current system if leveling each class offered a unique experience. As of right now, grinding marauder to 50 is the same process as grinding lancer to 50, and advancing those two classes horizontally (Job quests and equipment hunting) is also basically the same, the job quests being similar quests with a different coat of paint. Taking XI in example (I know, I know), developing Blue Mage was more than just "grind on mobs", to develop the class you had to go all around the world hunting specific mobs for blue spells. Playing Summoner had you soloing Avatar fights to gain your summons. Black Mage had to purchase spells etc. Every class felt like a unique experience. If XIV could offer that for every class, than the current leveling pace wouldn't be that big of a deal, at least in my opinion
crafting is more acceptable at its current lvl up rate, takes time, you actually have to purchase or make lower lvl gear to lvl up at a decent rate and there is more prestige involved with lvling up. However, Battle classes and even gathering classes (with leves) are truly too fast to lvl up. Its not soo much the endgame content that I personally worry about, its all the content imbetween. The low-mid level gear that is worthless to make or sell, the low-mid level content that you might as well wait a week for your 50 job , go back and two man dungeons or 1 man events/story line content. There is actaully ALOT of content in the game as of now, about half of it gose un noticed because the speed in wich to lvl jobs to do said content is most certainly way too fast, all that poll tells me is that ALOT of WoW players migrated to a real mmo expecting a game they can beat in a month.
You have to remember level caps are probably being raised. So I imagine getting to 60 would be even longer, and getting to 70 would be even longer, and 70-75 would probably require more exp than 1-70, as was the case in FFXI.
I think if level cap was raised, there would be lots of people lingering around 50s and 60s, and 70s.