You really are missing the point.
is alright im used to people branding me as hater for speaking my opinions out loud.
Everything i listed we could live without even if you defend it with such a passion .
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I understand that surplus isn't game breaking. But it isn't pleasant either. It's frustrating as a player to see the game tell me to do something else. It's almost exactly the opposite from their previous MMO. In XI, players were rewarded for pulling quickly, and killing faster. In XIV, we get punished for being efficient. It just brings us closer to being capped for the week.
I know it is possible to power through it. And it is my choice to stop playing after I reach surplus. It really just sucks the fun straight out of the game for me. My entire static group is nothing but sunshine and smiles, but when one of us says, "crap guys, I hit surplus...." we immediately lose our sense of fun. We shouldn't have to put forth the same amount of effort and get less reward.
It's just a bad system. That's all I'm saying.
Also, I didn't think anything Zkieve has said was remotely uncalled for. He has a good point. The game is just full of caps and limits, and they don't serve any practical purpose at all. They're in place to restrict players. Sure enough, that's what they're doing. But games don't need restrictions of this nature. If a player wants to keep playing, shouldn't they be able to without SE telling them to stop?
I don't know why anyone would defend being restricted in the way of how much we're allowed to do in the game before we have to stop.
Is about the mentality that imposed this limits in the first place.I do not want this to carry over into the new development .
So far we dont know what exactly is going to happen with this game . At all not you or anyone.
It could be the best game ever for you but that does not immediately makes it the best game ever for me, it could make it the biggest piece of poo for me.Mainly because you cant please everyone. People have different tastes.
But at the very least i wish to look for alternatives and not simply puting caps in everythin mainly becouse they couldnt find a viable solution other than this.
Some of this caps are completely absurd.
Also , im not refering only to surplus.AKA; stats and accesory slots to. Is like they used caps for everythin in game.As a general solution.
Edit; hey , having rings earings and neck accesory is going be hard to balance , maybe we should focus and balance it a bit............
Just cap it to 12 and problem solved.You keep working on character detail like your told !.
AmyRae.... what?
Obviously there have to be rules to a game. But what I am getting out of this thread is that most of the limits we have are completely unnecessary, and don't help the game in any way.
Now, I complain a lot about the surplus issue, because it bugs the snot out of me. But this isn't the only ridiculous limit.
Accessories are pretty silly. If I have an equipment slot, I should be able to equip something there.
Anima is redundant. Obviously they don't want us to teleport around all the time. But the fact that this is the only way to travel great distances at a time, and that the game is so spread out that we often need to travel very far.... To be honest, this needs to be re-addressed by the team. Seeing as Anima is our only way of transportation, either add some other means, or make it so my group isn't constantly drawing straws to see who can teleport the group.
Action points are a little silly. If I learned a spell, and I am that class, shouldn't I know how to use it? I could see them making us limit how many abilities we can use from other classes. But if I'm a high level caster, shouldn't I remember how to cast a spell I've been using for the past 15 levels? (Not even going to touch how annoying configuring the AP system is).
There are a lot of limits in the game. Some of them could be good, (like using Guardian Favor as a source of rest-EXP), but most of them are pretty bad, and don't do anything to make the game better. That's what needs to be worked on.
If the function of a design helps the game succeed, it's called a feature. If it only deters from the game, it's called a flaw.
Most of the "features" this game has are really just flaws.
Sorry but it has everything to do with hitting 50 in a week. Fatigue is not even so bad unless you play nonstop. The biggest influence for Tanaka to ever consider any of these caps is because of how big a market RMT account selling was in 11 during his prime as the head of FFXI 2003-2006. The average time for an RMT account to hit level 75 then was about 2 weeks while average players would take 6 months up to a year to reach one job to 75. With the original system of random skill ups on participation through battle the fatigue was extremely difficult to hit outside of being a hardcore grinder. It is only more noticeable after a significant change in the way skill ups were received in battle.
As for stats caps I see absolutely nothing bad about it. Is makes sense for a rank 1 class to not have the same power, HP, MP and defense as a rank 50 class. Stat caps have a soft cap and a solid hard cap which is decided by the rank of an individual class. A 50 Marauder can have up to 2500 base HP easily, why should the same person have 2500 HP when changing to rank 1 Conjuror. Stat caps are there for this exact reason. It's no different then having pre-set stats for a job in 11, you wouldn't exceed the power of your level.
Gathering Fatigue is to control a players limit to how much resources are allowed to be obtained over a certain period of time. The system of HELM related activities in FFXI were limited by a world resource limitation. Meaning the game would generate only so much materials that can be gathered over time. Sounds great on paper but what happened is RMT took a monopoly over such activities through massive boting with multiple accounts. (Chocobo Digging bots, Logging bots, Fishing bots, Mining bots, Gardening Bots) With automated characters collecting materials out of the system basically at the rate of which they spawned into the game. If you notice in 14, a single player must now move from place to place to continue gathering instead of standing at one location for points to spawn/target/harvest. In general with the current system of gathering fatigue there is no way for one player or players to have a control on the gathering market but still limits resource outputs in a timely fashion to prevent oversupply. Note: Fishing is being botted because the same limitations of necessary movement required due to the fact of an incomplete system. If you have ever tried to use Dowse IV or Dowse V, you will realize there are no schools of fish grade 4 or higher implemented into the game still. I would like to be able to gather materials on my own and not be effected by however many other gatherers are over collecting in the game.
Levequest cap, this is common sense just to limit this just based on how much money is gets outputted by this. Did you never see the army of RMT bots utilizing this at low level camps to collect large amounts of gil. Imagine how nonstop this would be if there was no cap on this.
I have a really good theory as well on the accessory cap Tanaka designed which is pretty complex. The armory system is pretty good and unique compare to all previous Final Fantasy games honestly. Again looking back to the main period of time in which Tanaka was in charge of FFXI, 2003-2006, we can see numerous possible influences to game mechanics and designs that were developed in FFXIV during 2006-2010. Looking at the current system of +1, +2, +3 effects along with a general favor all classes on accessories, the only additional results are increases in defense, magic defense and evasion respectively. Even with scaling to rank, how much additional stats can a full set of accessories add when worn at rank 1. (9 slots of all +3 gear = minimum of 36 defense, 36 magic defense and 36 evasion) Well is that a lot? Yes it is for a rank 1 class considering the difference in a single set of gears defense over a 20 rank gap is that much.
Okay so slot limits prevent rank 1s from being super strong what about when rank 50 you ask. The reason slot limits aren't increasing right now is because of how the scaling of higher ranked versions of accessories must increase in power as well. What would be the point of upgrading if the accessories were all equally powerful. Again looking at the power of 9 slots with a possible 30% increase to higher bases stats. It can overpower a full set of gear normal quality gear for the same rank. The literal choices are to not have as many actual slots to start with (2 rings, 2 earrings and 1 neck like in 11) or limit the choices of possible slots allowed with an accessory cap and letting players decide which to wear. The system of limiting accessory slots is simply the best choice for the FFXIV armory system.
Even if there were only 5 accessory slots that could be equipped full time in 14, the fact that rank 1 classes can wear rank 50 or higher gear with very small scaling differences in stats would make any lesser gear worthless and everyone wearing the same 5 accessories across those 5 slots most likely.
Do I personally enjoy any of these caps, not really but do I see a reasonable purpose behind them all, yes.
I was responding to this.
Surplus its the least of my worries at this point.
leve linking you can go from 23-50 in a month more or less.So no not rly surplus is hardly the biggest problem and hard cap im talking bout. Is annoying and a useless cap none the less.
way to ninja edit.
I dont care about the reasons behind it.I am fully aware of them , but they arent justified.They created them all to stop RMT, guess what we have more rmt than players currently.This flaws should be removed at once.Or at the very least admit is a badly designed mechanics that does not work at all like it was supoused to and completly change that mentality on game desing.