We need Guild tokens to make a come back and have the class guilds offer things at cap to spice up the game a bit.
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We need Guild tokens to make a come back and have the class guilds offer things at cap to spice up the game a bit.
The game has progression, no one is disputing this. But there is very much an end to progression for weeks / months at a time, like during catch up patches. There is also the OP's argument that there is no incentive to run most, if any content, after one is at max iLVL.
Example: I have my relic, I have all i240 gear ( tome-based ), and I don't want to raid. And no, I don't want to level every single class up to 60...and gear them....and then level my crafters and gear them...
What if, after I'm fully geared, I can still run any sort of content and still "progress" on my main class ( up to a point ). Why not have that? It wouldn't be skill bloat either. It'd simply be a small bit of text and an overlay over the exp bar / skill bar ( if we went about it that way ).
iLVL only goes so far.
Improve your fashion.
As do all progression systems. The issue is that if you make it so that nobody who only plays "one" job ever ends progressing, playing multiple jobs at "endgame level" becomes impossible, undermining the entire purpose of the armory system. It's a bugger even right now with progression stops after like 11-13 weeks. And no, removing caps would not solve that issue, removing caps would only speed up the process.
The best you can do to alleviate this is a "global" progression system that's not tied to your job - kinda what Borderlands 2 does with its badass ranks. But that aside, I don't see many compatible options.
Any sort of merits would be capped at certain points. Much like how desynthesis is capped / expanded upon. A broad-reaching "character" merit system wouldn't be awful, but isn't what I'd look for in a merit system. Going back to desynthesis, you can't level up one giant "desynthesis" skill.
Also:
In effect, you have beaten the current game. Well done. But what is it that you want after that? No developer can continue to provide fresh content at the pace that our hardcore players use it up. So, you can't progress your gear treadmill for a few weeks or a month. Challenge yourself to run things solo unsync'd or something. the game has options, but you capped your level and ilvl already. I just don't see how you think you can continue on progressing levels and gear 100% of the time.
I'm open to some alternate ways to be introduce, besides what we currently have for me the gear/weapons or rewards in this game in general is zzzzz fest.
It's an MMO. The point of an MMO is either progression or "things to do". Keeping players playing, even through catch-up patches, should be a goal of the game.
PotD Deep Dungeons is a stab at this.
Diadem was a largely panned attempt at this.
PvP is an attempt at this.
Housing is an attempt at this.
The Gold Sauc- okay, well I won't even joke about the effectiveness of the gold saucer on players unless you absolutely have to get the Fenrir mount.
In the same way, a merit system of sorts would also be doing this. And, if you bothered to read other posts, it would still come with limitations or some some sort of cap. There's always a cap.
There is no 100% nonstop progression.
But there should always be suggestions for filling in the gaps between content. This can take many forms, some easier to implement than others. Seeing as how we're approaching Fanfest and 4.0, now's the time to voice those suggestions.
I thought that the point of an MMORPG was toplay with old friends, make new ones and enjoy yourselves together in the world of the MORPG. I honestly feel that the progression systems in the game are nothing more than a means to an end. To me, the core concept of MMORPG play is that the Journey matters more than the destination. Proggression play is all about the destination, but MMORPGs are about the journey.
That does sound like FUN and INNOVATIVE content.
Maybe in another game. Please fate farm more.