AF was designed to be accessible for everyone, its not end game raid content, that will come later.
We still have 2 dungeons, have you completed both of those yet ?
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AF was designed to be accessible for everyone, its not end game raid content, that will come later.
We still have 2 dungeons, have you completed both of those yet ?
Guys, guys, guys... You're doing it wrong.
The R at the end of his post signifies that you're not supposed to take it seriously.
When you look at it that way, it makes sense.
These quests are meant to be done as you level up, not all at 50.
So yes, it's suppose to be possible.
l2readdevposts.
people hit a lot of good points that i'm probably going to relist:
1. we're only level 50
2. all job quests weren't designed for full parties of level 50's
3. can't make it too hard or people won't play
4. the quests add a good sense of cooperation and community
5. everyone [people not so hardcore] now can be geared for almost free!
6. gets us back into the old content and works at keeping everything fresh
7. there IS a good amount of difficulty with the job quests imo and even if i smash through it's still fun and rewarding
8. the dungeons are really well built and challenging in themselves although with the right communication and allocation of resources become totally doable
9. the dialogue within many of the new quests is pretty awesome. i've found myself laughing a lot and yep, i read 'em all
unfortunately there are some bad notes :(:
1. most double melded, crafted gear is overshadowed by the new AF unless it can replace pieces of AF without Job enhancements
2. AF looks so bamf that we don't want to take it off!
1. Catering to a new population while losing your current player base is not a smart way to do business.
2. I did all of my jobs with 5 people. We literally Moogled everything i.e. Kite, bind and kill. The difficulty on the rank 50 quests was a joke. Anyone who struggled needs to learn how to kite. Apparently SE doesn't know how to neutralize this strat.
3. Understandable. But at least cater to the best player pool. So many people say games need to be open to noobs. But the good gamer community is being marginalized constantly.
4. I suppose so. This is very true. But if you have a few friends in the game, its not necessary to branch out.
5. Lol this is what made WoW terrible. Rewarding noobs is only fueling this terrible trend in MMOs.
6. Lol, killing content we've already killed is so dumb. 99% of the players have done all of the NMs etc. They couldn't think of anything new? Hell, most of the quests were bugged to the max too.
7. There is ZERO difficulty in job quests. Unless you count anima/chocobo time.
8. Sure, the portal system in Cutter's was interesting for the first like 4 hours. But once you get it down, its done. Ant queen was like w/e. Getting Chimera low HP on your first try made me not even want to go back in.
9. I didn't watch the CS, I will go back and do so. But honestly, content is what I needed, and it is not what I got. I would've much rather leveling up all my jobs again. ><
10. The gear looks is the ONE thing I loved about the patch. But everyone has it lulz. Good game.
Annnnnnnd.... Thats a Bad thing.. that we don't wanna take them off... They are... Cool looking after all :PQuote:
2. AF looks so bamf that we don't want to take it off!
I believe most people are forgetting these quests start at lvl 30 and walking up and getting them at that lvl is not as easy at lower levels, opening 3 gates in a lvl 50+ aggro area would need the whole party...
Also those ones at the higher levels tend to be the fights most are needing 3+ tries at. So the perspective of everyone lvl 50 seems to be off.
*sighs* the patch is amazing... a bunch of silly complaints that ignore details like these are hardly useful for the progression of FFXIV
I do think it would be fabulous if we could dye our AF though ^_^)/
Lvl 30 getting there job= Hard solo
Lvl 35 getting there Abl.= Hard Solo ( Have to be job without cures and such)
Lvl 40 Getting there Abl= Same as Above
Lvl 45 getting all there AFs= Need 8 people to get Certain AFs, and Some AFs are in Awkward locations ( some surrounded by lvl 81 mobs so you can easily die in 1 hit)
Edit: Also if this game was Abolished of its Anima.. would you say OMG SE, WTF ITS TO HARD NOW WE NEED OUR ANIMA BACK!! In fact I hope they Abolish Anima.. thats the main reason "the Source" as to WHY everything is so friggen easy and accomplished fast, is because everyone can get to any location in a Zip!
Lvl 50 Final Mission= Most of them are hard to accomplish without a "Cooperation" of every single Member, If one person doesn't do there job correctly.. Game Over.
So if you are a person thats just starting out or in fact.. Lets make this the Launch of the game at 1.21... Will it be as "easy" as you guys say it is without a Group? :/.
I think I fixed it for you. af doesn't start till higher levels. 2 out of 5 afs you can get at level 1. 1 out of 3 you can do solo at level 50 if you are good enough. 1 out of 2 you just need a group of 4 or 8 people to get it. The last one is the only valid af in terms of getting it.
ALSO, sucks for lower level players trying to find a party to get af, when everyone else has em LOL.
If it was too easy, your level was too high
Go and try the level 30 quest with a level 30 class, the level 35 quest with a level 35 class and so on. But don't make all quests with a level 50 class and wounder why it is so easy.
I found a beefalo-clone (non-NM) in a cave near iron lake... someone should solo it! D:
Well I just tried the very first quest to become a paladin, literally. Lv30 GLA, Lv15 CNJ, and Lv6 PUG are the only classes leveled. I had my face smashed in very quickly with no room to do anything. I attacked the mage once and everyone just pounded me into the dirt.
I have a would be monk friend also having trouble with his quest to become one. If he was online I would have teamed up because right now this isn't as easy as you 50s are implying.
The biggest trouble I see with the job quests is finding a party. Seriously just a few days after patch and it's already close to impossible to find a party for cutter's cry or some job quests ~.~
Wow, really? People must either lack friends in an LS or motivation. My group does all kinds of things for each other all the time.Quote:
Originally Posted by Rokien
Well in my case I don't have a LS to help me out and my friend is only lv32 pug in the same boat as me for his job. I also don't want to join a LS just to ask for help, since I will break it if they are not the type of LS I'm looking for in the long term(I'm not into using people for anyone reason).
Asking to team up in Ul'dah is also not helping. The 50s are already back on their high horse again.
update: I just came across a nice person that helped me finally! Glad to know there is still someone that will help someone with few resources to accomplish something on his own. Thanks Ami Yami, you don't know how happy you made me this day.
My linkshell has been around since beta, and are still going strong, you just need to find the right ones.
Elietest ls's will fail when they ave their epeen gear and there is nothing else to get.
Casual ls's will fail if the content gets too hard.
Asshole ls's will fail when the leader gets his gear and breaks the shell because he has got his pawns to get him gear.
You need a delicate balance in this state of the game to maintain a ls you need to be able to have a laugh while getting things done, which is hard to find.
I have just proven that you comment about NO linkshell staying active. kthx BAI!!!
Welcome to new generation of MMO :D, Instant Gratification!
This is my personal take on things:
Here we have a team of game designers that should be designing a game keeping in mind 3 things: a) That the current population currently is, in great proportion, heavily capped in multiple classes, b) that the population has bought a game and is subscribing for it (never mind the discount) and c) that it's through the good management of said population (and its understandably temperamental nature) that there will be a game standing for the hordes to invade, when the PS3 version launches, as they're anticipating. It doesn't help the health of the collective psychology of the community if everybody squeezes all the juice from every patch in 15 minutes, and then they leave for a couple of months till the next patch arrives, like it has happened time and time again.
I think that he fact that what I mention above is happening is not the population's fault; this, no matter how quirky or addictive everybody thinks these people are. (Some have gone as far as to write that only aberrant ones, who play for days without sleep or food are the ones getting all the AF.) I happen to think that what the developers are doing with these squirt-like bursts of excitement, is establish bad parameters for future expectations, set wrong precedents, and confuse the behavior of the players. I don't claim the developers can produce 6 development years worth of content in less than one; but if the content is going to be limited in quantity--at least for the foreseeable future--they have to make it last. And time sinks won't do anymore, so real complexity and depth are needed. The degrees of challenge, perhaps, can be softened when there's enough content to sell a game with.
I, for one, am still waiting for the elemental wheels, the weather, and the time and moon cycles to be incorporated in meaningful and enriching ways in the combat and crafting system. And no, I don't mean the stupid stand-there-and-craft-facing-that-direction urban myth, or the help!-I-lost-most-of-my-output-when-the-moon-changed sad reality of yester game. I want to be kept on my toes during battle, I want different vectors interacting that will constantly change the flow of combat.
These aspects, whose absence I lament every time I write in these forums, are not content; they are infrastructural principles, and I see with dismay, as the patches come, that there is just not enough of them (in my opinion, evidently) being planted in the game's structural skeleton. I dread that one day I'll finally come to the conclusion, that the developers didn't intend this game to be rich and deep, as the company's best examples in the past. Maybe XIV is XIII online. A linear collection of pretty pictures with fast, intense, rather shallow combat, that at the end left many legacy players markedly unsatisfied. I really want to be wrong in that one.
(We didn't have to wait till cap to experience depth and complex battles and maps in XI... Remember Horutoto and the Aqueduct, the Oubliette, Giddeus, Ghelsba, Dangruf, Korroloka, and Palborough in XI? Instead of a bunch of Stuffed Dodos or a few ants that you can very often outrun in XIV?)
All of this is, of course, only my opinion. But I'm sure there are others that understand it, and even some that share it.
R
They have limitations with both the client and server which prevents them doing alot which is being addressed in 2.0.
They want to keep the game content as close to what we will have in 2.0 regarding things like af, so they cannot have a lvl 30 quest to unlock a job that requires you have 7 lvl 50s helping you, that will make no one join in 2.0.
Making all content for level 50s right now then rewriting it for 2.0 is a waste of resources, it will make 2.0 come in another 2 years.
Things like the elemental wheel, weather/time/moon/face east for HQ could be done but again they add extra work and either less content or longer patches.
You seem to have no idea how long it takes to program patches, FFXIV is making a loss, it isnt financially viable to double or tripple the people working on it to get patches out faster, SE will have looked at this making it impossible to get more patches out.
It is peoples own fault for wanting their epeen "look i has all da classeseses lvl 50" for burning through quests, if they kept some classes low lvl, maybe taken a few breaks when they were burned on content they would be able to access content as it was intended.
If I were you I would do Toto rak at lvl 25-30 or shposhe at 15-25, then you have complex battles as they were intended, also if you want the sense of fear take the shortcut from drybone to uldah, or go off the beaten track in corthas, then you will experiance the fear of death.
Also those places you mentioned in FFXI, just sneak and invis past all the mobs, nothing dynamic or complex there.
If only there was some simple way of proving this.. like you translating a random user post from the JP forums here, and producing something other than a google translation?
I won't ask you, I get the feeling you've been humiliated enough in your life if you're making up FFXI credentials.
I am of the mind that I do have an idea... or two. However, what I'm asking for is something structural, not a lot of content.
What about capping all of the dungeons and all the instanced fights in quests? That would make content challenging, regardless of level. Not exactly an excessively time-consuming bit of coding. I'd be satisfied if it's announced this will be the case in V. 2.0. (Allowing for the case that Tanaka's Mess prevents the implementation now.)
Perhaps. But there were atmosphere and tension in the design... and both Invisible and Sneak were variable, so that you could never just lean back in your chair. Compare with the current situation: Just a speed change, from running to walking, to avoid detection by sound. The latter is constant and guaranteed to last until you turn it off; and any conditional aggro you might get (if you happen to face one of the spriggans) adds up to a nuisance, instead of a heart-stopping threat.
R
this game has much bigger issues, as far as challenge is concerned, than how quickly people get their base job gear. the content in this game hasn't been anywhere near difficult. i'd have to say ifrit when it first released and the original dodore were the 2 most difficult this game has had. they were only difficult until people learned the strategies on them.
Bottom line, AF is nothing great, everyone have it.
Enjoy e look of AF = yes.
Feel elite even with full AF on all jobs? = hell no!
No doubt at all.
It contains lots and lots of challenges.
I think some people just do not know where to find the challenges, or understand what a challenge really means?
Some example challenges:
- Defeat Iffy with only one WHM
- Defeat Moogle without relying on Archers
- Defeat HNM with a party of 4
- Gather basic strong hold coffers solo!
- Defeat enemies 10-20 levels higher solo
- Defeat enemies 20-30 levels higher with parties
- Find optimal equipment to maximize damage/healing/enfeebling rates
- Take on an enemy solo/duo that parties of 8 would shudder to attack
When you can walk home from the battlefield, draped in the spoils of war from defeating by yourself or with a good friend an enemy that mere citizens would fear to attack in a party of 8... then you will be hailed as having met the challenge. Then you can say you have done all that can be done.
Until then, there is a LOT of work left, and a LOT of challenges to be overcome.
Or fight a Guardian of the Grove. ^^
We have a lot of freedom in this game, and there are many things we can do for fun and a challenge. There may not be game achievements or shiny things to be had this way, but it can still be a lot of fun and very satisfying.
I'd like to see more people spend time figuring out how to overcome the challenges of new content without resorting to how-to guides and online videos.
Unfortunately, many players seem to seek out strategy guides for quick gratification -- but they cheat themselves out of much of the fun of new content.
Then, what if we get every dungeon or instance in the game cap-lock you at the level you're supposed to fight it? That way that argument won't be a silly impossibility for my character, and the content will be future proof. Then, something like Toto-Rak, or Shposshea, would be challenging and fun to me in any job, not a waste for anybody that just happened to miss the right level window to tackle them.
But the tendency has been exactly the opposite: To nerf the dungeons and fights, to make them easier even for people at the level they were originally intended to be fought at. Remember Dzemael? I had the first thrill in this game the first time my LS defeated Batraal. But they went and made it stupid easy. That type of thinking is what scares me... Why not improve the gear you get for a big challenge, instead of reducing the challege because the gear is not up to the challenge anymore? The game, alas, sometime feels like it's being formulated as they patch it, and no sense of a master plan is discernible.*
* (Again, I said sometime...)
R