It's just a number with an arbitrary meaning, I think there are more pressing issues with the game than "number too big"
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It's just a number with an arbitrary meaning, I think there are more pressing issues with the game than "number too big"
I don't see any need for a level squish. New players will already have to scale the wall that is MSQ in order to get to the endgame, just because their level says 60 instead of 100 after 200+ hours of story won't change how long the MSQ. If a skip is provided to get to the latest expansion, you could just as easily have this new player start at 90 or 100 and already at the start of whatever expansion is latest.
That said, I also don't want to go beyond 100 either. I feel it's a good stopping point for levelling if they're willing to go down other avenues of growth. But that's just me, more than likely whatever system they come up with will end up being level 110 in all but name.
So just don't tell them in those terms. I didn't start the game with any expectation of what the end point would be.
Plus it makes it sound like the whole game as an obstacle rather than an experience they might want to enjoy.
Also, regardless of how you present it, the real count is "six RPGs" and changing the level count isn't going to make it any shorter.
Whatever they do, I really wish we'd be level 99 instead of 100 next time around.
It's hard as a final fantasy fan.
Maybe not, but the option is there if they do want to.
This isn't what I see ingame, at least, not in my circles. The vast majority of the time it is more along the lines of 'Enjoy the story', 'Take your time', etc. The only place I see the more negative sides are on social media and the majority of the criticisms are from veteran players who have the experience of max level content. New players do not have the max level experience to alter their view of the early level combat. So this is an issue of the player base projecting their own feelings on someone else rather than letting the player make up their own mind. (Just as an FYI, this also doesn't mean low level combat couldn't be improved).
Most people do not have the time to go through 2 expansions worth of story (assuming this is when 8.0 releases and they can skip to DT) and the end game stuff in one month, between jobs, family, other hobbies, they might only have about 10 hours a week to dedicate to the game, if we assume 30 hours for the story, that is 60 hours for 2 expansions worth and that doesn't even count the end game stuff, which is going to be varied depending on when they join. So, assuming 10 hours a week, you are looking at 2-3 months worth of 'content' to get through and even then, this is assuming that all they do is content and don't do other things with their friends. Maybe, once they do finish the story, they want to know how they got to that point, so they start working though the story that was skipped to get all the context.
Ultimately no one really knows how someone is going to play the game or what their experience is going to be, so looking at things from a narrow, specific point of view, it is potentially going to look bad. But expand that view and you have a much larger scope of the types of players that play the game and realise, not everyone is like that. Different people play for different reasons and we shouldn't ignore them.
I disagree that we need to stat squish. I think starting at level 100 in 8.0 is fine.
What they need to do is make the 8.0 story something that can be jumped into without playing levels 1-100, include the option to start over in ARR as a level 1 OR to start at level 100 in the new content of 8.0 with a unique speed run tutorial on the chosen job.
Level 100 job skip and story skip edition costs an extra $10 over the base 8.0 expansion, for people who just want to jump into the action.
Maybe the level 100 newbies wake up in 8.0 with amnesia, don't remember anyone or anything, get a montage echo flashback of everything that happened in those levels, but have full access to The Unending Journey if they want to ARR. And they can go back to Eorzea and start over on a job quest at any time, or New Game Plus if they are lost in the plot.
Regardless, whatever the 8.0 story is should be severed enough from 7.0 that you don't need to have played it to be invested.
The mountain that has caused new sprouts to quit or flat out not be interested is the MSQ requirement bloat.. Doing 300 or sometimes with some people 600 hours+ of MSQ from ARR to DT currently is a mountain of a task..
They need to stop locking content behind MSQ and make story optional at this point, some people prefer to stick to gathering and crafting and THAT with some systems are locked heavily behind MSQ grind.
Every single person I got into the game so far has bought the MSQ skip which I think is what SQE wants anyway cause ye more money.. Create the problem, sell the solution. Most of them as well bought a job skip too so they could play their intended job they wanted to play when looking into the game. 8 out of 12 are still playing but the rest quit once they saw the MSQ grinds after DT story and the blue quest chain grinds for further systems to be unlocked. Boo hoo I know grind is grind but alot of FF14 quests are tedious messes now after they passed on being old content.
ARR 2.0 wont fix anything if it is done.. All it will do is cause HW/SB 2.0's to be asked for next.
I would ragequit if we got talent trees.
They're nothing but toxic BiS nonsense and I quit WoW over it. When I was forced to switch from DPS to Tank in Death Knight many moons ago, I stopped playing.
But honestly I don't think Yoshi P wants them, otherwise we'd have shared classes for our jobs (beyond Arcanist) and so far Yoshi P has never seemed to be interested in that.
I think we're honestly safe from talent trees.
I don't think they will change anything as is. You have to realize the only reason to do anything (like MP being capped at 10000) is because underlying netcode requires more bytes. That's why the TP meter disappeared, that's why the number of buffs and debuffs are limited, that's why skills and spells disappear in every expansion, that's why we don't see monsters with 9999999999999999hp. Because to update that x many people in the raid/zone is expensive.
If they are only using one byte for level, and it's signed, then the maximum number is 128. Hence they have to do something. The sooner the better
What I feel they might do is leave the main game level at 100, and instead press down on the job levels alone so they can all be acquired at character creation, and leave the class quests as they are to keep the storylines intact. Equipping the job stones just treats it independently like it does now.
Like the problem with getting new players into the game presently, is that players want to play with their friends and not have to play the entire game and job quest just to catch up to their friend, especially if they just want to play raids and don't care about MSQ.
So maybe the right answer there is separating the MSQ and Raid levels entirely. MSQ only levels the character upon completion of the dungeons, and you're otherwise capped no matter what EXP you have.
Raids then use the POTD type of leveling mechanic where the player is explicitly set to a level with the stats you would have at the end of the content for when that content was released with that job. So all raids are at least somewhat of a challenge instead of a faceroll once it's not current content. Playing the raid multiple times eventually makes it easier as the base level is saved until a maximum level is achieved, but it never achieves a level of ease that phases can be skipped.
> We want better changes and more fun gameplay!
Meanwhile community strikes again with "please no change, let it be boring!". Yeah. Also let's remember that it was community's fault for wanting to have 2 minute meta and God forbids that any job is different and have opened window for rotation or similar. Putting talent trees or anything in between wouldn't do any harm to this game considered that every other aspect is already useless. Melding materias where only 5% of materia is worth and rest is thrash, everybody melding the same. Isn't it a bit ironic? You being fine with melding or everyone having SAME GEAR and no variations. But involving talents would be chaotic and bad? Lmao
"But people will be excluded from raids if not meta!" Not like they weren't already excluded if playing wrong jobs or "no picto = no entry" at the beginning of expansion. Please.
Weird bait but okay.
It was Cataclysm, they removed the DPS option and made it all tank. That's when I quit. Raid groups weren't even running when the expansion dropped, it was solid in WotLK.
You're probably just mad that XIV doesn't have talent trees. Calm down. You can still play WoW.
Ruling out talent trees because of balance concerns is not that different an argument from deciding we should only have 1 job per role because otherwise people will create metas where some jobs get excluded; we already have that despite how homogenized the current jobs have become. If done well, talent trees or whatever build system could provide players with ways to experience older job playstyles, or play a job in a completely different role (BRD as a healer or DRK as a DPS come to mind), or otherwise bring back older themes with twists. If I had the chance to play an "Elementalist" WHM that brought back Stone, Aero, and Water spells, I'd want to give that a go. Hell, I'd play SCH again in a heartbeat if I could have Miasma, Miasma II and Bane back as potential options. Even if the only thing you ended up allowing the player to change is the filler rotation and what kind of utility you could bring, that can still be a good amount of player expression that wouldn't be too difficult to balance.
That said, while I like the idea of the talent trees, it would only be in the context of a different job design ethos than what we have now. Rework the jobs to actually be engaging, make the stats that aren't Crit more worthwhile, and even just deciding you want to play a Speed / Piety WHM over a Crit WHM is enough player expression for me. I would only want talent trees if they could legitimately offer new playstyles and/or allow for jobs to change roles.
Honestly not too fussed, as long as it's not something obviously class locking like re-introducing job based striking/piercing/blunt/whatever debuffs we used to have. That specific aspect of Stormblood will always haunt me.
As someone who will, in fact, exclude players who deliberately play in a way that, well, drags everyone else down, this is exactly why I wouldn't want this sort of change. Having to weed out people in PF would become more annoying and the blocklist limit is way too low for that.
My understanding was the 6.0 stat squish was done due to technical issues. Maybe not squished enough since we're hitting nearly ShB values already. Squishing level number is meaningless, it's not like you need to do your roulettes to get through MSQ, in fact you end up overleveled. The kinds of issues people are talking about here are unfortunately baked into the game, not only in its past content but in the prevailing formula. You gotta do more MSQ fetch quests every couple months to keep up with content and that is simply what FFXIV is, take it or leave it. I don't really see a clear "solution" here. I was interested in the story back in HW but have since become a serial cutscene skipper because that's not the content I play the game for. When a new expansion comes out, I skip everything to finish it as quickly as possible, and if I want to see the story I'll watch it on my alt. It's a lot easier to play that way as the expansions release though, I imagine trying to engage with the game like that starting from EW on would be intolerable.
And to be clear, content pre-level 100 does in fact suck. Not because the MSQ cutscenes or fights aren't good, but because the jobs are terminally boring to play. This is something they need to address imminently, having to progress at least a couple hundred hours to 7.0 to play your job as intended is intolerable and insane. People aren't even happy with how the jobs play once you get there. That is the first thing that needs to be addressed, followed by some more ARR streamlining and maybe a different approach to post-expansion update MSQ requirements.
It was and still is to some degree. But you have to remember, that the balance in FF11 is very different to FF14. Since SE seems to be more focused on the two minute CD system as a example, it would not shock me if they also do a dumb down variant of this as well.