By your logic, they should limit how much gil we can acquire, exp we can get and items we can gather and farm per week simply because it gives people with more play time an edge over others. Right?
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How would horizontal progression put other players at a disadvantage? It would only give players with more time more options of what to level, its not like you'd be at a disadvantage somehow on your main -- they'd just keep hitting the glass ceiling on each job at the same place you are, only with the pleasure of doing it repeatedly.
How exactly is it complicated to implement? Because I'm pretty sure right now, every single class has it's own pool of Experience Points that it earns and that is essentially how Myth Points per job would function. As far as being counter-intuitive to the Armory System, let me know when it's possible to run a dungeon and 'Need' on Tank gear while running it as a Healer.
I don't see how farming for myth gear on the class you want to use it on is a "HUGE problem". If anything, it would add some healthy mixing up to the grind and get people to try different things. You can still greed Allagan gear that isn't for your active job, and you can still farm philos on any job. It just seems to me like you don't want anyone to be able to play more and gear more than you, which is pretty selfish. Other people putting more time into the game and gearing alternate jobs doesn't hurt you. People should be able to play how they want.
I said it puts those with more play time at a greater advantage, not that it explicitly disadvantages other players. It does nothing at all for those with less playtime, I repeat NOTHING AT ALL. Yet it enables those with more playtime to farm top tier gear nearly 24/7. Do you honestly not see a problem with that in terms of keeping things balanced? It would effectively create a massive gap in the middle between those with 1 job geared, and those with multiple jobs geared, which is a bad thing for the balance of the community. At the very least any change should be in favor of EVERYONE, not just the select few who have an inordinate amount of playtime.Quote:
How would horizontal progression put other players at a disadvantage?
I don't give any shits how much you play, and people are welcome to be online 24/7 for all I care. Wanting to be able to farm for top tier gear 24/7 is remarkably unreasonable though.Quote:
It just seems to me like you don't want anyone to be able to play more and gear more than you, which is pretty selfish.
It's a HUGE problem if people don't go into the dungeon on the job they want tomes for. There's an example in this thread of queuing on tank to earn tomes for DPS etc. Which can be done now without issue. They would simply not allow it with a per job cap, as it would effectively result in a global cap of 2700 mtyh. At the very least, if they did do a per job cap, they would need to apply a global cap over the top, something to the effect of 600 or 900 tomes. Then we get back to the discussion of this being a pain to implement properly.Quote:
I don't see how farming for myth gear on the class you want to use it on is a "HUGE problem".
I have 8 characters on Sarg.
800 leve points is nice.
it does make you choose a main class .
that might be a good idea or bad .
Have cap is great if you are tank , it means there are less good tanks around which makes you even more of a key player in the end game .
How is the game imbalanced if I can gear multiple classes by playing more just like some people already are by making extra characters anyway? Please explain. If you only want to play BRD, that's fine. I'm not gimping your BRD in any way.
Capping 300 myths on 9 jobs would only take me a bit over 15 hours per week.Quote:
I don't give any shits how much you play, and people are welcome to be online 24/7 for all I care. Wanting to be able to farm for top tier gear 24/7 is remarkably unreasonable though.
Having to play the class for which you want to get myth tomes might be a minor inconvenience to a small number of people at worst, not a "HUGE problem". Exaggerating your points doesn't make them any more persuasive.Quote:
It's a HUGE problem if people don't go into the dungeon on the job they want tomes for. There's an example in this thread of queuing on tank so earn tomes for DPS etc. Which can be done now without issue.
I think the SE idea is that casual semi-casual players can level all jobs on one character with relative ease and diehard tryhards can level up to 8 and take the extra tome caps dungeon runs and possibly +6 in primary stats.
You can already do this with Philo's and Relic! To the point where you're ready for 99% of the games content. You simply don't need iLvl90 gear for anything but T4/5, if you think otherwise, you're kidding yourself. What you're asking for is to be able to do this MORE MORE MORE and MORE. To what end? To no end! There's actually no point in gearing faster than you can currently! Apart from beating coil and complaining that you're bored.Quote:
How is the game imbalanced if I can gear multiple classes by playing more
Ok, so we'll inconvenience them to placate hardcores, makes sense.Quote:
Having to play the class for which you want to get myth tomes might be a minor inconvenience to a small number of people at worst, not a "HUGE problem".
Huh?! Where are you pulling that BS from. I never said anything of the sort.
I'm talking about TOMES, your're talking about EXP! Different things last time I checked. Can someone verify?
Anyway, my point still stands, It seems you'd be happy to take away game flexibility from those who use DF to further your own wants and desires.
I know you're talking about tomes but the concept is still the same as earning exp for a class. You want exp for a class, you get on that class and you go kill things. You want tomes for a job, you get on that job and you go kill things. The main difference is that tomes is one of the ways to progress the job further after reaching the exp level cap.
There is a simple solution to both problems. Increase the cap of tomestones of mythology that can be earned by 300 for each combat class that reaches level 50, BUT make the number of tomestones that can be spent on gear for a specific class limited to 300 per week (Obviously this would need to 'add up' over time so you could actually buy things). That way people can farm their stones on whatever job they want, they aren't punished for using the armory system vs leveling alts, and their individual classes can progress apace. Heck, you could even give them a separate coil lockout per job.
Of course the reason that SE won't do this should be patently obvious to everyone. They charge us extra for multiple characters, they have to give SOME incentive for actually making more than one.
It's not the same concept, the system isn't like that currently. Being forced to farm tomes on the job you need them for would be a step backwards from what we currently have. The long DF queue for DPS makes it valid to go and farm for tomes on other jobs. This applies especially to people who don't have strong FC's or aren't geared enough for, or have no desire to join shout groups.Quote:
I know you're talking about tomes but the concept is still the same as earning exp for a class. You want exp for a class, you get on that class and you go kill things. You want tomes for a job, you get on that job and you go kill things.
I'm not trying to, you missed the point that flexibility would be taken away from people who never wanted the change in the first place.Quote:
You can add as many exclamation points and capitalize as many words as you want, but you can never make the concept of "playing the job you want to gear" sound hardcore and unreasonable
Whatever I think you people need a reality check - do you want the option to truly progress all your classes? We're talking the highest gear tier available (iL90). If you really want to progress all your classes to the highest possible pinnacle as it is currently it's physically impossible to do - and it will continue to be impossible if they stay with this model of gear progression.
Content needs to be diversified and gear needs to be side-grade if Square keeps the artificial gating in place.
First off, your math is off on the myth tombstone count.
It takes 3135 to gear up one job with all five armor pieces of relic, or 25080 for relic armor for all jobs, plus 9750 for all accessories (which can be used by multiple jobs).
Add in the 7200 for +1ing all relic weapons (900 x 8), and that comes to a grand total of 42030 tombstones.
At the current cap of 300 per week, it'll take about 141 weeks, or about 2 and a half years to get all myth tombstone items.
Not quite the 4.3 years you were quoting up there.
You're also not taking into account the crafted armor, while it's ilevel70, it can be brought up to ilevel90 standards quite easily using materia (depending on luck, of course).
Reality check shows you'd have to be drunk to believe the myth cap won't be raised if not eliminated completely by that point and AF+1 will simply become the new AF (if not less) and people will likely be obsessing over AF3 or something.
Producer and director Yoshi-P here.
Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.
Progression in FFXIVAs you'd expect, there are many more factors to consider when designing an MMORPG like FFXIV, compared to a stand-alone console game. These factors heavily influence combat design and balance.Expectations for Progression Until Patch 2.1
Each encounter in FFXIV: ARR is crafted with a particular difficulty in mind. As players grow stronger by increasing their level, they will be able to complete early encounters. However, upon reaching level 50, players who wish to become even more powerful and tackle the hardest challenges must instead obtain better gear, thus increasing their item level. The time required to do so is dictated either by drop rates, or by the rate at which tomestones can be acquired, depending on the gear being sought.
Progression can therefore be described as follows:
Our ultimate goal is to give players the freedom to advance at their own pace. Having said that, the current design has room for improvement, which is why we will be implementing changes with patch 2.1.
- Players reach level 50 while clearing the main scenario.
- Upon reaching level 50, players begin acquiring gear to raise their item level.
- Players take on encounters appropriate for their item level, acquiring new gear.
- Upon acquiring new gear, players raise their item level, allowing them to challenge more difficult encounters.
From the initial release of FFXIV: ARR, we predicted it would take roughly a month and a half for the most dedicated players to reach the Binding of Coil of Bahamut, and roughly two months for the general player population. Furthermore, we wanted players to acquire gear using Allagan tomestones of mythology in tandem with clearing the Binding Coil. This served as the basis for determining the rate at which tomestones can be earned, which is currently limited to 300 tomestones of mythology per week. With the release of patch 2.1, this limit will be increased to about 450 tomestones per week, for reasons which will be explained at the end.The Two Paths for Player ProgressionOne unique quality of MMORPGs is that, depending on how much time they have to play, a disparity between players can easily emerge. For example, let's say player A plays two hours per day, and player B plays five hours per day. After a week, there's a difference of 21 hours, after five weeks a difference of 105 hours, and after ten weeks a difference of 210 hours. MMORPGs are designed to be played over a long period of time, and as such, this gap between players will only increase as time goes on. This inevitably leads to several problems:Providing Additional Paths for Player Progression
In an attempt to combat these trends, and also to encourage users to continue playing, most developers of the first generation of MMORPGs decided that items should only drop a fraction of the time. Because the chance of obtaining items was so low, it took a relatively long amount of time to obtain gear, meaning users would play longer.
- It becomes difficult for new players to join.
- Casual players are likely to lose motivation to play.
- The community is likely to become fragmented.
However, when considering the lifestyle of users in today's market, the freedom to play at a more leisurely pace is essential. With no option but to continue running through instances, with no guarantee that the desired can be obtained, users are more likely to become stressed and stop playing all together.
These concerns led to the birth of the token system, which we have adopted for FFXIV: ARR. The merit of this system is that, although there is a limit on tomestone acquisition, users are guaranteed to obtain desired items after obtaining a set number of tokens.
Because every duty in ARR offers a set number of tomestones, players can easily determine how many instances they need to clear and how much time it will take. They can then play at their own pace to acquire the gear they desire. Furthermore, the more difficult encounters also incorporate a more traditional system of drop rewards. This offers players two options:
Although these methods are different, each allows for the acquisition of level 90 gear.
- Play through the Binding Coil of Bahamut and obtain gear from drops.
- Collect Allagan tomestones of mythology to exchange for gear.
In short, players who have ample time to play are free to collect tomestones, or challenge the Binding Coil, and those who have less time can still acquire tomestones at their leisure. Despite the difference in time available to players, the game is designed so that everyone can potentially obtain item level 90 gear.
However, please bear in mind that high-item-level gear alone may not enough to overcome some challenges. Because of the armory system’s design, end game encounters have been balanced for players who have not only leveled one job to 50, but who have also obtained abilities from other classes. That being said, we have no plans to make multiple jobs a requirement.There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.Raising the Tomestone Cap in 2.1
To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.
Here is an example of how the upcoming update will appeal to more players:Beast Tribe QuestsAs you can see, this upcoming update will add more options for adventuring alone or in a group; the means to challenge other players in PvP; more incentive to craft, gather, and collect items; and new chapters in the game's ongoing story.- Learn about the beast tribes in daily quests and acquire tomestones.Treasure Hunts- Search for buried treasure with up to four players and obtain crafting material, consumable items, and tomestones.Duty Roulette- Join a duty at random and receive bonus tomestones and experience points.Housing- Build and furnish a home with the aid of Eorzea's crafters and gatherers, or use your own skills to do the same.Wolves' Den- Test your combat skills against your fellow players, earning fame and fortune.Crystal Tower- Challenge an ancient tower with 23 of your strongest allies and face the dangers within.Pharos Sirius- Explore an abandoned lighthouse to obtain new gear and tomestones.Two Hard Mode Dungeons- Face greater dangers to obtain new gear and tomestones.Aesthetician- Keep your characters fresh by changing their appearance.Extreme Primal Battles and Good King Moggle Mog- Confront a mysterious new enemy and three familiar foes to obtain new gear and tomestones.New Main Scenario Quests- Work together with the Scions of the Seventh Dawn for the sake of Eorzea.New Side Quests- Take part in additional side stories to learn more about the peoples and cultures of Eorzea.
Patch 2.2 will introduce the next section of the Binding Coil of Bahamut, and we highly encourage players seeking a challenge to prepare for the new dangers ahead. To those of you have obtained all available gear in the Binding Coil, we hope you'll give the Wolves' Den a try and see how you fare against your fellow dungeon runners.As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.
A. Players who dislike the limit:-> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”B. Players who feel obligated to hit the cap-> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.”If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.
I realize patch 2.1 was originally scheduled to be released in November, but due to problems with server congestion, and the need for server and system improvements, we were forced to delay the release one month. However, I assure you that the wait will be worth it, as the upcoming patch will not only include plenty of new content, but also improvements to the user interface and additional system updates.
There have been several posts asking why we have not split patch 2.1 into several smaller updates, the answer to which can be found in a recent post here on the forum.
We're working to have everything ready in a timely fashion, and we greatly appreciate your continued patience.
I get the reasoning behind not increasing the weekly cap before 2.1.
Overall I'm really stoked for 2.1 and looking forward to both, the Live Letter on Friday and the actual release of 2.1.
Very nice yoshida ^^
After 2.1, no further updates will be needed as ARR will be perfect.
Thank you for making these posts. It's very gratifying for me as a player that you take the time to communicate the thought process and intent behind design decisions to us. At least for me, when they are explained like this it makes me more inclined to accept things I dislike about the game as necessary or beneficial instead of growing more frustrated with them.
Is it just me or Mr Yoshida completely missing the point? I would not go into to why the myth stone risk and reward ratio is beyond silly as it is.
Raising the cap does nothing to please either player A or player B, progression with new toy is cool and all but shouldn't it lead to something harder and open up for more fun stuff rather than just making the thing you just beat easier?
The point is fun, challenge, frustration and reward in that order, progression is a side effect.
Thank you for such a detailed response Yoshi-p! I really appreciate it
Devil's Advocate:
If you can get the best gear with just myth. tomes, then what would motivate me to keep wiping in the new dungeons, after I have cleared it like once? Why should I keep playing those dungeons if there is no reward left over?
Increasing the Mythology cap isn't really a solution to me. It doesn't stop the fact that until 2.2 people who have completed Coil have literally no progression content. Challenges? Sure, but it's one and done. Why waste my time in Crystal Tower when I DON'T NEED THE GEAR TO DO COIL?
It makes no sense to me SE. Also, this Mythology system never satisfied the issue people had in 1.0. It's still all about the luck of the draw when it comes to loot, because b.i.s. pieces come in chests with a significant amount of items once a week.
I understand the desire to help boost casual motivation but at the same time you're killing end game for me significantly. I do appreciate increased methods for Mythology though.
Woot 450 cap nice! Best news I've seen in a while.
wow, these proposed changes are reinvigorating my interest in this game! as someone that likes dungeons, but doesn't want to grind them non-stop just to keep up, this is great news. i'm really looking forward to the beast tribe quests and treasure hunts. i'm glad to hear Yoshida understands the importance of keeping crafting and gathering included in the overall progression of the game. i love the fact that individual characters can be so versatile in this game, but was beginning to get concerned that all the time i spent leveling my crafter/gatherers was going to be wasted in the end. this gives me some hope. thanks Yoshida for keeping us updated with your plans and, importantly, letting us know the thought processes behind your actions.
Thank you Yoshida-san, for this well written, informative and helpful post. I'm really looking forward to patch 2.1, even more so now.
Not to be a Negative Nancy but unless the new ways of getting Mythology are on par with running WP (a.k.a takes 20 minutes) the new methods are really not going to do much to alleviate the monotony of having to run the same dungeon over and over again to hurry up and get the gear grind done for the week and if anything make it worse since the cap will be increased.
i hope you will give us more info in the live letter , and not some useless videos/screenshots like "look it's so cool, we are so exciting" not us !
our feedbacks take months to take effect, the less concreate info you gave us, the more will pause until 2.1
and still nothing about armory for crafter and gatherer
I really hope you guys realize that if you dont make crystal tower harder and drop better loot, people will have no way to progress their heros in terms of items and will have to wait another 3 months (if on time) to get back into raiding.
Granted, there will be other thing to do, but so far its only for more myth stones or crafting stuff, both things that people who go into coil dont really need.
Rather make crystal tower harder so that people have to spend more time there. casuals will even have easier time in coil with the myth cap raised.