Interested to see what the new side quests/ story line quests are. Wonder if they would be able to work it so that if you're 50, you would get tomestones similar to what wow does with quests when you're at max exp.
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Interested to see what the new side quests/ story line quests are. Wonder if they would be able to work it so that if you're 50, you would get tomestones similar to what wow does with quests when you're at max exp.
i disagree, having options is the key here. those interested in progressing the fastest are going to find which content allows this and repeat until they achieve their goal. this further exacerbated when the only the means of progressing is by running dungeons. in this scenario, one might as well pick the best dungeon (most tombstones for least time) and rinse and repeat until you hit your limit.
what's important here is that we have options outside of the same types of content, i.e. dungeons. for those getting burnt out on dungeon grinding, this will (hopefully) offer another avenue to accrue tombstones, even if at a slower pace.
It all depends on how much they reward for going through the roulette. This is one thing that did concern me also is that if the reward for going through roulette is not great enough, people will just go to the best dungeon to speed run and accomplish it quickly.
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I love the post Yoshida, but I have a major concern over how certain parts of gear progression is done. You say that crafting pieces at ilvl90 would not influence people to run raids yet however you have a system of obtaining ilvl90 gear without having to even enter Binding Coils. I feel like you contradicted your statement here. I agree there should be gear to give a nice edge when approaching the raid, but I always believe that the raid itself should always have the best gear, no exceptions, or there is no reason to go in at all in terms of wanting to progress in gear (I speak on a technical basis, not on a personal one).
If it was me, I would of set it up where ilvl70 gear is good enough to attempt earlier stages of Coils, and have had CT be the place to get ilvl80 gear to give an edge in trying to get to later stages of Coils. Honestly I think just buying the best gear should be taken out of the equation. I hope the actual AF2 drops in later stages of Coils, because while I love my AF+1 equipment, it just doesn't have that rewarding factor compared to when I get an Allagan piece.
In short, I just think the feeling of being rewarded is a bit unbalanced in this game. Currently I only find reward in accomplishing content, and not from my gear at all.
Honestly I feel very similar. Tokens "Mythology" should have been reserved for something like ilvl 70-80 gear while Allagan tokens should have been used for Coil (and only dropped from Coil). I really hold no sentiment in my gear like I did in Darklight or relics from 1.0. Now they've become items that I use to do content, and that's it.
As others have mentioned, aside from the initial challenge of trying to kill a boss, why would anyone run coils if you're guaranteed the exact same gear from running AK/WP over and over.
I know casual gamers are where the money is, but please don't forget us old-school MMO-ers that enjoy progression!
This is good; The more options players have to be able to obtain mythologies/philosophies will decrease new player's expectations to rush through high level main storyline dungeons without being able to learn the dungeon, or enjoy the storyline cutscenes without new players being rushed for the sake of "efficiency farming".
less grind.
depending on how much youget for one run. 1 coil clear gives you 200 already.
vanity
running a dungeon for a feature that comes 3 months later doesnt make it a very good idea.
helping
why would for example my FC need help in crystal tower, when we progress at turn 5?
in my point of view, crystal tower seems useless. Coil can be beaten by using darklight. coil gives way better items (atleast thats what im reading about crystal tower) so why go to the dungeon that gives worse items?
Equipping other jobs can also be done in coil. So what reason is there to go CT besides for vanity items and maybe 1 time for the story behind it?
SE is giving you options, it's your choice to make use of them, or just go with whatever makes you be done 5min faster than doing it through something else.
I personally know that I like being done with Myth for the week which basically takes one Coil run and 4 WPs...but if I can do other stuff to get there I'm happy to do it just for the sake of changing things up.
And idc about the whole "endgame progression" thing in 2.1 Sure CT will have inferior itemlvl gear compared to Coil...but it was supposed to be in the game at release and just didn't make it. It's not like this is gonna ruin everything. Come 2.2 the endgame progression will be as people are used to in MMORPGs. You get harder/more rewarding content with each patch. It's just one patch right now...so get over it.
PS: I personally am gonna use CT and most of the peolpe in my FC to gear up secondary classes. Since Coil loot is limited to 8 drops a week you barely get any pieces for "non main classes" unless they drop over and over again, which then will make CT gear desirable for those in the group that had no drop luck so far.
I dont think so.
Swtor and GW2 both failed in the part that they didnt have any hard endgame for months and months on.
People think Casuals matter more, but its atleast 50/50. you have to realize that there is no reason for a "hardcore" to complain when something might be hard.
Sorry mister Yoshida, but you're doing all the casuals a huge disservice here. Most of us don't care only about gear - We want to play the dungeons.
Don't handle us the level 90 gear while you leave the most important dungeon in the game to the few who can commit to schedules.
And I keep loving this game even more!
I have not played since before I payed for another month, I don't like the direction that has been taken with ARR considering what I think it could have been. HOWEVER I have to give it to Yoshida, I think he does a great job at explaining his reasoning and although I might not agree with everything I appreciate that. I really think SE has done a great job with ARR even though like I said the game is not for me.
Not sure how you're 'defeating' the system when they give us a subscription option to have 8 character slots per server... If you really want to start over and go through the whole story again just to get another 300 myth tomes a week, have at it.
Sure, you can ride the fate train to 50 without touching the story, but on a new character, you don't get teleport (I don't think you even start off with Return), GC's (and therefore the ability to ride a mount, including 'unlocked' ones your character might start off with due to legacy or CE), retainers, airship, etc, until you play at least part way through the story. Pretty sure that throws out any of the primal fates as well, not sure if it would stop you from jumping into WP/AK so you can work on darklight though.
While the explication of Yoshi-P are nice and answer a number of things, they do nothing regarding two major problems affecting a huge number of players:
1) With current cap limits, you can't gear several jobs at once. While i get the motivation for the caps for a given job/role (prevent powerleveling to the extreme), it is still extremely detrimental to the game that one can not gear several job at once. The whole armory system is supposed to allow you to switch from one job to another in different dungeons/raids if oyu desire/it is needed for your comp. Here, you can NOT, at least in coil, as you have all but your main job locked at 70 (or all of them are gimped compared to the people you play with and focus on a single job). Why have a armory system in the first place ?
2) People that have cleared BC will have to wait 4 more months before getting a new challenge. The part about "go check pvp" is borderline insulting -- i could not care less about pvp, and i'm pretty sure a number of endgame raider feel the same. When i want pvp i go play starcraft, lol, dota, or a fps. I play mmo for the pve. Even though i don't have cleared coil yet, i feel the fact that we won't have anything harder to look forward to for 4 months distressing -- can't imagine what it's like for top FC of each server. And before you say that casual matters more, i beg you to reconsider. Casual and hardcore always have had a symbiosic relationship in online games. Most of the time one does not exist without the other, and if all the players that have cleared coil or are about to before 2.1 were to leave the game at once, i am pretty sure the net impact would be way beyond just these players.
Basically the "please look forward to pvp" line was a confirmation that no challenge is coming in 2.1, which is a recipe for disaster. Also, you don't have to clear coil to have >80 average ilvl by 2.1 (i mean if you clear turn 1 and 2 everyweek with your fc it is plenty enough), so you can expect to faceroll all new content the first week (because honestly, even for titan that gather so many complaints, once you get way overgeared you can steamroll him even if half your team are monkeys).
Bad idea. I use my warrior to grind tomes for my monk for the faster queue times and shorter pickup from shouts. It takes forever to find groups as a dps sometimes since there's too damn many. If you class lock tomes then it'll take more than double the time to gear up dps. I've waited for 3 hours in queue in the df before, it's not fun
A weekly reset on the tomestone cap only partially addresses this. More casual players (or dedicated players under extenuating circumstances) will arrive at the endgame and will forever be behind players who reached endgame earlier. While the progress of dedicated players is limited, the stratification/gap between dedicated players and casual players will always be present.
Players should each have a capped allotment of mythology tomestomes assigned to them that grows every week by 300/450 starting from the first week of release.
With this system, a player that reaches level 50 for the first time tomorrow has the chance to gather the thousands of mythology tomestones that their friends or peers have already obtained over the course of the last few months.
Dedicated players aren't really harmed by this system; they were still the first to enjoy the benefits of accessing higher level content such as the Binding Coil and obtain gear earlier. And, if anything, having casual players be able to reach dedicated players' level of achievement means there are more opportunities to make friends and meet new players.
This is dangerous to fostering a healthy endgame community.
As it stands, it is quite difficult to ask dedicated players who have nearly completed a set of item level 90 equipment for a job to party up with an equally eager player who, due to the weekly cap, can only obtain, at best, one item level 90 weapon when they've reached level 50. By keeping dedicated players permanently ahead and casual players behind, there is little opportunity of mixing the two groups and generating new friendships. Even the most eager casual player must wait months to reach the level of achievement of a dedicated player - and by that point, they will once again be months ahead.
This system also disincentivizes and punishes casual players for playing through mythology tomestone-granting dungeons repeatedly. While dedicated players have dozens, if not hundreds, of completions through these dungeons and encounters along their course of obtaining mythology tomestones every week, casual players will, often, only be rewarded lesser tomestones of philosophy for completing this content. They are discouraged from reaching the same level of mastery and understanding as dedicated players. This translates to an ever-widening gap in skill and experience in endgame content.
An accumulating personal allotment is simply an extension of the ideals and tenets of the rested EXP system and the levequest allotment system. Players who have less time for the game should be encouraged and supported in their efforts to catch up, even at the highest level of endgame.
You don't have to use mythology tokens to gear other jobs. Having the best gear for every job end game is unbalanced and ill-thought and has more negative aspects than any positive. Using Darklight and crafted gear is more than capable of at least taking down Turn 1-4, which you can farm for other gear on if that is how your FC rolls. Just because the armory system gives the option of letting you play multiple class/job's doesn't mean the developers had the intent of having you play each one. Yoshida has been quite vocal on encouraging you to focus on a main job and using the armory system to further improve on it. You really only look at what is on the outside of the box with the armory system. The current system is fine.
Class lock for myth caps would suck for that reason alone. I leveled up PLD to do my weekly runs cause I got tired of waiting 45mins+ on my MNK ( and I've tried all different hours/days and still wait forever). Going as a tank I get like 1 sec DF times. So I'm against Changing Tomes to Jobs, We are getting a 150 cap increase in 2.1 so that's fine with me.
Think you missed the point. It doesn't persuade you to not explore other jobs and gear them, but as you can see how it is set up, they do ultimately want you excel in a particular field. What is great about the armory system is you can switch around decide to start making a focus on another job. Like if I am DRG and decided I don't want to gear up a DPS anymore and rather focus on a tanking job instead, I have the option to do so. Sure I may set myself back a bit, but it is better than having to level a whole new alt all together.
I leveled a tank, a healer and a melee dps. Im going to work on archer as a ranged dps and black mage as a magic dps. When I feel like I need to have hectic gameplay I play tank. When I want a more relaxed experience I play healer. And when I feel derp I play melee dps. I'm gearing them all (not going to coil yet) and don't think I'm setting myself back. Besides from what I hear for turns 1-4 all you need is DL and your relic. Come 2.1 and I will get to put more myth gear on my jobs!
This is all a freacking joke. Go do turn 4 with all player in full 70 (no relic +1, no allagan, no mytho gear). Would be hilarious to see how you do it. Answer: you don't, because it is a gear check.
Also, the hell i am not supposed to be able to play all my jobs equally ? Especially when contents get stale (let's face it: it is currently), having the ability to progress on alts is just the perfect thing to allow people not to get bored.
Why would you do Crystal Tower when it drops inferior gear?
Why would you run Beastmen dailies for Tomes when 8m WP runs are more efficient?
Why would you do Coil when 8m WP runs gives the same ilvl gear?
Why do I sit in front of my computer arguing this with so-called "hardcore" people like you guys?
....FOR FUN, PEOPLE. JESUS CHRIST.
I love how you get direct feed back from the producer himself ^_^ usually that doesn't happen. as for the new additions in the new patch i love all of them.
and i usually get too excited and feel pretty happy about something then when its here i realize that i miss understood and it wasn't what i thought and tears start to go dowwn ;_; so.... please tell me i understood this part right!!
so so you saying that i get to furnish my own house now!? like decorate it and choose the chairs the bed the curtains and everything!? and maybe maybe i can invite my friends in to see it?! please please tell me i got this right >.<
i love decorating!
We beat Turn 4 just fine with players who just have Darklight and base relic.
Technically you can gear all jobs equally. Rather you find it a viable route or not is up to you.
Not necessarily, gear and skill is on a 1:1 ratio. On Turn 1-4 at least, it was built to be able to be taken down with ilvl70-80 gear.
The simple question remain.
What do patch 2.1 accualy give in progress for ppl who capped out in i lvl 90 gear?
As I see it give.... nothing.
The devs give a wery nice answer about different path of progress, but fact is. The game have no progress after your reached i lvl 90 gear, the new patch 24 man raid is accualy usless for the i lvl 90 capped players as there is no reaon at al to play it as it give inferior gear. Neather is the new ways to give mytho T,s as if you already capped in gear they have no value.
What is needed is not new ways to gain i lvl 90 gear or even worse, its ways to accualy progress and get higher lvl gear.
Why in the world do they intruduce a lesser raid and lesser drops several months after release?
I guess we will see all raids in 2.2 with i lvl 70 drops only...
God please spare us with your stupidity. CT was supposed to be in the game at release, it didn't make it cause it wasn't tuned right, so they pushed it back to 2.1. 2.2 gives further Coil Turns with higher difficulty and every patch after will be further progression with higher gear...get your facts straight and get over it.
If you don't care about more than one class to gear up, good for you...there are dozens of people who actually like playing different classes and would like to get gear for all of them and CT will speed things up.
Also Extreme Primals will give gear, but nobody knows what itemlvl. Could be 80, could be 90. Spare us your "joined August 2013" opinion when you don't even care enough to follow the information available scrub.
I'm player C: I don't mind the cap but get frustrated being able to do endgame (the ONLY endgame we have is Coil once a week) only on one job and then sit for the rest of the week waiting for next -chance- to get my character stronger. Player C wants either Mythology caps PER JOB or be able to play Coil at least once a week PER JOB.
With your split of us into A and B you either missed the point of Armoury system being useless or ignored the problem.
At this point players would fare better without Armoury system at all and instead leveling each job separately on alt characters and earning Mythology points and Coil drops on each character/job we like to play. But you'd have to scrap us having to re-do the 241 main story quests, because having to do it more than once is brain-dead dumb.
So, what do you have in store for me, a player that wants to play end game on more than one job, due to having fun playing different jobs or group needing that BRD/BLM/whatever for battle mechanics?
This is true, if you have all ilvl 90 gear, 2.1 doesn't bring much (besides pvp and non-combat things).
However... I just need to ask you this... because wow:
On 9 existing jobs in the game, you've capped all out at ilvl 90? All 9 of them? all 11-12 slots of equipment? Either coil has been completely generous and broken ( like triple+++ drops per chest), you've managed to get over cap myth stones every week, or you are dreaming of a very different existence in the game.
I think you're worrying about something that doesn't even come to be in the near future, even with a cap increase.
Oh, so i only have to wait 3 month till i can do what i love in mmos, and that is progress raiding? sounds great! here take my money!
your arguments are such total bullcrap, i cant even start.
all they have to do is make crystal tower harder and more rewarding than coil, and EVERYONE is happy. casual players get more options with treasure hunting, dailys and myth cap raise, so they get a kinda "nerfed" coil and can do crystal tower after that
Hardcores who ofc are ahead, have a new progress raid to look forward.
yet you argue as if its the best if one part of the playerbase who is the vocal minority in forums gets left behind.
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Lovely history lesson mate. Dont say alot thu but pour some sarcasm and hotshoot besserwisser "im FF fanboy" over into the bowl.
So it missed the bus and came late. Sure I get that, but as it come late what is the point of it if ppl already capped out in higher gear? Why not increase the difficulty and i lvl of drops?
Answer this history boy, if I can get i lvl 90 drops from coil... why do a ilvl 80 instance? Or, if somone capped out in ilvl 90 gear, myth or drops... why would they be happy for the new raid? This is just as stupid as Titan who you do to get relic wep.... drop wep... :)
The mythology system is just bad. The majority of BiS gear shouldn't be coming from a token vendor that anyone can run an iLvl50 dungeon to get. At the very least a chain of quests to get parts of the i90 should be in place. Make the achievement of these gears have some meaning. Right now I have a handful of friends who log in just to collect their mythology and coil run. (Myth from WP what a joke.) Myth shouldn't even be rewarded in AK.
New players that join in at any-point are going to be behind. The Current Myth system is similar to the Fatigue system we had in 1.0. It's a limit on how much we can do in game. New players come in and wont be able to grind mythology to their hearts content.
- How does removing a restriction make casuals lose motivation. If not I could see more casuals playing longer.
- Lots of the community already feels fragmented. The current game has locked everything into small isntance groups. 4-8 players are enjoying content while there are FC and LS out there with hundreds of players. Many of these players are getting sidelined because they don't have the room to fit them into current dungeon designs. There are no current world encounters outside of FATE. What happened to a lot of features such as NM's from 1.0. 1.0 wasn't a great game, but it still had some features in it that kept players around.
Yoshida, your argument for casuals falling behind is a weak one. Casuals will get to content at their own pace. If casuals are investing a few hours of week to play then they will reap what they sow.
Reward for challenging content Yoshida; not for the time-sinks.
his only answer will be "b-b-but more options ! b-b-b-ut gear for alts!"
gear for alts is already possible in coil.
more options are already in 2,1 in form of myth cap raise, dailys and treasure hunt.
crystal tower needs increase in difficulty of the game goes down the same path as SwTor who also didnt commit to endgame content.
I'll answer this:
It takes (currently) four and a half months roughly to completely buy (with myth) ilvl 90 gear for 1 job and roughly 3 months after the increase. (taking coil out of the equation here) You are looking at three years and three months (@300) and and two years and three months (@450) give or take a few weeks on both amounts.
Let that sink in: three to two years. Even given coil drops, the RNG on what drops, the 7 other people who need gear from there.. You're still looking at a very long time from now for all the jobs.
So why do ilvl 80 gear? To fill that massive gap in gear between darklight and Allagan/AF+1. You may be gearing let's say dragoon in coil/myths, but you could be gearing Whm in CT. Or any other combination of jobs.
If however, you are only ever going to gear/level 1 job. Well... this puts a person in their own special predicament and frankly, robs them of experiencing a lot the game has to offer.
Another person who doesn't care enough to read the information available...joined October 2013...just saying.
If your gear shown on Lodestone and on XIVArmory is any indicator of your "hardcore" progress...not considering that you don't even have half of your subclass abilities unlocked on either of your TWO Lvl 50 Jobs...I wonder what makes you claim you are a "hardcore" raider and have to wait for 3 months to actually get something new to progress when obviously you haven't even slightly progressed through current content. Troll? You are obviosuly so hardcore, you don't even have to enter Coil or get any decent gear to claim you have nothing to do in CT once it hits the game...when you are one of the few ones who can actually use every single piece of gear that drops in there...
PS: I am actually almost done with itemlvl90 Gear...I consider myself hardcore...did and been doing most of the current content since 4 days after release by now and I'm not complaining...so what is your problem, or did you just forget your medication?