You might just want to get rid of the "Counter-Arguments" altogether. But in case you don't:
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Originally Posted by
Rinsui
Arguments for a FFXI-style cap:
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- If you uncap low level dungeons, high level players will simply rush through it; which basically means that you are wasting the lasting potential of a dungeon (which could be challenging forever with caps).
Counter-argument: This dungeon will not be interesting forever. High level players are already unlikely to focus on the low level dungeon, since there will be a challenging r50 dungeon with rank appropriate rewards.
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- With capped content, low level equipment remains valuable. Crafters are happy because there's a steady demand for low level gear, and even low level NM drops will retain their epicness forever.
Counter-argument 1: People already complain about lacking inventory space. Forcing them to keep low level gear to run low level dungeons will make those problems worse.
Counter-argument 2: Low level drops will not retain their epicness forever. As players level up, they'll want new and better gear. Forcing them to retain old gear that they've leveled past does not make the old gear better or more exciting. It just makes the old gear necessary.
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- When there are no caps, using high level characters in a low level dungeon will become the norm. Ironically, it will become hardest to enter a dungeon when you are at the appropriate level, because no[ ]one will want to risk failure - especially once most players have a high level job. Counterargument: This will not happen. There will always be high level players willing to help out.
Counter-argument 2: This will not happen. Given the number of people who say they would prefer to run the dungeons on low level jobs for the challenge, and the influx of new players that we hope will happen in the future, there should be players available to run the dungeons on low leveled characters.
Counter-argument 3: If there are no low level characters in the game, then the game has bigger problems. If that's true, there will be little interest in a low level dungeon, and the devs should gear their content toward high level characters.
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- Capping allows for items valuable even at high levels (e.g., some sort of currency) to be included even in low level dungeons, because the risk/reward equation remains balanced.
Counter-argument: This does not exist in the game currently, and would take time to develop. That time would be better spent creating more content, which can award the theoretical "higher level rewards."
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- Adding a scaling cap allows the r30 dungeon to become a new, simple, rewarding and fun alternative way to get sp with your friends, even though they are lower or higher in ranks than you. Counter argument: None so far
I'd agree with this. But the counter argument is still that it takes time to develop.
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Arguments against a FFXI-style cap:
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- People should be free to decide on the degree of challenge of a dungeon. Counterargument: This should logically include the LV 50 dungeons then. Will players be happy with LV 50 dungeons that can be done in easy-mode?
First, it would not logically include level 50 dungeons. Because level 50 is the cap. You can't run a level 50 dungeon on a job that you have over the rank of 50.
Second, yes, I'm sure many people would like to be able to do the level 50 dungeons on easy mode. If people find an easier way beat the level 50 dungeon, I'm sure they'll use it. That has no bearing on whether we should be able to take our r50 jobs into the lower level dungeon.
If we're making a slippery slope argument, be aware that the slope slides both ways. If players find an effective way to get through the r30 dungeon, they shouldn't be able to use it? If people figure out that Thm, Conj, Arc, Glad is the best party set up, should we ban that set up? If the end boss is weak to earth spells, should we make it so that no one can cast earth-based spells? Just because something is harder doesn't make it better.
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- Once most players reach higher levels, there will be no one left to do the low level dungeons with. So it should be possible to solo those dungeons with a high level job (see the CoP areas in FFXIV).
Under the current system, it will not be possible to solo any of the dungeons. You have to have 4 members to get into the r30 dungeon.
I should point out that I'm (generally) against the party member requirement. (I'm surprised no one has started a thread on this yet.) If I have 3 r30s, why can't we try to take on the dungeon with 3? If I have 5 r30s, I'd prefer that we not be forced to leave someone out. If I want to solo it with my r50, I'd like to be able to try it.
It's possible that the dungeons are structured in such a way -- with puzzles or whatever -- that require at least 4 players to complete. And if so, that's fine. But as a general rule, I'm in favor of giving players more options.
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Counterargument 2: Caps will ensure low-level dungeons remain interesting even for high-level players. So the contra-argument is flawed.[/I]
No. Interesting content will ensure the low-level dungeons remain interesting. Requiring them to be challenging will ensure that they remain challenging for high level players. Challenging =/= interesting.
(As a side point, please take out "So the contra-argument is flawed." If you're trying to fairly recap the arguments, then you shouldn't judge the arguments. Plus, anyone who says stuff like "so I win" in arguments almost always loses.)
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- If you want challenge, simply enter with appropriately low levels. Counterargument 1: As soon as some sort of reward (loot, points, etc.) is involved, that reasoning ignores both human nature and the nature of a competitive MMO environment. Example: guildleves. Everybody is complaining that they are too easy and a mindless Zerg. But nobody increases the challenge anyway, because that would decrease efficiency (SP).
First, some people increase the challenge. For example, me. Also, people who try to solo the NMs.
Second, if human nature was really in favor of the easiest way to complete things, then no one would be arguing in favor of level caps.
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Counterargument 2: Not capping the dungeon would force high level players to level another job just to be able to experience the challenge.[/I]
They'd be forced to level it to 25. That's not exactly an overpowering requirement.
The real problem is that some people will want a challenge, but they've got all DoW to 50 already. They can't get a challenge unless a) they can run the dungeon with fewer than 4 people, or b) they start a new character. I think that's a more compelling argument.
Another problem is that they'll be forced to run them on jobs that aren't their preferred jobs. I think that's more compelling, too.
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- With capped content, you'd be [forced] to store low level equipment for each job you intend to enter the dungeon with. Given the limited storage space we have, that's a definite no-go. Counterargument: In FFXIV, most equipment scales down to your level - so there's no absolute need to keep low level equipment.
(I changed the argument from "allowed" to "forced" because it's more accurate.)
Low level weapons do not scale. If you use a r50 weapon on a r30 job, you're worse off than if you were using a r30 weapon. And if you use r50 armor or weapon on a r30 job, it will degrade significantly faster than if you were using r30 gear. So under the system currently in the game, players will need to keep 2 sets of gear and armor.
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- I want to be able to help out my low level buddies with my high level character. Counterargument: You're free to help them out. But using a high level character for it is not "helping out", but cheating them out of a unique experience.
It should be up to them whether they're being "helped" or "cheated."
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- Implementing a cap system would pull development time away from adding more different content. SE should be working on adding more content not making existing content more repeatable. Counter argument: Development time to implement it would be small in light of its benefits, as basically you just have to set a max level entry requirement - there already is a min level one.
I've seen nothing to indicate that "development time would be small in light of its benefits." The devs would have to do much more than just set a max entry level requirement.
Players would also suffer a burden. They'd have to re-do all of their macros. Given that I already have to set up at least 4 sets of macros for every r50 job, having to set up 3 more sets of macros is a headache that I'd rather avoid.
To me, it boils down to two arguments.
1) Whether the devs should spend time developing a level-synch now, or if they should spend their time developing more content. I'd prefer that they spend their time developing content. If there comes a time when we're satisfied with the amount of existing content, I'm fine with them developing some sort of level-synch. But considering that it takes 3+ months to implement 2 dungeons, I'd prefer that they use their time refining the battle system and developing new content.
2) Whether players should be forced to de-level before entering the dungeon, or should be given the option to level-synch. I'm fine with them being given the option to level-synch. But I'd prefer that they not be forced to play the game in one way.