Spawns once every 72 hours.
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Leveling potion should be 40$
Yeah and all the feedback from the playerbase asking for the relic to not be grindy was thrown in a furnace and ignored completely. I have a feeling it IS going to be Light farming 2.0. Maybe I'm wrong, in fact, I hope I'm wrong. But that's what I'm leaning towards.
Leveling Potion should be $800; the rough cost of having played the game since ARR Launch by the time that Stormblood launches.
Hopefully additional raids, trials, better dungeons and, essentially content. Most complaints tend to be a lack of things to do, especially during odd patch cycles. Better they focus on alleviating that instead of adding more aesthetics or side stories not a lot of people do.
I'd take light farming over locking progression behind a once every 3 day spawn that few people will be able to get.
Idk wtf they expect of people that want to invest time over repeating old content by implementing a system like that. So lets say it spawns at 1am every 3 days. What happens to people doing relic that work for a living? Or if it\\'s 72 hours from the kill?That\\'s going to be SO much fun trying to peg down when to log in for a zerg fest like S spawns. Don\\'t get me wrong, I think the current relic is far too easy, but from what I\\'ve read in numerous threads, I don\\'t want anything reminiscent of XI unless there are checks and balances to that type of grind. I\\'d rather spend 4 months on one step grinding lights, than having it locked to a single spawn that people will zerg down.
They game is already being skipped , so whats the differences its now been 4 times where ive been tryin to learn the primals that gave so many others trouble in the past the extreme ones and people leave the duty its so lame. I hope squadrens will be able to do some dungeons with you
Why would anyone like this buy a game + 2 expansions (100 bucks?) and use a skip potion for 60 bucks to skip 2/3 of it, anyway?
If there is such a special snowflake, you won't recognize him in between all those special snowflakes we already have. You're a ninja with almost 900 SS, didn't the MSQ teach you that this a not that good?
I havent read too deep into this forum topic. (Still on page 7 as of this post) But I am looking at that in regards to the leveling potions, which until it is not speculation in what they may or may not do, they may be hidden behind a barrier:
Have 1 JOB @ 60 and have completed that jobs quest line to 60. Have completed the MSQ both in ARR & HW.
This would then give you the opportunity to use this job as a gear/tome farming job for your other job that you use a "leveling potion" on. The other option I see is that it could be possible that they could add another restriction in that you must complete StormBlood MSQ and be @ level 70. Then I would see that being possible. In the aspect of ALTS made on the same account, could have either account wide or specific character, but still meet the pre-req of having 1 job @60 or 70 and completed the MSQ either thru ARR & HW or thru ARR, HW & SB.
If you look at it like this, you make a fresh character, your very first character on an account, you use a "leveling potion" and if it indeeds makes you instant level 60, how in the world are you going to get gear? You'll have no gil, no tomes. Unless and I highly doubt this will happen, but depending on how demanding it is, 2 sets of "leveling potions".
1 potion makes you instant level 60. No gear no nada. Will say this potion is $15. The other potion is $30 and this one makes you instant 60 with your ilv200 af gear, head body hands, legs, feet with say a HQ ilv 200 weapon for your job. In the case of PLD you would get a shield as well. You would still need to farm/grind accessories relic weapons and the like. Again though I highly doubt they will instant level 60 a freshly made character on a new account, that has no other characters on it, without some restrictions. As I said though alts on the same account would be treated differently. Again this is my opinion and neither fact or proven.
I'm really mad about there being no new race. I'm going to get so bored of the ones we have in the next few years.. we really need something new. :(
Best news ever no viera lmao
My thoughts
Hall of the Intermediate can be setup 2 ways to provide functions they've talked aboutStory/Side Quest xp-split
- Story-Skip, walk you (quickly) through many of the important story fights, and CS's to catch you up to content with save states as you progress (generally solo). Reward is Main Story flagged complete through 2.0~2.5 (no XP/gil reward)
- Level-Skip, like PoTD you start at level 1, you progress through your 1-50/60 class/job missions and 50/60 'raid identifier' testing. Final testing is basically 4-man tuned Ex primal/Savage raid with max-iLVL. Final reward is a level-skip potion that will take you 1-60 and grant you completion of all job quests to 60
Inventory limitations
- I would rather have a CS-focused main story, than have to run hither and yon, there and back again, through the looking glass, and then take a voyage on the dawn treader just to get to my next focused Main Story mission.
- I would like to have side-quests which I can use to level my alt's rather than just POTD/Fate/Duty-Finder, even if there's a leveling potion
- I would like to see side-quests have a meaningful impact on the main story ... more NPC appearances in CS's (extra ones added based on completion of side quests), or more NPC helpers in your fights (based on if you helped clear their side quests) which could make the fights easier.
- I welcome more inventory space, with 10 slots for 6+ styles a 5x5 grid is too small.
- I would like a glamour system closer to GW2 where I can "save" old styles or unlock them forever, this would mean more than extra-space in my retainers
- I REALLY REALLY REALLY want a functioning wallet. Everything drops a token that's turned in to someone else differently, and sometimes gets converted at a 3rd NPC before it can be used but only if you bought the right one.
- While I'm all for lore, is there any way we can turn this into a crafting-style menu and treat these tokens like crystals?
- Upgrade (Y/N) > Base Currency (iLVL) > Role (Tank, Healer, DPS) / Accessory (all) > Job (Left side), click to create / confirm selection if you can't equip the item or if Accessory doesn't match your main stats.
While realistically, you aren't wrong, but it's still a critique I have in that there really isn't much to walk away from the Vegas fest with. It was mostly just confirming what we already knew about 4.0.
I'm not saying give away everything, but give us something beyond, "You know how you guys are saying we're probably going to Ala Mhigo, the level cap is increasing, we're getting some more jobs, and that we copywrited the name Stormblood? Yeah, here's some concept art of a new legatus."
It's frustrating! We already knew 90% of what they had to say just from paying attention to what the game's given us. I know turning our speculation into hard facts can be exciting for some, but it's disappointing that there is so little fresh and new info for us to play with.
Why is every other thread about new races and cash shop discord? Because we have little else to discuss right now!
Why is everyone speculating how the potions will work when we already know how they work?
http://forum.square-enix.com/ffxiv/t...umping-Potions
Some people on the thread you link said they will kick people used this potion of nightmare if they find them in their party x) i understand...
No details on the girl on the trailer.
Dancer confirmed
While I'm surprised by their probable decision of removing accuracy and parry (might as well rework SkS and SpS or just remove it, since that only like 2 or 3 jobs really use it for real), I'm definitely not surprised about the jump potion making its entrance, as they probably lock 4.0 once again behind MSQ (despite promising not doing it again) and making the levelling potion the fastest way to reach the actual relevant content without getting tired in the process.
Yes I know this is a FF game, story is important, yadda yadda, but from a business perspective locking new players behind nearly 400 quests (and this is just MSQ mind you: you'll still have to grind FATEs and dungeons to level up by yourself!) JUST to reach the new expansion, the place where everyone will play, it's anything but a good one.
Just my two cents here so feel free to disagree, as I'm someone who skips (because I dislike the story, not because of its presence)
Then maybe the progression time to reach the current expansion content must be fixed rather than a jump potion to be introduced ?Quote:
Yes I know this is a FF game, story is important, yadda yadda, but from a business perspective locking new players behind nearly 400 quests (and this is just MSQ mind you: you'll still have to grind FATEs and dungeons to level up by yourself!) JUST to reach the new expansion, the place where everyone will play, it's anything but a good one.
There's a dif between skill/spell speed and accuracy/Parry. Accuracy is a mandatory stat that you have to achieve a certain treshold in order to be efficient in the most difficult content in the game. it currently serves as this device to be a micro-manage aspect in which players discover the least amount of ACC they need to achieve their current goals then stack the rest with the leftover secondaries. Parry faces a similar issue, it's a % based of a % based aka, it's a % chance to reduced dmg by a certain % amount. However with the way healers are designed the amount a Parry can reduce dmg on a tank is negligible because healing potency is high enough to make that reduction of 200 HP meaningless, meaning that the influence of Parry is just unnoticeable.
Skill/Spell speed however have influence over the player's actions, they have a direct effect on the flow of combat, to be able to cast faster, to be able to attack faster, they aren't percentages that have a chance to go off but rather a constant variable that is always in effect when you use it.
While Critical Hit Rate works under the same idea of Parry in terms of being a % based execution, CHR has the benefit of being an aspect which deals damage to the target meaning that when it procs, it's influence in the overall outcome of the battle is much greater than the benefits of a parry procing.
The Jump potion doesn't bother me. When a similar system was introduced in WoW it didn't cause that many problems for players. More to the point people interested in playing their class correctly will pick the basics up quite quickly and people who aren't won't wether they use the Jump potion or level from scratch.
As for most of the rest, it was rather vague which is intentional. They don't want to get too specific while things are still in development and prone to change and they also don't want to give away info that they plan to release at the other fanfests.
As for the PS3 limitation thing, people have fixated on that far too much. Every time they have discussed things such as inventory limitations and customisation options it has had to do with server issues, not the PS3. People just seem to instantly assume the PS3 is the issue rather than something on SE's end creating limitations. There are things the PS3 would create limitations with but not every issue or limit the game has was because of that.
- A large portion of low level content (both quest related and dungeon related) became irrelevant and stagnant, rarely seeing players queuing up for it even on bustling realms.
- The supply and demand for various low level items took a hit which directly affected the potential profit in gathering/crafting.
- A lot of people did start the game completely new, skip the bulk of content and then have absolutely no idea what it was that they were meant to be doing.
- The already 'all over the place' story became even more mismatched and difficult to follow.
Some people won't be affected by it, sure, but others will - thus the concerns are valid. I'm sure I speak for a lot of people when I say there's a number of reasons as to why I, personally, left WoW. I was once very enthusiastic about that game and yet slowly but surely I saw the decline. It wasn't instant - it was a slow, steady thing that came as a result of various decisions that many enthusiastic and loyal players were firmly against.
(...I also feel like I end up disagreeing with you on a lot of topics. I do enjoy debating with you though!)
Yes and no. Don't get me wrong. I am a WoW refugee too. WoW finally lost me in WoD but I had already lost a lot of faith in Blizz by then. I just don't think this particular issue is relevant to that.
To your points though:
- Most old content is kept relevant already though the use of Roulettes otherwise they would already suffer this issue and only would more so as time went on. Frankly as it was early WoW zones were pretty empty places before the lvl jump came in even after Cata when everything got revamped. It was only when cross realm zoning came in that changed. It is possible SE may be looking at something similar to CRZ in the long run with cross realm parties becoming a thing in 3.5. Either way I don't see this being a fundamental issue. People who really want to do the old content will and any others would just be rushing through it anyway.
- This is again something that SE already deals with somewhat with having older materials be used in newer gear, particularly glamours. Making Eikon Iron Ingots required Iron ore and most people at that level of crafting would much rather just buy some from the MB than run all the way out in Thanalan to mine it themselves. For that matter the value of many of the older items come from their value as glamour items. You don't make a great deal of money making actual battle gear unless it is something other people are buying to turn in for GC Seals or Leves to level their own crafters.
- This is a valid issue and one they really are going to have to address if they go the Jump Potion route. There has to be some form of guidance or it will just be chaos for a newly levelled player. That said, people that want to learn their class will pick it up pretty quickly, particularly if they streamline the classes mechanically as they seem to be planning to do. People who don't will be rubbish anyway.
- This is actually more likely to be an issue for FF14 than WoW which had its story broken the moment they released DKs and made it worse with Cata. Frankly WoW's story is extremely messy and all over the place, more focused on epic moments than prolonged consistency. That said, with the actual length of FF14's story, if there is a good enough summary system introduced then it can make up for that and frankly would probably be useful to other players anyway. You and me both follow the story pretty closely but talk to others who are more casual in there interest in lore and it can be kind of facepalmy the amount of important story details they have forgotten or misremembered.
I am not saying the Jump Potion is without issues and I certainly think they will need to do more than simply dump people at level 60. I am saying though that it doesn't necessarily have to be very negative for the game. It can be but doesn't have to be depending on how they handle it. This is a problem they have to solve and the Jump Potion is probably as close to a permanent solution as one can make (allowing for updates to the summary and tutorial).
(Diverse view always lead to disagreements but can create some of the most interesting discussions though. We don't disagree on everything though. I think we are both hoping to see some more moderate Garlean Garleans we can actually work with over the next two expansions.)
Culling the MSQ comes at a cost. They would need to rewrite and reanimate scenes, then Frankenstein them all back together-- on top of play testing everything to ensure any triggers weren't messed up along the way. All this takes time and money away from Stormblood for content we will never see. A skip simply allows the devs to bypass both substantial cost and time, thus focusing on actual content.
These two were really already issues before the level boost.
Outside of achievements for mounts in Wrath content and beyond there's been little been little encouragement to run old content (and not much at the same level either) in WoW for years now, so queues as damage dealer at least were frequently long. The current expansion is the first time they've actually required dungeons to continue the story.
And speaking of story, the level boost has had no impact on the disjointed nature of the story...that's all on them and their decisions to follow the rule of cool and change even established lore heavily if it lets them doing something they think is neat.
Then maybe stormblood MSQ shouldn't be tied to previous expansions MSQ ? You re seeing artificials problems tied to how the progression in FFXIV is made, but their solutions isn't a jump potion. If at some points developpers feels they must make people pay cash to skip the content of their games, then something is really wrong with that content. If at some point the players would want to skip whole portions of the game for whatever reasons, then something isn't right either.
The fact that the jump potions have been implemented in china (where quality standards are really low) so far, but not in the other regions show SE knows very well something isn't right with that feature.
For me, it's because I didn't see this post so thank you for pointing that out. Since this will most likely be the case it obviously comes with its pro's and cons. The biggest part I am not fond of is the story progression purchase. When you go through the main story you are introduced to a lot of things that, if you take some time and pay attention rather than click click click, you learn some useful tools and tips to help you perform your job. If this skips all that, then we are in for a bad time with users who come in and hit things with their highest level weaponskill because they think that combo potency is the potency..if they even look at it for a while.
Luckily, the people who will level the new jobs to 70 instantly will not be able to do this for the new jobs. Instead they can level it from 30 +, that will help out. Leveling is fast as it is. For me, and it's strictly personal that has nothing to do with the business aspect of it, I am not fond of people being able to skip the story. Not so much because I had to endure it, screw it I enjoyed it. One minute I'm seeing Garuda throw dead bodies around and the next minute I'm rubbing oil on a half naked man in outer limsa. That's the warriors of lights duty right there.
You could say "they can watch them in their room" they can, just doesn't have the same feel or if they even know about it for a while. Wouldn't be bad if there was a button that allowed you to play everything from the moment you set foot in your major city up until you do your last thing.
I more question how the jump potion works in general.
Will it let us pick which job to 60? Will it complete the job quests for it? Will it cover other prerequisites needed outside the MSQ like which Grand Company you choose? Will you still have to level other jobs to get certain abilities? Will you be given gear?
It is almost like you have to fill out a spreadsheet on Mog Station and they have to custom make it for you afterwards or offer the options within character creation. It sounds like a messy ordeal. I do not envy the guy who would have to make it all work.
EDIT: Ohh wait this is a thing someone posted on a previous page here. http://forum.square-enix.com/ffxiv/t...umping-Potions
Those aren't artificial problems. If you cull the MSQ, it will come at a cost to Stormblood's budget. Even allowing access to Stormblood once completing ARR means the writes now have to adapt the story to suit an open-ended conclusion. Frankly, the MSQ is an issue. That's why few modern MMOs gate content the way FFXIV does. You'll inevitably reach a point where the requirement for new players becomes too daunting, and in as competitive an environment as the MMO genre, you cannot afford those new players opting into another game because yours demands they slug through hundreds of quests.
By implementing a skip option, the devs aren't forced to weave the story in a certain direction nor will those of us who enjoy it lose out because they need to keep it a reasonably length.
That's all fun and peachy-keen but SE is a business, they will charge for premiums, and to them, skipping the story and leveling is a premium, not a standard inclusion. Perhaps to those who pay more (Collector Editions) or those who have already spent so long (existing veteran customers), they may reward them for the extra money, and loyalty, respectively.
It's a premium because it is a convenience to those who DO wish to skip the content. If people intend to skip content, they do not subscribe for longer, so thus, SE must make money somehow off those who do not intend to subscribe for longer times, to complete the already expansive MSQ.
Lol, this is a joke, right?
And how is this a convenience ? I don't see how skipping content in a video game you actually bought to play is a convenience.
Maybe it is quite common in bad MMOs where the content is poorly designed, which make players want to avoid said content (but maybe then they ll avoid the game too, so it is a double edged sword).