I gotta agree with all the "why don't you have a life?" posts, seriously is the game your life? Treat it like a game and maybe it won't suck so much unneeded energy from you while you can't even "advance".
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I gotta agree with all the "why don't you have a life?" posts, seriously is the game your life? Treat it like a game and maybe it won't suck so much unneeded energy from you while you can't even "advance".
Bullshit logic..
so why should some1 complain w/o a cap????? He could gear up his alts for examples. AFTER the cap u get no reasons to go into dungeons at all in lategame for that week..
caps were lame in WoW and are still lame in all other MMOs. Let the ppl decide what they wanna do with their free time. If they want to spent it on FF, why not let them?
I dont reach even the cap per week, so I don´t care at the moment. But im sure many ppl reach it pretty fast so yeah for them, it sucks.
Some ppl are just plain dump sorry to say that so bluntly.
So... no update on this from the Devs?
The cap is utter nonsense in a game where you can play every class on one character. On WoW where you have to make multiple characters sure, it's fine but not here.
The main purpose of the weekly cap for myths is actually quite simple:
The caps are designed to keep end-game players (and upcoming players) to subscribe and play longer. In doing so, SE profits from that subscription money.
If they let all players simply earn all the best gear currently within a month, then a lot of these players will end up unsubscribing due to boredom and lack of content. This results in less subscribers and profits.
Hence why they have these ridiculous weekly caps - to prolong subscription profits and give time for their DEV team to create new content.
I'm not on any side that favors or dislikes caps, but it really comes down to how SE can maximize their subscriber profits for a longer time period. Since this is a P2P game, however, I think all players should be able to play without such weekly "caps" or other restrictions. With such limitations, all players do not actually get full value for what they pay monthly on this game.
its not even possible to do myth cap and coil 1-5 in 3 hours, so idk where you are getting your numbers. A perfect WP is "usually" around 20 minutes. You need 10 of those, so thats 200 minutes devided by 60 is 3 hours and 20 minutes, +coil is like another 90 minute run from turn 1-4, and thats a good run, assuming you have no wipes. That is also already 4 hours and 50 minutes. And most likely i doubt you are getting through all myth cap and coil 1-4 in 4 hours and 50 minutes anyways. I understand your approach here, that its not that much content ona weekly basis, but 5-6 hours is a lil more accurate.
Also, crystal tower was supposed to release at launch, and thats a huge chunk of content that we miss out on. If we had crystal tower we could be gearing alts and not be worrying about only mything out one job. If we had crystal tower, i doubt the content cry would be happening. Im still wishing i had access to crystal tower to put on some Ilvl 80 gear in places that i still have darklight or even AK gear because of Tank darklight taking up pants/feet, Chest/head, so when i get a piece for head or chest, i gotta wait longer to fill that ilvl60 gap.
Point is, there is plenty of content, and the absence of crystal tower sucks, but once it comes, everything will be fine. Progressing multiple jobs will be more realistic. 1 main job decked in ILVL90, and the rest decked out in ILVL80. Its comin man, chill
Like the cap
Easy way to counter cap is rolling more char instead of one.
First, a part of the community complains about not being unique enough because 1 toon can do everything and now we want to remove the caps so now 1 toon can also get gear for everything. "We want to be unique/feel special" and at the same time we want "Equality and no limits on anything for everyone." This thread is a headache.
I think the idea behind tome cap is fine, but due to how changing classes works, I'd like to see something like +50 to cap for each additional max level combat class, up maximum of like 600.
I've always thought it would work better with a higher total cap but a maximum you could gather for one class.
So for example your total cap could be something like 500 or so but the most you could ever gather for one specific class in a given week was 300.
It just allows a bit more customization while still not game breaking content by quickly gathering I90 gear. It's nice having a "main" and guiding people to having a primary class but not overly penalizing them for wanting to play secondary classes as well. It would encourage gearing up and leveling other classes and would give you the opportunity to gear things up (albeit at a slower rate) besides your primary class. Right now there's little incentive besides cross class skills and "for fun" to level secondary classes.
Most simple solution:
300 myth cap per class, but you can only use myth obtained this way while IN that class, and only for gear that class can equip. This solves people trying to break the myth by using all earned classes myth to gear one class super fast, and allows them many more hours of content a week (although grindy boring content, I digress). At least this way they can slowly gear each class they have instead of just one.
I agree with the premise behind a 300 per class cap I just don't know if I like the idea that all of your classes can be essentially equally geared (Right away) I'd prefer a system personally as I previously stated where you had the opportunity to gear up secondary classes but not as quickly as your primary.
Just raise it to 500. I'm not getting any healer drops from coil as none are dropping anyway, so how am I spose to keep up with everyone? :/
Coil 1-4 are done in under an hour. Doing so yields 150 myth tomes in the process. A "perfect" WP is actually about 10 minutes. You only need 5 of those, so combined that's actually below 2 hours. I was being generous with the 3 hour number. Only being able to make 2 hours of progress per week is really not fun.
Missing the point. The reason 5 months is ridiculous is because you're waiting 5 months to make only ~42 hours of progress. 42 hours spread over 5 months is unacceptable (17 minutes per day). Nobody's asking for instant gratification, that's a strawman.
I´m sure somebody must have said it before but just roll an alt for each gear set.
Average players like you can't, that's for certain.
More on the topic, I'm a player with all DoW/DoM at 50. I had to FATE grind two of them and absolutely hated doing the same thing over and over. I level my DoH/DoL (spam levequests mostly) cause I have nothing else to do and I'm sick of crafting.
I have done Coil for 5 weeks now, completed turn 1-2 for 3 weeks and 1-4 for 2 weeks. I haven't seen a single healer piece drop yet. This is the only content that entertains me and has also been completely unrewarding, and my frustration will probably go up to the point where I'll hate this retarded drop system/table/distribution and stop doing it.
I can cap my mythologies in a few hours. Other than that I spam WP as much as I can stomach to get DL for the countless other jobs I have. I don't progress fast on that.
I feel like my subscriptions fee pays for my mythologies and nothing else. End game content is incredibly limited and it's the same 2 places over and over, as if it wasn't bad enough that our progress has a hard cap so we keep paying for a game that caters to casuals at end-game (stupid, isn't it?).
There is only one currency that is weekly capped, and it's the cause of players burning out? Playing for 90minutes a week (10 WP's)... is burning people out?
My my, how MMO's have changed.
Yea, the Cap sucks, but at the same time, a lil cap to build a timesink doesn't hurt.
A different approach, like getting reduced amounts of tomes after a set amount of runs in each dungeon would work better.
This atleast would encourage Players to go back to older or less popular content to squeeze out that last tome of mythology.
You are right... mmo have changed. But not in the way you mean it.
Since when a company decides to limit their player on the amount of farming they can do per week? This is a very recent concept coming from korea to prevent ppl from over farming things so much that it would become a danger for their own life (several death cases due to that....)
People keep saying on this forum that the game is HUGE, that you have PLENTY OF THINGS TO DO... ok this is your own vision of an mmo, you probably belong to the kind of people who enjoy redoing the same content 10 times on 10 different classes always doing mostly the same Fates but bringing absolutly nothing to your main class.
But not everyone see it this way you see. Leveling new classes is not adding to the content actually available ingame, spending hours crafting... wich not my thing.. is not "ingame content", it s just spending hours in a city pressing buttons and burning mats repeating other and other the same LQ
The real and only game content, you experience it with your first char only. Story quest + exploration of new areas + fun doing new fates quests and defeating new monsters.
Now the aim of some ppl would be to maximize their main class(es), and the only way to do it would be even doing coil... wich is limited... or farming Myth's wich is also limited. Limiting ppl in their farming pace isn't adding life potency to the game... it just maks those players being bored way way faster that they would be... and it s absolutly not "adding content" to the game.
SE probably does that to artificially raise the time you need to have a capped char... making players need mouths to achieve it... BUT! all in all... you still need and play the same amount of time as you would if there was no Myth's cap.
Other aspect of the Myth cap that i hate... is that the system is absolutly not fair. First, concerning those legacy players, always first to beat game content and performing better, that always have an edge on other servers simply becose they have more Myth's items. Second, the myth tokens you farm are shared with all your classes, meaning that if you actually have only 1 char... but several classes... you would need years to equip them all farming AK/WP, this is total BS.
There s no reason to try to limit the difference between hardcore players and casual ones.... If one spend 20 hours a day farming for his gears... litterally sacrificing his life... he does deserve to be better equipped ingame don't you think? If a normal player farm 1 or 2 hours a day... he will also get there... it will just take more time. Since when does the gaming community thinks that it s normal to have as much ingame reward when u play 1-2 hours a day that when you play 10+ ? indeed, MMO's changed a lot.
I understand some of you don't like it because you like this game and would like to be able to progress more, to play more.
But its obvious why the cap's in place. There's no other content right now, if they removed the cap, the people complaining would have 0 to grind in terms of gear in 1-3 weeks (some less), after that you'd get exactly ONE thing to do PER WEEK(asides from gathering, crafting)- coil obviously - THEN you'd truly have nothing to do and then you'd moan even more, so why'd they do it?
When new content comes out that makes the current obsolete then a new cap or another form of progress restriction will come in. You'll never be able to have infinite linear content to do or an infinite gear treadmill, because the devs have finite resources..
They could let you achieve everything at your own pace so that you could get, let's say, closure , but they don't want that ,obviously, that means you're done and if you're done no more gils for them.
I'm not defending anything side particularly, just how i see it.
My advice, if you're burnt out, just take a break, there are many wonderful things to do :)
the only thing i dont like about the cap:
I simply can't catch up with my friends/FC so I feel kinda left behind...~
it's sad.
/edit
I don't even know about coil yet, I hear there are caps too? o.o
So when i get there new content will be out already, and noones doing coil anymore? ._. yay
It's the gamedesigners duty to prevent boredom , the limitations don't do that , but the total opposite , don't force players to play classes they don't like or else , in mmo , usually , you have one class , that u love , and your aim is to master it at 100% , and that isn't even possible with that game because the gameplay is way too easy and slow paced , ( big aoe circle huh ...... ) , limitation works with games with pvp content because u'll never get bored to kill ppl because everyone is different ; at the exact opposite of pve mmo's , once u know what to do and if their is no random , thing gets boring and way more if u are limited .
dont say that game isn't boring ( lol 1h for turn 1 =>5 with experienced players + weekly WP rush( <15 min per rush with good players ) , we play in mmo games because we want to , and because usually u are free to do what to want , or u ll be bored , way more if u pay for a limited content because that'll just upset u , this game is just the same with F2P games ....
SE has to change things in that game and quickly or they'll lose all their subscribers, like add 10 turn of bcob per month ( hardest than the previouses one ) , remove the BS lock out ; and let players enjoy that game the way they want to .
I think plenty of people are enjoying the game the way they want. Ya get yer Myth that week and move on to other things. Play in moderation and have fun.
I am glad there is a cap so I can stop farming myths and level up other classes/crafting classes without being left behind. Too bad I don't find a static party for BC, I just made it until turn 2 with my FC weeks ago, we didn't clear it and well, I am waiting since then.
This I have to disagree with. Main reason is level capped players (not all) dont like going back to level 10 20 30 etc. The system needs to change but not in that way. Let's consider how linear and boring ALL these dungeons are. They never change they are always the same, each and everytime you go in there, all the boss and mobs do the exact say thing. They need to add to each and every dungeon unscripted fights, but that wont happen because some dont like mobs doing TP moves at any time that are random once said mob/s have the TP for.
well, i liked 1.0's enemy behaviour and how they collected TP aswell, but let's be honest, the mobs in WP wouldn't be any more hard or interesting at all even if they were unscrippted.
i can see how this puts more live into high-endgame stuff or primal fights but your usual dungeon? nah.
also, mythology tokens can't be farmed in lower level dungeon, so capped players wouldn't need to level sync at all aswell.
without some restriction this won't work, you can easily finish WP in 15 mins for 30 myth tokens.
with future content and new dungeons/daily quests etc. i think it's a wise idea to broaden the players possibilities and not make them run one dungeon over and over again because it's just so much more convenient.
this also stops old content from dying out and making new content be rushed by players that in return think that only the best gears are suitable to chase the goal of speedrunning (you know relic+1 shouts, full dl, bla bla bla.)
it's actually a wise idea to not allow players to simply farm tokens to their hearts content in the shortest possible time, but there indeed is a need for a change.
my suggestion is just a simple thought that came to mind, which would make it more interesting, atleast to me.
because in my case, i enter WP 10 times for exactly 15 mins each time a week and that's it for my farming time.and the BCoB doesn't make me spend more time in thise game aswell :)
So SE removes weekly caps and makes each myth piece 10k tomes. Or 20k maybe. What then? You'd love it since limiting farming is the problem, not the rate at which you acquire equipment? Because the latter would make no sense, considering the complaints are coming from "hardcore" players who should have no problems spending weeks to months getting a piece of equip.
If it doesn't result in me getting shiny gear then its not content or fun!! Honestly guys go do something else your obviously not having fun if your only concern is virtual items. Make some friends and actually play the game or do something you can actually get better at and enjoy like learning an instrument or become a professional puzzler. Idk but do something you enjoy and not something that angers you like this and other prev. MMOs
ugh this game is boring and lame after 3 months of being out and bashign your head against wall for turn 5 and theres nothing even remotly interesting to do in the game. Please dont give me the lvl another craft or job thing..i mean..thats not what makes a game fun and interesting..
Which again would be fine and make total sense for a game like WoW where you HAVE to roll a new character to get stuff for a different class anyway, and so it keeps you from progressing on your "main" too quickly. But in a game with 9 jobs so far (and going to grow eventually) that can all be played on a single character, it's stupid. Plain and simple, it is stupid, bad design that punishes players for trying to enjoy a central theme of the game.
If making content that directly conflicts with a major theme/foundation of your game isn't bad design, then what is?!
Just a little quick math. 9 jobs, 10.4 weeks roughly per full set of AF 1.5 (not counting the accessories) = 93.6 weeks, or just shy of 2 years to get a full set for every job.
That alone is making me regret paying for the 6-month sub. I think I might be done with MMOs after this, I loved my time in XI and made my peace with it, and all the excitement from this game's worn off, especially with the next gen consoles coming out now. I wanted this game to succeed, to do well, but I'm just not seeing the long-term attraction to this game the way I did with XI. For all the game's faults (and boy there were - still are, really - many) XI's progression was much better thought out. No content ever became obsoleted (until Abyssea anyway, but that was really fun too. VW killed it for me.) and there was just a million different things to do at any time. I also feel like the community was much stronger back then.
The DF is a piece of garbage. It sounded great on paper, but in practice it's lame. There's no exploration anymore, no grouping... just cue up on the DF and play with yourself for however long. The only realistic thing you can do solo that's even remotely worth it is FATE, because getting a DF prompt while crafting is infuriating, and it's not exactly ideal when gathering either.
tl;dr I commend YP for the effort he and his team put in, the foundation of the game overall is solid, but there's just too many things driving me nuts right now to keep me interested, even if all my friends and I could actually play together (thanks for hosing us on the transfers btw).