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The way I read that, out of 10,304 characters, X amount of people have a given job at 50 (which says nothing about which of them are on the same characters), and 32,931 level 50s exist. I'm doing most of this math quickly, so forgive me if I'm wrong.
Out of those 32,931 jobs at fifty across 10,304 characters, 9,485 are DoL or DoH. So that leaves 23,446 level fifty DoW/DoM to be distributed among those 10,304 characters. Now, in the best case scenario, [I]each[i] person with a single level fifty has all jobs at level fifty. In this case, 3349 characters have all jobs at 50. That's 32.606% of characters. Not 90%. And I regret to inform you that there's a much more likely case in which those 23,446 level fifty jobs, rather than being hoarded by less than half of the characters, are being more-or-less evenly distributed, with 2~3 jobs at fifty.
To put that number in perspective, 29,260 Jobs under level 1-10 are recorded by this survey, though it's impossible to sort out DoM/DoW with the information collected. To be safe, I'll say that 3/4 of those jobs are DoL/DoH. That leaves 7,315 jobs 1-10. Each character of these 10,304, then, has a ~70% chance of having a job level 1-10, using my completely made-up 3/4 estimate. If you want to prove that more than 75% of those R1-10 jobs are crafting/gathering jobs, do your own census.
1.) When the reasoning for both is the same i.e. "It doesn't properly train people". This particular non-level sync argument is moot because people are untrained with or without it. It's true, you don't have to be pro PL to be anti level sync, but being pro level sync doesn't necessarily mean you are pro PL.
2.) Low population doesn't actually have anything to do with it. It just exacerbates it and makes it more prevalent. The problem with not finding people within level range to party with is common across even large population servers. As I stated earlier, it doesn't matter if it's 10 people or 10,000. If they're outside of your level range you can't party with them (legitimately at least).
3.) Or just have level sync and not need the temporary band-aid that is new classes. SE could keep pumping out classes but when they do they need to introduce classes that compliment each other, at least without level sync. Level sync allows new players to play with more experienced players while giving experienced players an incentive to assist the lower level population without needing to be their "friend" from the get go.
Level sync absolutely will not "ruin" this game anymore than it already has been ruined. The argument against it from the "training" perspective is useless in this regard. If you have something else beyond "then noobs will stay noobs" then we can explore that. Does it have an answer to the problem of level disparity creating population segregation which is the point of the thread's creation?
People who trained solo on Coblyns in 2010 wouldn't know how to play their class at 50 post 1.20.
People who leve canceled their way in 2011 wouldn't know how to play their class at 50 post 1.20.
People who leveled their class pre 1.20 wouldn't know how to play their class at 50 post 1.20.
We won't know how to play our Jobs until they are released post 1.21.
We'll be playing an almost entirely different game come 2013.
The journey to 50 means nothing whether you grind coblyns, leve canceled, play now, or play later. The journey didn't actually train us and our experiences as CE release players is moot because the game is already completely different than when it was released in 2010.
Having fun and overcoming challenges together is what separates an MMO from a single player RPG. Why not create an environment that supports a sense of comradery rather than one that perpetuates disparity? Taking longer to get to cap will only increase the disparity without level sync. The introduction of classes will only act as a temporary salve, and only if they are released correctly in pairs or trios, but level sync will open up the game for players who begin now or post 2.0.
As soon as you give everyone free level 50's you create a whole new problem.
Content has to be dumbed down because you have these level 50's that have never played their class... didn't learn the in's and outs as they leveled and were just granted level 50.
You have a whole new influx of "noobs" that run to the forums to complain because moogle or ifrit is too hard....
The whole idea of level sync just caters to today's generation that wants everything now....
is nothing earned anymore?
My argument is that no one knows the in's and out's, not in such a changing game. Even if you were to know, it's all a matter of perspective. Playing solo is different than playing in a group. Grinding experience is different than defeating bosses. Training is invalid when used as a proposition to encourage new players to stay in the game when there is no one around their level to train with and higher level players are barred from legitimately playing with them.
On the contrary, you have a new influx of "noobs" that don't even want to play, let alone "learn how to play" because they can't even find people to play with. Even if they were to play, they'd just be soloing leves. How does that help in a party setting and how does that help with boss strategy.
Answer: It doesn't.
The question isn't "How do we incentivize players to learn how to play?" it's "How do we incentivize players to play with one another?". Well, at least if you're playing an MMO. It's not really a requirement for single player RPGs.
Varying challenges require varying tactics, thus "inexperience" changes it's definition based on context. We should not be controlling the context to the point that we are shedding new players and subscriptions. We should be opening up the gates to the theme park and sharing our experiences with new players.
Level sync does just that. The positives far outweigh the negatives.
Your concept of earning is very subjective. I don't really need to apply earning as an important factor in the enjoyment of a video game. It can be a part of it, but in a theme park game it's better left subjective. Some may prefer the pursuit of gear, boss fights, exploration, levels, or companionship. Not all of them need to be mutually exclusive but they can be if so chosen.
I throw my bets on the side of companionship for the case of creating a long surviving MMO. Otherwise just make a solid single player game.
I said: "Being against level sync does not mean you are Pro-PL."
You seem to have read the inverse statement: "Being for level sync does mean you are Pro-PL." Unfortunately, logic does not necessitate this latter statement's truth based on the original. I was not insinuating that anyone was Pro-Powerleveling. I was saying that it was foolish to say that "Level sync is better than PLing and SE already putting PLing so you have no case." Because most of like PLing even less than we like Level Sync.
Low population has everything to do with it. The problem is that there aren't enough people to party with. Add more people to party with, and you have more people to party with. You overlooked the point, though. At NO point in my post did I say that "HIGH SERVER POPULATION WILL FIX THE ISSUE." I was talking to all of the people that said complained about low population, and telling them to wait for the population to ask for a feature intended to combat low population.Quote:
2.) Low population doesn't actually have anything to do with it. It just exacerbates it and makes it more prevalent. The problem with not finding people within level range to party with is common across even large population servers. As I stated earlier, it doesn't matter if it's 10 people or 10,000. If they're outside of your level range you can't party with them (legitimately at least).
Add level sync and ignore all of the reasons we've been saying not to have it! Whheeeee!!Quote:
3.) Or just have level sync and not need the temporary band-aid that is new classes. SE could keep pumping out classes but when they do they need to introduce classes that compliment each other, at least without level sync. Level sync allows new players to play with more experienced players while giving experienced players an incentive to assist the lower level population without needing to be their "friend" from the get go.
No, but seriously--you overlooked the point again. I think you have trouble understanding that those three points were not really arguments in interest of either group. I stated that they will add more jobs, and that we won't be able to QQ that all of our jobs are at 50.
Did I say the noobs will stay noobs? I think you should work on your reading comprehension. My point about "will remain lower for...." was to highlight that leveling was an accomplishment in XI and actually did take effort. Maybe you would have a point in XI where there was a "journey" to 75, but this is XIV. The journey takes about a day or two. Not exactly a memorable journey like in XI. Heh. I think the big misconception here is that there is a "big level disparity." Because I would really like some proof that "everyone has all 50s." I don't, and just about any time I want to I can have a party. The problem is not that "No one has jobs under 50." The problem is that "I have all my jobs at 50 and my friends want me to level with them." That's definitely a problem. A problem that level sync will fix. But seriously, Level Sync has its own problems, and people who have an "I can't level with my friends" problem are generally overlooking that and trying to claim that no one can get a party. Maybe server population is a massive factor, because I'm not on a tiny server and can't speak for them. But they're not going to stay on tiny servers for long, like I tried to explain.Quote:
Level sync absolutely will not "ruin" this game anymore than it already has been ruined. The argument against it from the "training" perspective is useless in this regard. If you have something else beyond "then noobs will stay noobs" then we can explore that. Does it have an answer to the problem of level disparity creating population segregation which is the point of the thread's creation?
K, sooooo..Quote:
People who trained solo on Coblyns in 2010 wouldn't know how to play their class at 50 post 1.20.
People who leve canceled their way in 2011 wouldn't know how to play their class at 50 post 1.20.
People who leveled their class pre 1.20 wouldn't know how to play their class at 50 post 1.20.
We won't know how to play our Jobs until they are released post 1.21.
We'll be playing an almost entirely different game come 2013.
The journey to 50 can be fun if you make it, but in general is a grindfest that takes minimal effort and has few if any notable occurences. In XI there was "Ohman I hit level 10! I need to get my first party now...*scared* " In XI there was "I hit level 20! I'm free of the dunes!" In XI there was "Get your Airship Pass to Kazham to be able to level more! D=" In XI there was "Oh god, this citadel is creepy. I've never had to spend so long in and underground place..." Each of these moves took several days, and if it was your first time took you to diverse areas that you'd never seen before.Quote:
The journey to 50 means nothing whether you grind coblyns, leve canceled, play now, or play later. The journey didn't actually train us and our experiences as CE release players is moot because the game is already completely different than when it was released in 2010.
In XIV you get. Oh, you wanna party? "K, let's kill these cactuses." A few hours later, "K, now let's walk up this hill to kill some mites." In a couple more hours, "Alright, we can move next door into this cave now" Maybe a little of the "Wow, it's my first time underground" effect of Garlaige Citadel/Crawler's Nest, although I have to say the citadel was a little more interesting than walking up the mountain from Nophica's Wells to Copperbell Mines. Then if you feel like continuing, a new player would say "Ohkay, let's make a cross-country trip---" "No, silly. I'm your friend who's level sync'd down from 50. I'll just tele us to raptors."
That's not a journey. Sorry.
People really should stop thinking about how leveling worked in XI, because XIV is different.
I couldn't agree more.Quote:
Having fun and overcoming challenges together is what separates an MMO from a single player RPG.
Why stick with the same group of friends that can sync together after 2.0 when you can meet massive amounts of people? If you want a game to play with the same group of <8 people over and over, maybe you should look into a multiplayer console game?Quote:
Why not create an environment that supports a sense of comradery rather than one that perpetuates disparity?
Weren't you the one claiming that it's all about the journey? You must consider the daily walk to the mailbox to be every bit as exciting as a trip around the world.Quote:
Taking longer to get to cap will only increase the disparity without level sync.
And then, how do you even come up with this? If I party for a day to get 41-42, I can still party with my lv39 friend. Lower levels are always faster, so even a 29 player might be able to get to 40 before I get 45. If levels are faster as they are now, I'll party for a day to get 1-50, and then I can't party with my lv1 friend until *he* gets to 45.
I said that it's only temporary. Stop stealing my arguments and trying to use them against me. If you'd take the time to read my other posts in the thread, you'll see what I've said over and over again. I think Level Sync has a time and place in this game, but it's not until after 2.0 when there are no more people to party with. Maybe partying sucks right now, but that's what you signed up for when you subscribed pre-2.0. Like I said earlier, I don't want them to use the current playerbase as the guideline for what the game needs. Pre-2.0 is a dying game. Putting in Level Sync is an effort to keep a dying game from dying. We might need it right now. But I don't want 2.0 to try to compensate for impending death.Quote:
The introduction of classes will only act as a temporary salve, and only if they are released correctly in pairs or trios, but level sync will open up the game for players who begin now or post 2.0.
In any case, the OP (I think it was him anyway) was right that Level Sync is confirmed to be added at some point. I hope it's later rather than sooner. All of this ASAP nonsense is what I've been fighting, although I'll admit I don't like level sync much at all.
I'd just like a system in place so that when afew of my friends join at 2.0, I'll have be able to play with them with out rolling a new character... unless SE drops the character change and becomes like just about every other MMO out there, but what are the chances of that.
Blehh more useless arguing for the sake of arguing so poster X and poster Y can "literally" battle whilst trying to inflate their own egos. No need to berate each others viewpoints like squabbling toddlers.
Put lvl sync in FFXIV. It works fine in ffxi to unite veterans with newbs.
No ones personal opinion should keep friends from having that option available.
If you don't personally like lvl sync... THEN DON'T USE IT!
*hugs* :3
To Mychael:
You brought this upon yourself with your rhetorical tone by the way. I'd suggest you lighten up a bit. Just because someone disagrees with you on the internet doesn't mean you have to behave the way that you did and get all snarky with your rebuttals.
I will match your rhetorical tone.