What if duty roulette offered a xp consumable for adventurer in need?
90 tanks/healers have no incentive to queue outside of capping tomes
A market prohibited xp consumable they could use on alt jobs would decrease queue times
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What if duty roulette offered a xp consumable for adventurer in need?
90 tanks/healers have no incentive to queue outside of capping tomes
A market prohibited xp consumable they could use on alt jobs would decrease queue times
It’s not a bad idea, but it has a lot of repercussions that are not desirable.
1) You could level jobs you should be playing and knowledgeable on how to use (at least you must level the last 10 levels worth even if story skip).
2) Players would stockpile the boosts and insta cap jobs as new expacs launch.
3) It is against their own best interest (to encourage playing a variety of jobs in the actual content, and to sell their level boosts).
I agree with your points, but want to play devil's advocate:
1) You could very possibly run roulettes only to level and end up being synced for a majority of your playtime; Also, one of the the biggest ways of leveling 80-90 is Bozja which caps you at 90. This is a problem already
2) This could be resolved the same way a lot of the xp manuals do it, either make it "for jobs under <current level cap>"
3) Agreed, no argument here.
I don't think that it necessarily fixes the OP's issue anyway. Even if they offered that, I can't see many people running leveling roulette as a capped healer/tank, they would more likely just run the roulette with the job they want to level. I think that the materia items you get from leveling roulette are "enough" of an incentive to grab some max level tanks/healers, but overall I wouldn't expect to see much in those roulettes anyway (unless they're running with an FC mate).
Personally, I think that you should continue to gain xp at max level and whenever you fill up a level instead of gaining power, you get a coffer with a random item from a pool of items. I'm talking mostly glamors, mounts, minions, housing items, etc. Maybe even some tomes or a special currency with decent items to pick up. As long as there's something good in there, there would be plenty of people that would continue to play their max level character for it.
The problem I run into at level cap is, since I have at least 1 of each role at cap, it's dumb for me to ever run Expert roulette as DPS. Longer queues, no bonus. Basically, my DPS classes (which are my favorite) sit there unused at cap and just get fed tomes from my tanks/healers. I know that DPS is very occasionally in need, but it stinks
This wouldn't work. All it'd do is destroythe economy even further. It'd essentially be the same thing as the horde sacks from deep dungeons..
that shiny new minion you can get might be worth millions for the first few hours. but then nose dives right down to just a few hundred gil.
the same with all the other rewards and stuff you can get. like primal glmaour weapons.. in the first few hours you can make adecent bit of money off them. but the market gets flooded with them very very quickly. crashes the economy and then noone bothers going after sacks anymore as they're deemed worthless.
same thing would essentially happen with your idea of coffers... be nice for maybe a day but after that the markets would end up flooded with all the rewards and crash the economy even more..
1:- kinda moot the ways jobs play in levelling content and at end game is totally different for the most part... levelling content is 95% spam your aoe.... doesnt teach you how to play...
2: easily fixable by making then U/U
This wouldn't make me do it more. Experience just isn't hard enough to get that I would go out of my way to buff it.
It sounds to me like you just don't like losing out on the tomes when running roulettes on a below cap job. I'm not entirely against the idea, but I generally feel that you should play the job that you wanna level, not just power level it with items and giving roulettes too many rewards for cap players is not always a good thing.
Destroy what economy? lol. You're describing something that happens to every item that is tradable regardless of anything. Make the items untradable and there you go, it won't "destroy" the game's "economy."
Even without that, horde sacks outlived the expansion that they were in (arguably), and in this instance new items could be added each expansion with currency from the coffers allowing you to purchase previous expansion items.
except that horde sacks still have some valuable rewards. not even counting the rare-ish mounts like the night pegasus or the dodo, but even just the glowy primal weapons you get from potd can net you some decent cash, around like 20k a piece. might not sound like much but it stacks up since you get so many if you run 1-200 or 51-200
edit: by 20k a piece i mean a general average, of course not every weapon costs the same, i've seen some go for around 80k and some go for 2 or 3k at most