Conflicting tasks ruining the game?
I'm not sure if anyone else feels this way, but after coming back the game seems to have a problem with telling the player what they should be doing instead of letting them decide what they want to do.
To elaborate, the game has an expert roulette composed of two dungeons that reward lore tomes. Lore tomes are used to purchase the highest level gear outside of pure raiding in the game and the dungeons are the easiest way to get lore. Furthermore, a lot of the end game "keys of the castle" content require a certain gear level or push the community to enforce a specific gear level, so there's a lot of incentive to stay on top of gear level.
However, that expert roulette has a total of two dungeons in it and it becomes a slog every patch to have to go through the motions. Void ark is very much the same as a catch up instance: Everyone is going to run it to the point of exaustion instead of getting to go around and do things that are actually enjoyable, like EX / Savage, older content for glamour, etc.
Also, something just seems wrong if the community has to set it's own gear level restrictions just to try and make a hard fight more passable and to accomodate people who may not have run the content as much and thus turn a clear party into a learning group for the night. Usually it just turns into a game of "how high can I set this to keep noobs out?" sort of deal. :rolleyes:
Yeah I don't know, it just feels like the designers want us to do a dozen things, but then have emphasized just one or two of them as being the absolute best choice that needs to be done first all the time thanks to tome farming. Anyone else feel the same?
My 2c. and a possible Compromise
The reason for these lockouts (including the weekly cap) might be the reason why most sources of Lore are subpar compared to DREX. When one raids, they must educate themselves to one Job as to be more efficient in that job until they rreach the peak (represented blatantly by the iLevel cap, in this case, i240). This means that the gear and its iLevel are a testament to the Jobs dedication, and as such becomes a cycle. Good Gear is both a symbol and the cause of dedication to a Job. and as a result the Best gear should both be hard to get, and be rendered moot by the time you get it. Like say the Masamune or Ultima Weapons in other games, but to a lesser extent. If you already have the i240 gear, then there's little reason to go raid as that class bar skill (Since if you can get the i240 armor, chances are that you can ask for the gear in advance and not be the required class to gain it) and patch cycling, especially if you only have one job at 60 (reminder that can =/= have to applies to leveling and gearing alt jobs, they are optional content in this case).
With that said, I begin to wonder if SE could make a change to how they release Gear. As we know, there are currently two tiers of tomestone gear. A tier with a hard cap of 2000, and with with an additional soft cap of 450 a week. It might be possible that SE can make it so that the former set of Gear be cycled out early (like say, in catch up patches) and the latter sets be downgraded to be the former in the same time, but with no new gear/tomestone set released until the patch after (where the iLevel will be raised anyway).
The end result would be that during raid patches there will be two sets of gear to trae the tomestones for, for catch-ups the gear gets cycled out early with only one gear and that being the uncapped gear with all the benefits thereof (more per run, no weekly cap, newbie bonuses, etc). Then the next raid patch will cycle in the new gear as with a new tomestone under the soft cap. It will address part of the issues of gearing alts, but might have its own problems. There is a sort of precient with 3.0 (and I do mean 3.0, not 3.05) if what I presume (That Yahsa was the only available Tomestone gear at 60) is correct