I am on the goblin server and I just logged in after the patch and noticed i no longer have the buff. I looked at the patch notes and didnt see anything regarding the buff being removed.
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I am on the goblin server and I just logged in after the patch and noticed i no longer have the buff. I looked at the patch notes and didnt see anything regarding the buff being removed.
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Goblin is now classed as a standard world, not preferred. Hence buff gone.
ah gotcha, was thinking that may be it. glad i got to HW last night before the change. Thanks for the info :)
Rest in piece my Road to 60, 2017-2017.
Level's too slow to have me bother with a tank over on Mateus now.
While I knew all along that the buff could go away if the server got fuller, it kind of sucks that it was done that way. I mean, it was meant (at least in part) as a reward to players who moved to those servers or created new characters on low-population servers in order to better balance the populations. But then because the population got balanced... you lose your reward. >.<
Yeah, this is bullshit... Hasn't even been 30 days since I made a character and the buff is gone... Square Enix should grandfather the people that created a character here and let us keep the buff... I even had friends join the game to catch up and now this buff is gone.. They are going to lose subscribers from this BS
Yes that's what SE should be doing, don't you think, that if somebody would be entitled to that buff, it would be the players that support the game for over 4+ years? It's not difficult to gain levels, everything is buffed way more then it was at release, or even a year/two later down the road. The buff was added, so people would get out of the extremely overpopulated servers, making very low populated servers more liable, instead of going a server merge route. And that did the trick apparently, there's no other reason anymore, to keep that buff alive any longer.
What exactly is road to 60?
A buff for newly-created characters (at least I think it's only for new characters) on the designated "preferred worlds" that gives +100% exp from all sources (including quests and roulettes) as long as you're below level 60. For combat exp, it does stack with things like the armory bonus, the Brand-New Ring, the Friendship Circlet, and the Ala Mhigan Earrings, so you can end up getting good chunks per kill, too.
I don't know if it affects crafting/gathering at all, as I never experimented with those.
I guess the buff reappears if server goes again to preferred. Just take the chance and when buff active, take to 60 the jobs you want max later and keep the 60+ leveling when the buff goes off or you leveled all you wanted to.
If I hadn't been aware that the buff going away was a possibility, I'd have been a very upset customer. No matter what angle I look at it from, offering a reward to entice someone to roll on a preferred server and then, when you no longer need people to roll on the server, taking that reward away from the players who took you up on the offer seems a bit bait-and-switchy.
It's also not a very effective inducement for future instances of the behavior if your customers learn you don't honor the deal if too many players take you up on it. This will certainly be the last time I recommend any friends of mine who are new players roll on a preferred server.
Wow... Mateus went from being the lowest population server in NA to having a high enough population to no longer be a preferred world. I think it might have been the only one on the NA data center to do so. Considering all the RP'ers advertising the move, I wonder if this means SE will realize the RP'ing population of their game is significantly larger than they first thought. I mean, Balmung was big for more than just it's RP'ers, but this seems like a better measure of the population considering.
Nope...World transfer bonuses post. It only lists the exp bonus under new creation.
I was told of the road to 60 thing by a friend and so I got the game + stormblood about 10-12 days ago and was having a great time.
Buff just disappeared yesterday. I've got 21 days left on my sub but I don't know if I'm going to play it much anymore.
I'm sorry to say I think I'm done with the game for now.
I just wanna go back to Gilgamesh already.
You're going to give up on the game because you aren't getting double exp? Why are you not having a good time just because leveling is a bit slower? There are MANY avenues of gaining exp if you need to catch up to the story - side quests, dungeons, FATEs, Palace of the Dead, levequests, whatever you want to do.
I leveled Didiza, my alt, through MSQ alone during HW. So, there's that.
Crafters and Gatherers aren't really that hard to level. Get exp buff scrolls from your Grand Company, grab some cheap food, then do your Grand Company dailies and use your leves. If you're out hitting rocks without objective then you're in for a very grindy ride.
And quite honestly, FFXIV side quests are still mostly fetch and kill quests that can be extremely dull compared to the MSQ and if one's being subject to all the Heavensward and Stormblood marketing.
I actually think the better way would have to been to remove the buff on a per-player basis after the 1st job hits 60. Add other limitations to avoid abusing the buff, say it also ends when 2 jobs are at 50 and also when 4 jobs are at 30, excluding the jobs that start at those levels. But most likely the buff was implemented as a server-wide buff simply because the aim was never to improve the leveling experience.
The aim of the road to 60 buff was only to attract players to the designated servers. Absolutely nothing more than that.
But this is counter-productive to the whole campaign. If people knew the buff would go away this fast, a lot of them will not be transferring/creating new characters. The ending criteria being server-wide instead of per-character ultimately dampens the effect of the campaign.
I would suggest the devs to re-evaluate this campaign and make it a win-win situation by modifying the buff to be per-player. And if you need any justification, you should look to why you implemented the jump potions. If you are willing to let people skip your carefully crafted main story quests, there should be no problem letting people "skip" on your routine fetch-and-kill errand side-quests.