
Case in point: I've been collecting myth for several weeks now, enough to start buying things. My friend is leveling slower and hasn't started collecting them yet. Whenever he hits 50, he will be far weaker than myself, even after he gets full DL. He'll never have the same amount of relic armour that I have, unless they change the current cap.
...and that is perfectly fine, because you have put more effort into it.
I like the idea, maybe it goes up 25 Tombs each week, that way it's not a massive jump but it's still better than nothing. As long as you cap it goes up, if you don't it stays the same.
Have I? I've sunk more time into it because I've got a freer schedule than him, but he is a player plenty skilled enough for endgame content. Only him and I can't play together because he'll never be able to catch up to me gear-wise thanks to the myth cap. Not to mention I have another friend who had a legacy char at 50 when 2.0 launched (I was a drg in 1.0 but started over as a brd), so he got started on grinding myth earlier than me. So out of my pool of friends that I would want to play this game with, one is over-geared and one is under-geared (while I COULD go do coil with my over-geared friend I would be less useful than other people who started 2.0 at 50).
I want this, but it probably will never happen.
Hmm Is this not a good thing?
The fact that someone who plays consistently, and is further then others, shouldn't be able to keep that progression/gap?..
Case in point, why should someone who just dings level 50 on their first job months after release, be able to have the same amount of AF2 as someone who has been playing since the start? Similarly, if someone goes on holidays for a month, why should they be able to come back and be at the same point as those that played every week for those 4 weeks?
Issue gets reversed when there is a "Lifetime" cap... You have people play every week consistently, yet they are going to be at the same point as someone who logs in for 1 day a month.. It doesn't really seem that fair to those that played / progressed their character over those 4 weeks, as opposed to someone who logs in for 1.



Sure at some point they will just remove the cap for Phil/Myth as one of the new tomes come into play.

they should increase the cap for every 50 job you have leveled making the next grind for your new jobs more appealing, just like increasing the exp gained after hitting one job to 50. it's a small boost but at the same time it's nicer than not having it at all.
You only YOLO Once
Check out my FFXIV Blog here: http://na.finalfantasyxiv.com/lodestone/character/2280915/blog/

Issue: I want to play with my friend but I'll play without him anyway.Have I? I've sunk more time into it because I've got a freer schedule than him, but he is a player plenty skilled enough for endgame content. Only him and I can't play together because he'll never be able to catch up to me gear-wise thanks to the myth cap. Not to mention I have another friend who had a legacy char at 50 when 2.0 launched (I was a drg in 1.0 but started over as a brd), so he got started on grinding myth earlier than me. So out of my pool of friends that I would want to play this game with, one is over-geared and one is under-geared (while I COULD go do coil with my over-geared friend I would be less useful than other people who started 2.0 at 50).
Solution: Slow down and play with your friend.

I think there are two themes skirting the issue but failing to effectively counter the point as presented.
"The cap will go away when a new currency arrives, so it's not an issue." This response fails to address the underlying problem inherent in a deficit-based system. Yes, the cap on Myth tomes will go away, but it is logical to assume that the same cap currently applied to myth stones will be applied to the new currency, so the problem starts all over again.
"It's fair for people who play more / put in more effort to be further ahead." Is it? But there's actually two responses to this.
First of all, a weekly resetting cap doesn't measure effort or pay time, but weekly regularity since launch. Someone who logs in once a week to do a few dungeons and cap out their myth tomes will be further ahead than someone who buys the game three months after launch and then plays the game 24/7. If reward should correlate to effort or play time, the reward should be based on effort or play time, not a small weekly attendance check-in.
Secondly, Why does "fairness" mean preserving an imbalance between players? The issue I present is about ensuring that players get to play together by equalizing the playing field for potential gear acquisition. My argument is, quite plainly, that all players, at all time, should have equal access to gear, in so far as that gear is distributed through token systems. If that isn't "fair" I don't know what to tell you.
Furthermore, there is something else that hasn't really been addressed: it's better for the game itself, and the game's operators, to ensure that friends can play together as much as possible. Artificial barriers like weekly caps on progression or a lack of level sync drive a wedge between players. This can discourage new players from joining the game or existing players to quit if their friends can't/won't join. In both cases, the devs lose money from subscriptions and the servers lose valuable population. If the devs can do something to maintain "fairness" (such as a lifetime cap rather than a weekly cap), encourage play and cooperation (perhaps a capped player can help an uncapped player gain tokens faster, similar to a mentoring system?), and bring players together, they help build a vibrant and long-lasting community within the game.
I realize that it seems like the myth cap is one little thing and hardly something that will drive a community apart, but this sort of narrow focus fails to carefully weigh the pros and cons of any given system or change to that system.
I urge you all to consider the following two questions:
#1) Would you, personally, be better off, worse off, or unchanged with a lifetime rather than weekly currency cap?
#2) Would the game population as a whole be better off, worse off, or unchanged with a lifetime rather than weekly currency cap?
And, I suppose, a corollary to #1: are you made better off or worse off by the population as a whole being made better off or worse off? I'd argue that everyone is made better off by everyone being made better off. So even if this change doesn't affect you much, if it makes things better for others, that's still a good reason to support the change.


They don't increase exp gained after hitting one job to 50.they should increase the cap for every 50 job you have leveled making the next grind for your new jobs more appealing, just like increasing the exp gained after hitting one job to 50. it's a small boost but at the same time it's nicer than not having it at all.
They increase exp gained for any job of combat (Magic or War) that is below your highest. Lv 30 Conjurer is your highest? Any combat class lv 29 or below gets +50% exp bonus on FATEs and mobs. Always was.
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