I gotta agree with all the "why don't you have a life?" posts, seriously is the game your life? Treat it like a game and maybe it won't suck so much unneeded energy from you while you can't even "advance".

I gotta agree with all the "why don't you have a life?" posts, seriously is the game your life? Treat it like a game and maybe it won't suck so much unneeded energy from you while you can't even "advance".
Bullshit logic..
so why should some1 complain w/o a cap????? He could gear up his alts for examples. AFTER the cap u get no reasons to go into dungeons at all in lategame for that week..
caps were lame in WoW and are still lame in all other MMOs. Let the ppl decide what they wanna do with their free time. If they want to spent it on FF, why not let them?
I dont reach even the cap per week, so I don´t care at the moment. But im sure many ppl reach it pretty fast so yeah for them, it sucks.
Some ppl are just plain dump sorry to say that so bluntly.


So... no update on this from the Devs?
The cap is utter nonsense in a game where you can play every class on one character. On WoW where you have to make multiple characters sure, it's fine but not here.
The main purpose of the weekly cap for myths is actually quite simple:
The caps are designed to keep end-game players (and upcoming players) to subscribe and play longer. In doing so, SE profits from that subscription money.
If they let all players simply earn all the best gear currently within a month, then a lot of these players will end up unsubscribing due to boredom and lack of content. This results in less subscribers and profits.
Hence why they have these ridiculous weekly caps - to prolong subscription profits and give time for their DEV team to create new content.
I'm not on any side that favors or dislikes caps, but it really comes down to how SE can maximize their subscriber profits for a longer time period. Since this is a P2P game, however, I think all players should be able to play without such weekly "caps" or other restrictions. With such limitations, all players do not actually get full value for what they pay monthly on this game.

The only problem with Myth Cap right now is it's a little too much.
If anything, upping the cap to 500 per week is fine... The reason is because people want to play Multiple jobs and that is the point of this MMO.
So far it takes 5 months to gear out 1 job with full Mythic gear, that is just a little too much. I can see shaving off 2 months from that and it not being totally unrealistic to gear 2 jobs to full.
I'm not butthurt about it or anything, but I just see that 5 months for 1 job is a little too much, that's all. If they don't change it, personally it will be an "oh well" from me, but they should take into consideration that people would like to play multiple jobs (at least 2-3) then yea.
Are you kidding me? It took some people 5 months to even reach the level cap in FFXI.
Now, not to compare this game to FFXI, but come on.
You kids these days are all about instant gratification. That's the problem, everyone wins a prize.
its not even possible to do myth cap and coil 1-5 in 3 hours, so idk where you are getting your numbers. A perfect WP is "usually" around 20 minutes. You need 10 of those, so thats 200 minutes devided by 60 is 3 hours and 20 minutes, +coil is like another 90 minute run from turn 1-4, and thats a good run, assuming you have no wipes. That is also already 4 hours and 50 minutes. And most likely i doubt you are getting through all myth cap and coil 1-4 in 4 hours and 50 minutes anyways. I understand your approach here, that its not that much content ona weekly basis, but 5-6 hours is a lil more accurate.
Also, crystal tower was supposed to release at launch, and thats a huge chunk of content that we miss out on. If we had crystal tower we could be gearing alts and not be worrying about only mything out one job. If we had crystal tower, i doubt the content cry would be happening. Im still wishing i had access to crystal tower to put on some Ilvl 80 gear in places that i still have darklight or even AK gear because of Tank darklight taking up pants/feet, Chest/head, so when i get a piece for head or chest, i gotta wait longer to fill that ilvl60 gap.
Point is, there is plenty of content, and the absence of crystal tower sucks, but once it comes, everything will be fine. Progressing multiple jobs will be more realistic. 1 main job decked in ILVL90, and the rest decked out in ILVL80. Its comin man, chill
Like the cap
Easy way to counter cap is rolling more char instead of one.
First, a part of the community complains about not being unique enough because 1 toon can do everything and now we want to remove the caps so now 1 toon can also get gear for everything. "We want to be unique/feel special" and at the same time we want "Equality and no limits on anything for everyone." This thread is a headache.
I think the idea behind tome cap is fine, but due to how changing classes works, I'd like to see something like +50 to cap for each additional max level combat class, up maximum of like 600.
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