I think that Leves and Grind Party EXP (FFXI Style) could coexist, but to be honest I'd prefer skilling up like you did in FFXI. I really dislike leves... Grinding is always boring, but at this moment I miss the old-way of exping (FFXI FTW).
I'd like to exp like in FFXI and maybe one a week doing a full leve-run to get a very large amount of SP... Obviously a "new" (old) Battle System is needed...
Seconded and quoted for emphasis. Grinding a la FFXI has actually driven people I played with away from the game. When they saw XIV might head in that direction, they said "screw this" and left here as well. I'd like to be able to get my buddies to give this game a shot again, but standing in camp and grinding mobs away is not going to lure them back.Actually, I'd rather see this setup:
* Main method of leveling: Story-rich quest-based leveling
* Alternative methods: Instanced dungeon parties, leves
And then I guess if you really like, you can resort to good old-fashioned grinding. But grinding random monsters as a method of leveling is archaic and personally holds no appeal for me. I only do it in MMOs when it's necessary for rep grinding or farming.
My opinion on leves is that they shouldn't have been the backbone of leveling. They should have been 'dailies' to fill in the SP gaps and to keep gil flowing. The reason they are boring is the same reason that grinding is boring. The same reason that people get sick of doing their dailies in WoW. Nobody wants to do the same thing over and over forever. And to make them the primary method of leveling was a mistake, IMO.
But to answer the original question posed here, no, I don't prefer FFXI-style grinding. But the real problem is that we don't have many options. I'm hoping that will change with the implementation of instanced dungeons. Partying, exp, loot. Good times.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I don't think anyone's saying make party grinds the only way to level. Just make it a viable option for those that enjoy it. The more options we have, the better.Seconded and quoted for emphasis. Grinding a la FFXI has actually driven people I played with away from the game. When they saw XIV might head in that direction, they said "screw this" and left here as well. I'd like to be able to get my buddies to give this game a shot again, but standing in camp and grinding mobs away is not going to lure them back.
@OP
Dumb people support it, that's my opinion. Different strokes for different folks though, guess that is the beauty about an opinion.
Last edited by Dargoth_Draconia; 06-07-2011 at 11:21 AM.
every mmo game is a grind fest, i rather be forced to party up again atleast i had alot more fun than boredom.
FFXI i played for years before i took a break from it, FFXIV im like a god in game and i can seem to wanna log in.
Grinding and getting to know everybody on your server was the best thing, especially when you got to end game, you knew who the trixy bastards were, and you knew who the ones you could "trust" with things like DM, Rostrum Pump runs, and O Hat runs...
The social aspect is one of the more important aspects to an MMORPG, we would have an ORPG without the people ;O
grinding as a main mechanic of leveling is a bad idea, but grinding as an option is a good idea. I think a good balance would be mini event sp, (like leves and extensions of that, challenge mode battles, survival etc), grinding overworld mobs should also be feasible, dungeon sp, and story sp/quest sp (especially job/class related quests/trials) basically the more sp options the better,
i think leve linking sp needs to get nerfed, or limited, maybe 2 one links worth of bonus, or diminishing bonus per link, grinding needs to be improved slightly, maybe via chains, dungeon should offer comparable sp to grinding, maybe slightly less, quests should offer a little less sp, but still be a viable means of leveling overall. To leves they should add more complex interesting and challenging leves, like challenge modes, or survival or time attack, maybe some puzzles.
essentially the more paths to growth the better, you should be able to pick your different path to leveling based on how you feel, and what you do, but there should definately be more of a final fantasy feel to these events, design dungeons and bosses on the level of an offline game, make class quests an interesting story with interesting mechanics and happenings. Make the game a final fantasy game, within the framework of multiplayer experience.
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