
Originally Posted by
MeowyWowie
**Long post**
What's so wrong with capped dungeons? When I hear the term "capped" I don't think "anyone over the cap isn't allowed in" I think "anyone over the cap gets scaled down in level." In my opinion, this is how instanced content should be designed.
Scaling down high level players to the level cap keeps content interesting at any level. Having a cap ensures that the R30 dungeons will remain learning experiences for the new players, even if they get help from higher level, more experienced players. It also keeps it interesting and challenging for higher level players. The cooperation needed in level capped content gets newbies ready for R50 content of similar nature. Letting a uncapped R50 in with them completely negates any challenge there could have been, and thus it's no longer a learning experience.
Level caps also benefit everyone in terms of EXP. In this case, anyone 30 or higher will always net the same EXP in a capped dungeon, it won't get lower as your level rises. So even at R40 you'll still look forward to doing R30 dungeons even after you got all the loot from them. With uncapped dungeons, once you get the loot, you're done. Just one more piece of content that equates to wasted development time because it's completed far too quickly/easily.
Level caps should never be optional. Because just like the science of physics will tell you, everything always takes the path of least resistance. If made optional, most people will still take the easy route because it's far more efficient. SE should be the ones controlling the difficulty, not the players. And for those saying that this is not what they've seen in other games, there's reasons for that too. Those games likely don't have multiple classes per character. The higher levels likely didn't need anything from the lower level dungeons anymore. They were probably spending their time with content created for their level.
Look at Guild Wars 2. The entire game is being designed around player skill. Not armor, not e-peen weapons, just skill. Guess what one of the major differences is between GW2 and most other MMOs out there? Level scaling. They do it in nearly the entire world. High level characters can't just go into low level zones and rape everything. There are no 1 shot kills. Granted you will still be a bit more powerful when scaled down compared to someone that actually is the same level, you're are by no means a god compared to them. Why do they do this? Because they realize that to keep skill the main focus of the game, everything needs to always be balanced. Level scaling is one of the best ways of achieving this goal. GW2 takes it to an extreme, and I'm by no means suggesting this. But for instanced content, scaling down to level caps just seem right.
SE had their experience with level caps in FFXI too. CoP was by far the best expansion in the game, largely due to the difficulty thanks to capped content. It kept things fun, at least for me. You weren't able to rush through the entire storyline in one weekend. With each mission you beat, you felt like you really accomplished something. Getting Sea access or your CoP ring almost felt like you beat the game, because you actually had to work for it. You learned from your mistakes, and were always trying new strategies. Those were the good old days. Now, ever since they removed the level caps, CoP has become a total joke. And that is what uncapped dungeons will be as well, a joke.
FFXIV is far too easy as it is right now. One of the new development team's main objectives was to create more difficult and strategic content. How can that be possible if you can just have someone 20 levels above the target range come in and do it all for you?
Do you learn anything from that?
Is that fun?
Do you feel you've earned the loot at the end that way?
Does it make you feel like you've accomplished anything at all?
I don't see how anyone could answer "Yes" to any of those questions. And yet, those are some of the main reasons people play MMOs.
MMOs are meant to be a learning experience. You're supposed to have fun. You should take pride in what you've accomplished, because you earned it.
SE doesn't have to copy everything from other games. In fact, that's probably the last thing they should be doing. Main reason being, other games already do it, and better, and even many of those are failing. What makes you think it'll work out for FFXIV?
SE knows how to design level capped content. They have experience in it. They need to stick to what they know. They should improve on their previous ideas, make them better and more accessible to all types of players. Uncapped dungeons is just another mistake that they cannot afford to make right now. They need to release content that will last at least until the next patch. You'd think they would have figured this out by now, I guess not...