I'm all for it being uncapped. If you want challenge then go into it at the appropriate level, that's what I'll be doing. If you want to just power through the content or do it faster for drops, go on your 50's. Why does anyone care if a group of 50's decides to blow through the dungeon? It has no bearing on your enjoyment of the dungeon, unless you're some kind of child who hates seeing others accomplish things faster.
If they cap it then you're excluding people who actually played the game more since the start. People who got their combat classes to 35+ (which isn't THAT hard, I had to try not to) are being told "**** you, you leveled too much and you're not allowed in here!" Honestly I kept most of my classes where they are to avoid that just in case.
But again seriously, why do you care what other people do? Not directed at anyone in general but what does it matter if people breeze through the dungeon on 50s? Why does it make any kind of difference to you at all?
people dont mean no entry cap, they mean level scaling/sync cap, as in you are reduced to a max level appropriate to content.
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difficulty sliders serve no purpose if they dont also accompany a reward. that is basic. 95% of people will not set the difficulty of leves higher than 10 levels although it would be much more entertaining, because the reward doesnt reflect the effort.
Now if exp was uncapped, people would always be pushing themselves to be better for the increased rewards.
The essential idea, is that for some parts of a game, you need to reward challenge, without level caps, you can only do this in endgame situations, so you create something where all content until endgame is crap, and you create a system where increasing the cap HAS to make everything before it obsolete, because it becomes that much easier to obtain. Its bad game design.
but you guys keep telling us the reward doesnt matterdifficulty sliders serve no purpose if they dont also accompany a reward. that is basic. 95% of people will not set the difficulty of leves higher than 10 levels although it would be much more entertaining, because the reward doesnt reflect the effort.
Now if exp was uncapped, people would always be pushing themselves to be better for the increased rewards.
The essential idea, is that for some parts of a game, you need to reward challenge, without level caps, you can only do this in endgame situations, so you create something where all content until endgame is crap, and you create a system where increasing the cap HAS to make everything before it obsolete, because it becomes that much easier to obtain. Its bad game design.
you want a challenge
so theres your challenge, you can raise its level, giving people the option to regardless of rank
the difference between a slider and a cap is the cap isnt gonna be optional if they do it, the slider will be
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cap can be optional too you know. The slider is stupid really, it serves no purpose if the reward is the same, no one will voluntarily handicap themselves, all it does is make the content last a little bit longer if you want to SP in it. Also a slider doesn't allow high level to go help lower level player, it exclude them even more and divide people even more. Optional cap is way better than a slider, and I hope that you see that.but you guys keep telling us the reward doesnt matter
you want a challenge
so theres your challenge, you can raise its level, giving people the option to regardless of rank
the difference between a slider and a cap is the cap isnt gonna be optional if they do it, the slider will be
its not bettercap can be optional too you know. The slider is stupid really, it serves no purpose if the reward is the same, no one will voluntarily handicap themselves, all it does is make the content last a little bit longer if you want to SP in it. Also a slider doesn't allow high level to go help lower level player, it exclude them even more and divide people even more. Optional cap is way better than a slider, and I hope that you see that.
its the same thing
the difference being a rank 50 can actualy play on the rank 50 job rather then having to be deleveled
people dont go to rank 50 to be deleveled, they go to 50 to be 50
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Wow, I don't want to call you blind but I will. Why are you so stubborn? They are different in if a level 50 want to help a level 30 and not ruin the challenge, an optional cap will let him do that. A slider will not, a slider makes the monsters harder, making it more a challenge for the level 50, still ruining the level 30's experience. You are so aggravating in your blindness and never wanting to conceed on reason.
Being optional still let the level 50 go steamroll content if he so desire which is laughable anyway, and still let them go powerdungeon his level 30 friend if that friend is also not wanting a challenge and just wants easy content.
To which our argument is that there shouldn't be anything in a r30 dungeon that a r50 should need. By your argument the CHALLENGE of a r30 capped dungeon will never equal the REWARD for a r50 who doesn't need r30 gear.difficulty sliders serve no purpose if they dont also accompany a reward. that is basic. 95% of people will not set the difficulty of leves higher than 10 levels although it would be much more entertaining, because the reward doesnt reflect the effort.
Now if exp was uncapped, people would always be pushing themselves to be better for the increased rewards.
The essential idea, is that for some parts of a game, you need to reward challenge, without level caps, you can only do this in endgame situations, so you create something where all content until endgame is crap, and you create a system where increasing the cap HAS to make everything before it obsolete, because it becomes that much easier to obtain. Its bad game design.
To which your argument will be: Well there may be useful things in the r30 dungeon for r50s.
To which I will argue that it is unreasonable to put r50 gear or even r50 comparable gear in a dungeon 20 levels below r50. Why not just put the r50 gear in content designed for r50, rather than stuffing it in mid level content.
This is why we are going around in circles. There is no clear winner/loser. No right/wrong. There is only differing opinions.
the reward doesn't need to be gears that drops in the dungeon. It could be reputation/currency/novelty items usuable at any level. So this point is also refutable. And to be fair all our points are refutable since we are just assuming and going off hypothetical situations.To which our argument is that there shouldn't be anything in a r30 dungeon that a r50 should need. By your argument the CHALLENGE of a r30 capped dungeon will never equal the REWARD for a r50 who doesn't need r30 gear.
To which your argument will be: Well there may be useful things in the r30 dungeon for r50s.
To which I will argue that it is unreasonable to put r50 gear or even r50 comparable gear in a dungeon 20 levels below r50. Why not just put the r50 gear in content designed for r50, rather than stuffing it in mid level content.
This is why we are going around in circles. There is no clear winner/loser. No right/wrong. There is only differing opinions.
You can change the word gears/mats to whatever you want. IT IS UNREASONABLE TO EXPECT A R50 TO RUN A R30 DUNGEON FOR R50 REWARDS WHEN THEY COULD JUST DESIGN R50 CONTENT FOR R50 PROGRESSION. This seems to me to be a simple concept.the reward doesn't need to be gears that drops in the dungeon. It could be reputation/currency/novelty items usuable at any level. So this point is also refutable. And to be fair all our points are refutable since we are just assuming and going off hypothetical situations.
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