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  1. #11
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    my biggest con

    implementing a cap system would pull dev time away from adding more different content. Adding a cap system just makes existing content more repeatable. IMO SE should be working on adding more content not making existing content more repeatable.
    (2)

  2. #12
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Pro: Uncapped content will create a predecedent and it will be expected for future content that they are uncapped as well, alienating all depths in content, having devs design shallow/favor of the patch content. Allowing for only vertical progression like in WoW (making only new content relevant and desirable, even new players will just skip the old content) instead of horizontal character progression which makes new and old content relevant for new and old players.
    (0)

  3. #13
    Player
    Yoohre_WildRiver's Avatar
    Join Date
    Apr 2011
    Posts
    758
    Character
    Yoohree Reborn
    World
    Zalera
    Main Class
    Culinarian Lv 70
    Everybody is complaining that they are too easy and a mindless Zerg

    mindless zerg? well i guess we have to thank tassadar for that dont we??

    ^-^
    (1)

  4. #14
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Quote Originally Posted by Rinsui View Post
    - With capped content, low level equipment remains valuable. Crafters are happy because there's a steady demand for low level gear, and even low level NM drops will retain their epicness forever. Counterargument: None so far
    [/I]
    Forever? I'm sorry, but it will retain it epicness until it gets replaced with better gear at r50 (or any other better higher rank equip), the only reason people would keep it probably only for nostalgia, most would tossed them as soon as there are replacements because it is eating storage space.

    Also before anyone bringing up leaping boots and empress hairpin etc, please leave because you are on the wrong game.


    Quote Originally Posted by Rinsui View Post
    - If you uncap low level dungeons, high level players will simply rush through it; which basically means that you are wasting the lasting potential of a dungeon (which could be challenging forever with caps).[/I]
    [/I]
    The only potential low level dungeons has is only until they can enter next stage of dungeons, there is no lasting potential on low level dungeon, people will rank up and never go back to do that say low level dungeon (unless they need to help friends). There are of course solutions to keep people comin back, Capping level isn't one of'em.
    (2)

  5. #15
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Krausus View Post
    my biggest con

    implementing a cap system would pull dev time away from adding more different content. Adding a cap system just makes existing content more repeatable. IMO SE should be working on adding more content not making existing content more repeatable.
    Counter: Developement time to implement it would only be so much and once there it can be applied to all future content that needs it. One would not exclude the other, developping the code for the cap would not prevent more content, not in the long run.
    (0)

  6. #16
    Player
    Join Date
    Mar 2011
    Location
    Mithra Mog-house Interloper
    Posts
    467
    - Even mid-level content should be challenging. Being able to bring along a LV 50 buddy will water down the challenge yet again (see guildleves). Counterargument: If you want challenge, you are free to enter those dungeons with other low level players. Don't force your challenges on others, though.
    You should also add there are people who don't have jobs below 25-30 anymore. If they want that challenge then they are screwed. You should not be forced to level another character just to get what you want (the challenge not the gear) out of a dungeon.
    (1)

  7. #17
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    do we really need another one of these? just compile it in the previous threads.
    If you can get that thread's OP to do the work for me - go ahead.

    Compiling it on one of the last pages is senseless, because evidently people are even unable to read the post right before their own. ^^
    (0)

  8. #18
    Player
    Shyd's Avatar
    Join Date
    Mar 2011
    Posts
    601
    Character
    Shyd Etine
    World
    Excalibur
    Main Class
    Arcanist Lv 60
    Keeping old equipment for dungeons is a pain in the arse though >.>;;
    (1)

    Vicious Linkshell
    www.viciouslinkshell.com

  9. #19
    Player
    Rinsui's Avatar
    Join Date
    Mar 2011
    Posts
    758
    Character
    Rin Legacy
    World
    Mandragora
    Main Class
    Thaumaturge Lv 50
    my biggest con

    implementing a cap system would pull dev time away from adding more different content. Adding a cap system just makes existing content more repeatable. IMO SE should be working on adding more content not making existing content more repeatable.
    Noted, included as a "contra" argument.

    Counter: Developement time to implement it would only be so much and once there it can be applied to all future content that needs it. One would not exclude the other, developping the code for the cap would not prevent more content, not in the long run.
    Slightly modified (shortened) and included as the counter.
    (0)
    Last edited by Rinsui; 06-24-2011 at 03:51 AM.

  10. #20
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Rinsui View Post
    Sorry, could you clarify that one? Do you mean "low level gear will be worth something for a long time, because it can be used in other low level dungeons?"
    i mean you can put rewards like items that can be upgraded to be good at multi levels, currency of some form to buy items for multiple level ranges, or even just having items that are really good for specific things, across many levels, or considering materia is coming, items that can become better materia than others in that level range.
    but this would only make sense if you couldnt farm it easily.
    (0)

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