1.) It doesn't work that way. Resources are limited, they have to focus on what keeps level 50's playing.
2.) What for? There is plenty of content to do for 1-50. Why does the game need more mid level content? Seems rather pointless to me.


Most players already have multiple 50s and are either in the process of steadily leveling up their other jobs to 50 or are content with the jobs they have at 50 and don't want to do anymore (Pending Ninja or other new jobs etc).
Why devote substantial time to developing content for the smallest part of your fanbase when you could be developing more end-game content for the largest part of your fanbase who is also in the most danger of becoming bored and un-subbing? The 1-50 process is already a carrot and a stick - even if the pickings are low down there it's compounded by the fact that there's no reason to revisit that content (And most of it is done in 5 minutes or less). A new raid or set of level 50+ instances add far more lifespan to the game than more mid-level content.


Honestly not wanting to argue it with you, but I would rather have a new to 50 asking questions and learning, rather than a new player quitting the game due to it being made harder



It would be nice to see something like this added for the expansion. One idea would be to add more guildhests - especially post level 40.
Under lvl 50 dungeons can be cool, but:
1. It has to be as difficult as end game, but GEAR-INDEPENDENT because of level sync.
2. It has to drop horizontal progression, never-outdated gear.





Well you know, for other classes I mean. The whole story is fine for 1 class, but when you want to level others, it would be nice to have some variety.No it doesn't. Yoshi-P explicitly wanted everyone to rush through 1-50 quick to be at endgame and he succeeded. There's no point focusing on adding more to what's essentially a tutorial mode and beside, new upcoming classes is enough of a reason for many to go back and enjoy the grind again.
Also, crafting and gathering classes.
1.) Resources are limited, but being able to properly divide them so they don't negatively impact level 50 content shouldn't be beyond their capabilities.
2.) See my response to Namasu.
I mean really, it's like people forget that you can level multiple jobs.
Last edited by Gramul; 07-02-2014 at 03:18 AM.

Well if you look closely alot of the dungeons do infact show most of the mechanics for primals Qarn being a fine example of correct party placement, and the early 50 dungeons show pieces of coil. Tonberry king is a fine example of Cad. And I hear Lost City Goobue has a mechanic that mimics allagan rot but since the punishment for keep it is not death but being eaten people ignore passing it, alot of wierd things in the township. But yeah they are not so much a learning tool though because they do not carry that instant wipe in most cases.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
Yes they do but it is also important that the journey to level cap is enjoyable for others. I personally prefere the leveling experience over end game but I feel FFXIV has gone a bit flat. Also I think they need to work out how to improve the community.
Resources may be limited, but one of the ways capped players keep interested without getting into a rut and getting tired of farming is levelling an alt. Having more new pre-50 content keeps those subscription dollars rolling in during those times that occur when planned patch content gets SANAFU'd and has to be pushed back. Having a constant addition/renewal of low level content keeps the game interesting. There is also the "Gee, I wonder what all that added stuff looks like?" curiosity that can help keep interest when things get a tad "same old same old" between patches.
I know capped players require constant new content at the high level, but keeping the low levels evolving and expanding can keep the game interesting for those that enjoy leveling and story.
Heck with tactics...bumrush 'em and kill 'em all.
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