Doesn't really solve the problem for new players that don't want to go through such hoops just to experience the dungeon without being thrown into the back seat of the speedrun car.You can do this now. Get that dusty ilvl50-55 AF out of storage, make a quick visit to the MB to buy some i49 accessories and weapons, slap all that old gear on, Make a PF party to find other players that ACTUALLY want to engage in such activities (if you can). Bam, just solved an invalid argument for enforcing ilevel sync, while saving the devs from having to write a single line of code.
It's already in the game, you have to get up and do it, as inefficient as it sounds. Players can enjoy that feeling without imposing it on players that would rather enjoy the rewards they've obtained from the latest content.
My work here is done.
Oh but it does. they can use the PF to find exactly what is stated.
Ill lay it out for you.
New Player, wishes to experience that feeling when going through older dungeons.
New player, opens PF, creates a party with the following description. "Running dungeons for the first time, first time bonus included, please only join if you are willing to bend yourself backwards to fullfil my urge for "that feeling" by equipping gear in the range of ilvl 50-110."
Wait for the party to fill.
Only hoop here is making a PF party.
Bam problem solved without imposing restrictions on players that would rather enjoy the fruits of their labor obtained from playing the latest content.
TL DR why would you rather have OTHERS jumping through hoops to fulfill YOUR desire for that feeling Theres a Winner and a Loser in this scenarior. When you can jump through hoops yourself where everyone is a winner in this situation.
Last edited by KaedrianLiang; 02-11-2015 at 04:52 PM.
Rude or not, they're too late. After 3 dungeons, they'll find out that the dungeons are all the same car with a different paint job on them. Trash Mobs > Boss > Trash mobs > Boss > Trash mobs > Boss. The trash isn't interesting; there isn't anything to appreciate with trash. It's pull a pool, burn them, and repeat a few times before the bosses.
Why not have a dynamic ilvl sync system. Since the trash in the dungeons are so tirelessly repeated, implement the ilvl sync when engaging the mini-bosses and boss of the dungeons. Keep the tedious parts less tedious and let the newer players appreciate the bosses.
Again, however, once you run the dungeon once, the only other reason you'll run it again is for a quest or farm. That gets tiresome and you can't fault players.
EDIT: Also, about the current ilvl sync, why? Why 110? That won't help anything... only preventing lower laughable speedruns from becoming even more laughable.
Last edited by Skeith-Adeline; 02-11-2015 at 04:51 PM.
How about this?
There is a new player bonus, right? Just double that bonus or triple it if you must, and make any run that has a new player bonus have a strict iLv sync. So you may spend 30 minutes instead of 15 minutes, but you get the rewards of 2 runs. And in runs where you are matched with no new players? You're synced to the old iLv110 letting you do the speed run anyway.
Don't forget the whole roulette bonus and new player bonus are there to help the new player, they are rewards for veterans conditional on helping new players.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
well there's one good thing about the sync, helps close the gap when the tank is way out geared by the dps (like i95- tank and i117+ dps)
That's a great way to make people quit dungeons once they see a new player. For everyone the soldiery bonus isn't an acceptable trade off. This scenario still forces this style of play on other players just due to the luck of the draw. You will have tanks and healers quitting because they can easily requeue, not get a newbie, and get the dungeon done in half the time. Assuming they still have quit allowances for the day of course.How about this?
There is a new player bonus, right? Just double that bonus or triple it if you must, and make any run that has a new player bonus have a strict iLv sync. So you may spend 30 minutes instead of 15 minutes, but you get the rewards of 2 runs. And in runs where you are matched with no new players? You're synced to the old iLv110 letting you do the speed run anyway.
Don't forget the whole roulette bonus and new player bonus are there to help the new player, they are rewards for veterans conditional on helping new players.
A lot of people in this thread seem to forget how impatient people were for tough dungeons like Pheros. People would get in, see it was a tougher dungeon, and quit instantly. This scenario would be no different.
Don't forget that a lot of people doing the relic quest have already been thrown back into those dungeons not once but twice now. Those on Animus just want to get all of the low level content over with as painlessly as possible because there's nine books to finish. Those on Zodiac are only interested in completing the dungeon as fast as humanly possible, exiting, andgetting our dropgetting trolled by RNGesus. The game practically stuffs soldiery into your pockets as it is, so most would probably not stick around for a dungeon synced this way, especially with a new person that has to be taught the mechanics, which you would now have to follow thanks to the level sync.
Last edited by Ashkendor; 02-12-2015 at 12:56 AM.
I wish SE would bring back the extra chest mechanic from 1.0 tbh. In 1.0 you would get 3 chests for beating final boss, killing all mobs and beating it in a certain time.
Whenever people use the word "dynamic" to describe a feature they want, I hear the groans of a thousand testers.Why not have a dynamic ilvl sync system. Since the trash in the dungeons are so tirelessly repeated, implement the ilvl sync when engaging the mini-bosses and boss of the dungeons. Keep the tedious parts less tedious and let the newer players appreciate the bosses.
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