


You don't have to farm it if you can just buy it in the market board or from a NPC.



Or how about something slightly more forceful? An experience penalty for any individual member who is drastically undergeared if they queue solo (people who join with friends can presumably discuss the issue like adults if needed). I think that would give them a firm hint and it can warn them when they select the dungeon in Duty Finder so they can go and do something about it before sabotaging the run for everyone else or causing embarrassment. It can also prompt an active help entry explaining ilv, as I think some people take a little longer to figure it out.So, while I agree that there might be a problem with ilvl-requirments what about a "compromise": Each dungeon gets some sort of recommended ilvl that will be shown in the DF beforehand and, if you enter said dungeon with an ilvl thats lower than the one thats recommended the game will tell you - preferbadly with a constant message on your screen and recommend to upgrade your gear.



Wait, you can buy boost from lvl 59 to 60 on maket boards or from NPC? :P Of course I meant that I dislike tanking it as lvl 59 for lvl 60 players. I take my enmity too seriously for that.
I would rather have the iLevel lock, because there are also problems with not-supported languages and these players might suffer due to the language barrier. Experience loss isn't as visible as iLvl locked content.



Don't we speak about leveling dungeons?
And yes, ilevel 145 gear (the minimum ilevel for the first lv60 dungeons) are still buyable.
Last edited by Felis; 11-03-2015 at 11:52 PM.



Yes we talk about leveling and undergeared players. I said that I farm the Vault to level 60, where I meet i90 players, and that they might be doing even Library, which I can't tell as I skip the Library due to lack of iLevel sync. Gearing lvl 60 alts is quite easy when you have to farm the tomes on your main. The issue is when the players do not care about their gear till the max level.

The gear itself doesn't make a player good its how they play the class itself. looking at tanks specifically how many do you guys even think are out there that don't even realise they should try to keep the mobs still so that classes with positional attacks for better dps. I know some of you may argue that its down to the dps to make sure they hit the right area of the mobs but that takes time especially with tanks dancing around with ants in their pants. I've seen several ninja's including myself once or twice miss a suiton to get the damage increase buff up on mobs cos right as they go to hit it, the tank decides to rotate the mob :/
I'd rather the dungeons stay as they are. They aren't really difficult and with the incoming changes the amount of dps required to kill the mobs should change, not to mention that players go into dungeons under geared but they also use those dungeons to gear up, especially if they are poor or levelling other classes.



Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.



Gear doesn't make good players, that's true, but it makes bad players a little bit less bad. Or to be more specific - it improves their contribution.
I believe the incoming changes are partialy the result of players not understanding the importance of gear in RPG game. If somebody does not gear up due to lack of gil, they are free to earn it. I started this game in July and since I picked up botanist I had more cash than I could spend during leveling. If players want to save gil, well they can farm dungeons in their iLevel range, where it doesn't create issues for their party members.
If everybody ignored gear (tanks and healers included) then we would have even more problems in DF groups and harder nerfs coming.



There coulf be both, or there could be a message telling you about the exp penalty like in FATEs and Leves. i think having the penalty become severe like 1 xp per kill if below a certain gear threshold would also help, and keep out botsOr how about something slightly more forceful? An experience penalty for any individual member who is drastically undergeared if they queue solo (people who join with friends can presumably discuss the issue like adults if needed). I think that would give them a firm hint and it can warn them when they select the dungeon in Duty Finder so they can go and do something about it before sabotaging the run for everyone else or causing embarrassment. It can also prompt an active help entry explaining ilv, as I think some people take a little longer to figure it out.
Last edited by Morningstar1337; 11-04-2015 at 01:01 AM.




There ARE some minimum iLvl checks in story content. You can't do the Singularity Reactor until you're iLvl 142.
Do there need to be more? Perhaps.
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