"No Pay to win!" .... I will not be buying the expac now. I will not new my sub. Been around since 1.0. Way to alienate your die hard player base.
"No Pay to win!" .... I will not be buying the expac now. I will not new my sub. Been around since 1.0. Way to alienate your die hard player base.
No mention whatsoever
I understand this thread is huge, but there was a discussion about this a few dozen pages backSome proposed solutions that make levelling potions unnecessary:
A) like palace of the dead, make more content accessible at low levels (meaning that new players can play current "endgame" content with friends immediately)
B) make the new jobs accessibility requirements only to finish the 2.0 story (beat praetorium) and have them outside the expansion area. (Reason being is that this is the point you become the WoL).
C) allow crafters and gatherers to enter the expansion areas through beating their class quests (This would actually make accessing the expansion zones FAR easier)
D) Make the storyline of 3.4/3.5 separate from 3.1-3.3 (a little message saying these events take place after the events of the dragonsong war with a tiny summary of the ascians, WoD and nidhoggs eye)
E) Make ONLY 2.1-2.55 skippable, these quests are much easier to translate into a summary than the entire story from 2.0-3.55, and coupled with D) will make the story much shorter if people choose to.
Wait, jump potions are pay to win?
I thought pay to win was when you gain a definite boost to your character that makes them unbearable unless you invest the same monetary value that that person had...like buying angel wings that increase crit rate by 3%...
Only way I can see any kind of jump potion being pay-to-win is when this game no longer caps maximum level, than an item that lets you skip ahead will be pay-to-win...only thing this potion is doing is getting the jumper to the same ol' level cap we all eventually hit...nothing more, nothing less...
Really? Cause I already seen some people on here post suggestions on how to improve the game. But I can't deny there are other people that hold onto "the story IS the game!". It all depends whether we hold this "salt" accountable for everyone or not. But that's irrelevant, now about skill gap, the thing is, I understand players are already bad end game, but why make it worse? Even by a little? You can't deny that having new players jump into endgame isn't going to make it worse even by a little. Theres no improvement on this, and it's not going to be exactly the same. Even if you deem it to be negligible.
Jump potions by their design are pay to win. Let me put on my tin foil hat for a moment and give you a hypothetical view of the situation (none of this is true, but it could easily be perceived):Wait, jump potions are pay to win?
I thought pay to win was when you gain a definite boost to your character that makes them unbearable unless you invest the same monetary value that that person had...like buying angel wings that increase crit rate by 3%...
Only way I can see any kind of jump potion being pay-to-win is when this game no longer caps maximum level, than an item that lets you skip ahead will be pay-to-win...only thing this potion is doing is getting the jumper to the same ol' level cap we all eventually hit...nothing more, nothing less...
A) endgame content is locked behind MSQ
B) 2 years ago, people complained about gating for the ishgard expansion
C) The devs continued to add gating despite warnings, and did nothing to ease the lengthy process to endgame, despite saying that they would do something about it
D) The devs turn around and tell us that for a premium price we can skip the lengthy process to endgame entirely with a potion.
Almost seems like we are being played into a freemium trap doesn't it, in a sub game no less. Granted, this is all conspiracy theory, tin foil hat stuff, but you begin to see why people are frustrated. On top of this, the jump potion isn't even a necessity, there are ways around it that can easily be implemented.
Last edited by Lambdafish; 12-20-2016 at 07:58 AM.
Had a reply and accidently hit "Back"... To summarize my old post (RIP) that's an issue of content being easy and another matter in itself.
Skimming dozens of pages seeing the same thing (P2W, I'm quitting) does get old. I'll take the flak on this.
Your ideas are... not bad actually. Though, people have clung to the story pots more than leveling.
From page one to here, there has been talk about "other ways" ... but ... Can someone please come up with a really good idea from these "x number of ways" that doesn't break the game?
SE has a solution. Can anyone come up with a better one?
I actually approve of the idea of a jump potion but only if these requirements are put in place first:
1. RMT report is more intuitive. Once reported their chat spam is block from your chat box and the report automatically copies their last msg. DEV's can then see both the name and what the "player" msg is and easily trace it to the account and then ban it once a certain amount is reached. When you have 100 rmt reports from multiple sources of Aaaa'ggghg Whhvvr'sss with the /say of "www.fakegoldwin2win.com BUY NOW!!!" its really hard to dispute the fact that they are an rmt bot and the account that character is on a gil seller.
2. Different player status. A status next to your name similar to the "new leaf" that indicates either they are a brand new player with no prior experience in FFXIV or a returning player who has had some prior experience would help to alleviate veterans and let them know that they are knew and to adjust their expectations accordingly.
3. A tutorial. While PoTD is a great place to test out your new skills and abilities, it is not the best place to test rotations. This is specifically geared towards players who bought the potion and have no prior experience in FFXIV or MMO's. Heck they can even make the intro of the game when you are floating in the aether an interactive tutorial of the Job you choose where the Ascians act as training dummies. Examples of such tutorials include Kingdom Hearts, and even Dark Souls.
Example of a tutorial for tanks:
1. Do your enmity rotation and take aggro from the Ascians who have targeted Hydalen.
2. Reduce damage by using a cooldown with each attack becoming stronger and thus using stronger cool downs.
3. Grab multiple Ascians by using aoe.
4. Job specific abilities and skills explanation and test. Also introducing players to the tank's death negating ability, ex Hallowed Ground, Holmgang, Living Dead.
5. The test. You fight an Ascian using all the skills you have learned thus far.
4. Fully Implement Squadrons. This game is ultimately a FF game so story is important. However if one is not gated from dungeons and story progression by long queue times then the use of Squadrons can help the player enjoy the story at their own pace. This will mainly apply to the 2.0 series for now. This is also a chance to introduce some of the npc's players will meet along the way and during dungeons they can spout helpful hints about the player's job like telling the player to use aoe skills in large groups, etc.
5. Reduction of strict grinding methods. Hey SE, do you want your new players to be subbed for a month or a year? Allowing dailies to carry over and accumulate to a max of three days can help alleviate some of the stress of having to always log in every day. Uncharted 4 does this well. New players can know that as long as they log in every so often they can still progress. We want this game to be a game and not a second job. I'm sure most players new and old will appreciate this as this game will become very demanding as they progress so easing them into it is a great way to start.
6. Cave of Trials. The music Mission to the Deep Space is played during this instance. This is a series of challenges designed to test all players on the performance of their chosen Job. These trials are similar to what most fighting games have and are just to see if you can execute certain rotations in order and maximize your dps, healing or damage negation. Some trials will require the advice of others or personal research. Examples include using nine weapon skills in berserk and reaching a high dmg output. Most players will not know that they need a certain skill speed to reach that goal and even then it may vary on your latency. These players must now do research or ask people for help to clear this trial.
Sorry for the wall of text but TLDR; SE don't $#@% this up.
Last edited by Marxam; 12-20-2016 at 08:13 AM.
Since the jump item doesn't do anything about time played, any new player that uses any of the jump items is going to flag as a sprout due to them having no hours played under their belt (What is it? 7 days of played time?). No real reason to know if they are an experienced veteran and the sprout indicator will let you know that they potentially need guidance.2. Different player status. A status next to your name similar to the "new leaf" that indicates either they are a brand new player with no prior experience in FFXIV or a returning player who has had some prior experience would help to alleviate veterans and let them know that they are knew and to adjust their expectations accordingly.
I do like the rest of your ideas though, which is why I didn't touch on them![]()
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