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  1. #9
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Velhart View Post
    It does not affect you in any way.
    I never said this was about me, this is about the future of the game, the game that I care about and want to have a long and healthy life. No, the jump potion in SB won't affect me, but in say... 5.0 and beyond, when players have to beat 2.x, 3.x and 4.x in order reach 5.x etc. I can guarantee that everyone will feel the repercussions when nobody understands the narrative (we are in Garlemauld, whats garlemauld?), and will have to deal with a levelling process akin to level 10 in terms of teaching new players (except much worse because they are dealing with endgame skills). What this will lead to for me is a dumbed down levelling process (no more vault/gubal level dungeons), and a lot more segregation in the community (because no way is the community going to be helpful in the expansion levelling, expect a lot of jump potion users being kicked for asking what regen is).

    I acknowledge that some people want to get to endgame to raid, but these players will become more in the minority as it becomes increasingly apparent that jump potion is mandatory, at which point we have to deal with players who didn't particularly want to skip in the first place.

    Quote Originally Posted by Bourne_Endeavor View Post
    snip
    So as a TL;DR to our debate:

    - The jump potion doesn't fix a problem that needs to be fixed
    - My proposed fixes are too expensive (despite no actual facts)

    So what IS the solution? apparently neither of our solutions are viable. So what is worse? Spending money to fix content to futureproof the game and allow it to flourish for years to come? Or release a flimsy, short term fix that will ultimately hinder the game in years to come?

    I would actually be OK with this problem being fixed at the cost of less of an inventory space increase. (if it even came to it being that expensive, which I doubt)

    Quote Originally Posted by Zojha View Post
    Uhm...I don't think that's what people want changed there. Ideally, the MSQ would remain entirely intact, but the content it unlocks in the process could be unlocked independently of the MSQ. So if you see the entry of Toto-Rak, you could walk up to the wailer and say:"Hey, what's dis?" and get it unlocked regardless of the state of the MSQ, while the MSQ would still send you there at the same time it does before, with MSQ quests still being one long chain. Same for chocobo rides and whatnot.

    Kind of like you can unlock Dzemael Darkhold either via the Fort of Fear quest or the Grand Company quest.
    This seems like a best case scenario, but isn't even what is needed to fix the problems. There needs to be a point of least resistance within the MSQ itself, something that allows players to experience only what they need to, while still being given the narrative and world building context, and experiencing the levelling process (as fast as that will be come 4.0)




    Also, because nobody is talking about it, I want to reiterate that the levelling potion is still a terrible idea. At worst, give us the ability to level one job, please do not allow us to level multiple jobs with our wallets. (Also... would an ACN jump potion cost double?)
    (4)
    Last edited by Lambdafish; 12-23-2016 at 01:48 AM.