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  1. #31
    Player
    Croy's Avatar
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    Mar 2011
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    65
    Character
    Allard Barrows
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by Teuciont View Post
    Okay. If you want the devs to spend time they could be using to develop content to rebalance nearly every piece of gear and implement algorithms to put in a feature that detracts people from having a genuine leveling experience, alright.

    You never answered me as to what "future" MMO does that. WoW didn't do it. GW2 isn't going to do it. lolSWTOR isn't going to do it. TERA isn't going to do it. So uh... maybe they don't for a reason? Maybe they like having mobs a certain level guide you through areas so that new people can explore new areas and not be stuck in one place? And don't give me that "there's no one good leveling place." That's bullshit. It's Valkurm till 20. Qufim to 35. Birds till 75.

    Now with abyssea, it's just Qufim to 30 then abyssea. Altepa Desert? Yhuntunga Jungle? The fuck are thoselol.
    First off Abyssea is an issue, not level sync, that is a design flaw, and not a flaw with a completely irrelevant feature in Level sync. Its also imbalanced. FFXIV is not anywhere NEAR as imbalanced as FFXI's system, so it won't take that long to change mob balancing (There is not one single 'mob' that completely overwhelms the population, and if there was it would not be a problem with level sync, those mobs would be exploited no matter the level if they exist over the course of the games levels), at that points its mob distribution, there are now tons of camps with lots of mobs, and those mobs all spawn very fast, so there won't spawn balancing issues that FFXI has (Dungeon mobs spawn in 15 minutes, 'some' field mobs spawn in 12 minutes, the rest spawn in 5 minutes unless your in abyssea, in which case all spawn time fail in comparison). The only thing they have to work on combat stat balancing and gear balancing around the system and they have said they were going to look into implementing level sync way before the first part of the combat overhaul was put into place, there is no sudden 'change' that needs to happen in the design process like its going to add that much to dev time.

    Secondly you just referenced the mmo king of community disenfranchisement with World of Warcraft. You either had friends or you leveled solo, pick groups were very rare, this got even worse as time went on. It was solo to the cap and hope you find a good guild. What did they do to remedy this? They implemented a system that 'synced' you into a group for a specific instance around your level range, the trade off is you didn't need to go out into the world anymore, you hardly ever played with people in your own server, and when you hit the highest level you did the same thing over and over again and you either did it with friends or did it with other players either on your server or not on your server, but you didn't need to engage in it. You want to tell me the future isn't level sync, complain about how it destroys communities and you bring up WoW as your counter? And as for SWTOR and GW2. They both have a form of syncing. PvP is completely level synced unless your in the open world, and if you are not synced, you need to group up with people who happened to playing in your area, otherwise you do everything solo, EVERYTHING. Its unknown how the community will flourish in the end game, but the leveling experience leading up to it is far from a great future in community. Tera I haven't played nor heard enough about to make an opinion but GW2 they have storyline sync where people of a variety of levels can participate in the same content and get something out of it.

    The point is level sync isn't the problem with community, there are far more damaging features that can do that, the key is implementation and FFXIV is far more ready for level sync then FFXI was when it was introduced, and for FFXI it has only gotten worse, but that is not because of level sync, its because they implemented another EXP system that completely broke all the exp mechanics up to that point in abyssea, and then later Heros of Abyssea quest system.
    (2)
    Last edited by Croy; 12-06-2011 at 10:56 AM.

  2. #32
    Player
    RahJah's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    142
    Character
    Johon Zei
    World
    Excalibur
    Main Class
    Gladiator Lv 32
    Level sync is a beautiful idea!

    No comment on the level restrictions on instanced raids.
    (2)

  3. #33
    Player
    Teuciont's Avatar
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    Oct 2011
    Posts
    369
    Character
    Teuciont Arbedechi
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    The feeling of the world of XI was ruined long before Abyssea. Abyssea only delivered the finishing blow. Regardless of whether or not you believe level sync ruined the game is your opinion, as it is mine. It ruined XI for me, it obviously didn't for you. You thought it made the game "easier" and more "accessible," I feel it ripped the soul and gruff, rough around the edges experience and level of accomplishment you earned with each level, equipping new gear that would stay relevant for a while longer, going to new places. You can't tell me that players since level sync before abyssea went to the jungles or the desert. Or the mire or the volcano or Aydeewa. Or Crawler's Nest. Part of leveling for the first time in XI was the excitement I got from going to new places to level. "Crawler's Nest? What's that? I get to go there to grind and explore at the same time? Well that sounds awesome."

    It boils down to you finding the game to be nothing more than a grind to 75/50 and me appreciating the game world, not caring when I got to 50 and not who it was with. Our opinions aren't going to change, so there's no real point in continuing to argue about it.
    (0)

  4. #34
    Player
    Croy's Avatar
    Join Date
    Mar 2011
    Posts
    65
    Character
    Allard Barrows
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by Teuciont View Post
    The feeling of the world of XI was ruined long before Abyssea. Abyssea only delivered the finishing blow. Regardless of whether or not you believe level sync ruined the game is your opinion, as it is mine. It ruined XI for me, it obviously didn't for you. You thought it made the game "easier" and more "accessible," I feel it ripped the soul and gruff, rough around the edges experience and level of accomplishment you earned with each level, equipping new gear that would stay relevant for a while longer, going to new places. You can't tell me that players since level sync before abyssea went to the jungles or the desert. Or the mire or the volcano or Aydeewa. Or Crawler's Nest. Part of leveling for the first time in XI was the excitement I got from going to new places to level. "Crawler's Nest? What's that? I get to go there to grind and explore at the same time? Well that sounds awesome."

    It boils down to you finding the game to be nothing more than a grind to 75/50 and me appreciating the game world, not caring when I got to 50 and not who it was with. Our opinions aren't going to change, so there's no real point in continuing to argue about it.
    Uh, I did. I went to the jungle, I went to the caverns, I even went to crawlers nest and the volcano. The mire? That was the PRIME level sync spot. Also the reason some other people stopped leveling those other places has absolutely nothing to do with level sync, they sucked. The dungeon areas sucked because of respawn timers, people avoided crawlers nest for the same reason. Until Abyssea and the changes to FoV I saw at least 3-4 parties at any one time in the two jungles, some at the mandy area, others near sahagin, hell I had like 5-6 parties in a weeks time playing at the volcane camp in Yhoator against gobs. If there is more then 2 groups, the EXP sucks regardless of level sync, spawn times just don't let you have more players, so people moved to other areas when it was too full. Now if mobs were more uniform with strength and respawn times, I bet you anything people would be more spread out so they don't need to compete with other players. But no lets live in the heyday of killing crawlers... crabs... crabs... crabs. 'occasional flies' and imps, oh and more crabs endlessly as we level, and don't get me started on the weak ass colibri's who popped up in ToAU and completely eviscerated EXP potential across the whole table, level sync didn't do this, the mobs strength and EXP potential did.
    (2)

  5. #35
    Player
    Teuciont's Avatar
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    Oct 2011
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    369
    Character
    Teuciont Arbedechi
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    So what you're trying to get at is that if mobs awarded more xp the higher level you got, making the xp requirement raise at the same rate, that people wouldn't stay level synced in a level 20 area for 30 levels?
    (0)

  6. #36
    Player
    Croy's Avatar
    Join Date
    Mar 2011
    Posts
    65
    Character
    Allard Barrows
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by Teuciont View Post
    So what you're trying to get at is that if mobs awarded more xp the higher level you got, making the xp requirement raise at the same rate, that people wouldn't stay level synced in a level 20 area for 30 levels?
    No, I am for respawn rate and 'potential' camps to be uniform. If you have weak mobs, they give less EXP to compensate for the faster kill rate, harder mobs give more EXP but the penalty is the fights take longer, but respawn needs to also compensate for this system so that camps at all levels can have the same EXP potential. The problem in Qufim is a couple things... one its a camp right outside a major city and has lots of mobs that don't link together, but are 'safe'. Two camps were easier to plvl (This is one of the biggest if not the biggest reason) The jungle got less people and so did the crawlers nest because it was harder to get to the places (Jungle) and had less satisfactory respawn conditions (Crawlers), and the actual places the mobs spawned at made constantly pulling less appealing. Basically the prime places to level in the lvl 30-60 range before ToA were all in dungeons, when they added more mid range field mobs with faster spawn timers and lots of dependable spawns, those camps died, and they died before level sync happened. And then when ToA came and they added Colibri, and even Mamool and imp spawns, the 60-75 camps that used to exist got devastated. They were inefficient and harder to get to. I know people even before level sync that wouldn't even level unless they got the camp they wanted as they thought it was a waste of time, at least with level sync the 'good' camps got a wider camp pool. And then we have the Summoning 2 hour Exploit using level sync, that once again was a flaw in the system, not with level sync itself.

    Anima + Personal Chocobos makes traveling less of an inconvenience, respawn times are fairly uniform and we already have the EXP strength discrepancies in place. The key is balancing them, but in the end it does't matter, whether you have level sync or not people will always goto the place with the least resistance, I just think it would be a good idea to remove one of the resistances (Level Discrepancy between players) and try to balance the camps so they give similar EXP so its more about camp bouncing rather then doing 'this or nothing' camp attitude that has plagued FFXI since BEFORE level sync.
    (2)
    Last edited by Croy; 12-06-2011 at 11:46 AM.

  7. #37
    Player
    Teuciont's Avatar
    Join Date
    Oct 2011
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    369
    Character
    Teuciont Arbedechi
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    I guess I'm finally starting to see your point. The problem was there all along, level sync just brought it out center stage. Well, if they feel they can balance camps and provide viable options, then I'm willing to see what they can do with level sync.
    (1)

  8. #38
    Player
    Niyariko's Avatar
    Join Date
    Mar 2011
    Location
    砂の都/ウルダハ
    Posts
    40
    Character
    Nya Ayariko
    World
    Aegis
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Rukkirii View Post
    As we move forward, we'll be looking into implementing both a level sync system and easing up on the level restrictions on instanced raids. Currently, we don't have any plans to ease up on these restrictions, but we'll be sure to take feedback like this into account as we make adjustments.
    So it won't happen until v2.0..... again!?
    When will SE release the game, really can't wait to get out of beta.
    (2)
    FFXI: Niyariko / Fenrir ψ(`∇´)ψ http://www.ffxiah.com/player/Fenrir/Niyariko
    FFXIV: Nya Ayariko / Figaro (Alpha tester #699 @ Shαdowlord) http://lodestone.finalfantasyxiv.com/rc/character/top?cicuid=2556703

  9. #39
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rukkirii View Post
    As we move forward, we'll be looking into implementing both a level sync system and easing up on the level restrictions on instanced raids. Currently however, we don't have any plans to ease up on these restrictions, but we'll be sure to take feedback like this into account as we make adjustments.
    Level sync is a step in the right direction. I hope they consider lowering the requirements for entering low level contents. Perhaps adjusting the difficulty to suit parties of 2, 4, 6, and 8 is doable.
    (2)

  10. #40
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Party restrictions is stupid, uneeded and unwanted...

    It's about time for them to start thinking better...hell...even FFXI, which is a party-based MMO, rarely had party restrictions...
    (0)
    Last edited by Lienn; 12-07-2011 at 10:19 AM. Reason: removing curses

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