The side quests usually tie in with what's happening in the MSQ, so I don't think they're meant to be done separately. At least it's likely not what the story team had in mind for them.
Not to mention that it's rather unpractical to find quests that match the level of whatever job you're currently playing as. Wouldn't you have to teleport to each map and check the quest markers one by one? Surely you'd agree that that's not exactly well designed and worthy of improvement, right?
No disrespect because some of those things you listed sound cool. But one of my issues with this game is everything is cosmetic for the most part.
Progress, erased, repeat, progress, erased, repeat, progress, erase, repeat, forever and ever and ever.
- Got a cool armor from a raid or dungeon? Well in a patch or two the stats will suck and it is cosmetic from then on.
- Got a cool egi glamour? Well hope you like it because you are probably never getting new egis. Cosmetic
- Capped all your tombstone gear? Well enjoy it because in a patch or two your gear stats will be obsolete and it will be cosmetic.
- Finished progression on one character and bored? Well go do something else or wait till the next patch so you can start a new cosmetic cycle.
- Tired of your character's Dragoon looking and playing like 100 other Dragoons? Well it might seem that way because your character is, glamour it. Cosmetic.
Sure the point of having a moving goal post is to keep you playing longer. People call it a hamster on a wheel. I don't mind being a hamster on a wheel, all games are meant to waste time.
But I don't like the wheel sending me back in time 3 months before and telling me to do it over. And making my hamster look like a pig or fairy is not gonna change that.
As long as that wheel moves forward at all times, I will spin that wheel happily chasing that piece of cheese 10 miles ahead of me.
Balance and the need for parity has served the game well for the most part in previous years. But this game is no longer a new game, been out since 2010-2011.
It is time for an elder perpetual progression experience system to come to fruition. And funny enough, this game already has systems in place to facilitate that with the numerous logs.
The rewards just need to change from only just being unlocks on achievements and cosmetics, to actually adding character progression via stats and skills.
Add to that I don't think most players mind terribly that they're missing out on XP on jobs they're never going to play, as was stated, if your main drive is uncovering the lore and the story. If you care that you're wasting potential experience, and you're doing side quests to see more story, then just swap to another job when you turn in the quest.
not originally, no. originally the MSQ didn't have that much XP, but it's been boosted to that point because lots of people have been skipping the side stuff.
your problem stems from them adding too much XP to the MSQ.
1-50 it's probably bad like that but the expansion zones are very linear in what levels the sidequests are in each zone.
For example:
Fringes + left side of Peaks 60-61
Ruby Sea 62-63
South Yanxia - 64
Steppes - 65-66
North Yanxia - 67
right side of Peaks - 68
Lochs - 69
they have improved overtime but going back to original ARR stuff to fix that is a ton of work.
REEEEEEEEEEEEEEEEEEEEEEE
Lol it's fine. I understand your concern, I think for the issues you presented the feelings of course are real like having your progress wiped out. I would suggest that a merit system would be a lot scarier if done non-cosmetically though :P. Longer lasting gear (where the next tier of gear doesn't just invalidate the previous tier, so less stat growing per ilvl maybe) might be good. But I don't think looking for long term stat progression through a merit system would be good, because if it's too in depth the pool is so deep that new players are looking at like 100 hours of grinding to catch up to the power of others.
Besides with a cosmetic merit system they could add things normally impossible, such that it doesn't go over other work. You're not going to be able to unlock a smokey dark knight effect any other way, this is it - there is no invalidation its just an option to pick if you had wanted it (and you get to keep it even if you decided later to turn it off).
I wish I had the option of converting any exp I would get with an uncapped job to other things by mimicking the conversion rate of outdated tomestones to current one.
Sadly, I don't what it should be converted to, even with those rates. Maybe beast tribe rep or loot pouches.
Dangerous but well worth the effort if done right. In my opinion the biggest hurdle for newer players playing with older players is the MSQ and the lack of a level sync option.
In a imaginary world someone who invest 10 hours should reap what someone who invest 1000 hours in an endeavor is fair. But in reality, it is not. Parity does not have to be that strict, as long as they can play the same content for the most part.
A danger with adding perpetual progression is lower level content being obsolete.
Well unless you care about tomestones and cosmetics, the lower level content becomes obsolete anyways by the day until they give you a new reason to revisit.
Be honest.
Are you playing older content because it is fresh or exciting or because there is a carrot for replaying old content?
Do you enjoy getting max level then needing to go back and play level 20 dungeons or level 10 fates with half the toolkit?
You are revisiting lower content on high level jobs because of carrots on a stick and level sync makes it possible.
So what needs to happen to add a perpetual progress/merit/champion point/mastery system and keep the lower level content relevant?
Global change:
- The option to enter any MSQ quest or dungeon with players or trusts.
- The MSQ quantity to be truncated slightly so players can reach max level faster.
- A toggle for auto level sync down. Toggle it on and you are the appropriate level for the content be it open world enemies, fates, sidequests, MSQ or whatever.
- If you happen to be at the maximum level. When toggling auto sync down into lower level content a merit point experience system is turned on.
- Doing any activity in any lower level content grants merit points at a granular level similar to standard xp bar.
- Completing a piece of a log, say a challenge log grants a somewhat larger merit point gain or a different type of merit point, let's call it star point.
- Complete an entire section of a log grants alot of merit points and star points.
- Use your merit and star points to unlock various cosmetics, titles, stats, traversal boons, and skill modifiers.
Ok so you added a perpetual xp system. Now what the hell kind of content is all the power going to be used for??
Enter "The Savage World"
Square creates a copy of the Entire Eorzea world, this version is called the Savage World.
If you played FFXI, this concept might make sense to you with the S zones in Abyssea or the Dynamis zones.
Basically upon entering a special teleport or entrance you are transported to an alternate reality of the current zones.
But here in the XIV Savage World, everything is dangerous, deadly, the zones seem darker and grittier, the enemies are powerful enough where you need parties to get around and level or traverse.
There are even new types of enemies in places they were not before, new fates, new hunts, etc, and this applies to dungeons and raids.
The Savage zones are scaled to whatever the current max level is for the playerbase. There is no need for sync, all content is scaled towards the max level.
For instance say the current cap was 70. La Noscea entire zone is 70, Coerthas is 70, Temple of Karn is 70, Temple of the Ancients is 70, yada, yada, yada.
You don't earn experience here just the max form of merit points, let's just call it superstar points, and you can't earn this kind outside of the Savage Worlds.
If they could add souped up or alternate versions of existing gear for high level, that's even better.
Last edited by Sandpark; 01-26-2019 at 03:53 AM.
I always thought that overflow exp could go to a merit point like system that XI has. Obviously it wouldn’t be anywhere near as grindy, and it wouldn’t have to keep the name or mechanics, I just mean the concept of being able to use exp gained at level cap to further strengthen a character. Especially for players who already have every class at level cap, or simply those who spend a lot of time on their ‘main’ job
That said, I know concepts involving ‘customization’ and ‘illusion of choice’ are anathema to most players. I imagine most people see the word customization and instantly ‘but it’s NOT REAL’. And it’s a legitimate concern, but that doesn’t make it impossible.
Other MMOs I've played have had a storage gimmicks where if you are on a capped character, you build up exp in said storage (to a certain amount) that can be used to fuel EXP into another character or class. This probably wouldn't be terribly difficult to implement if it was a server based function players interact with and our characters can be the multi-job so we can switch to new job and reinteract.
The question is would SE implement something like this clearly knowing it would interfere with the profits from the jump packages. Kinda doubtful there.
As for what the game is designed for, you have many options to choose from and goals to work towards that don't include raiding but if you barely have time to keep up with MSQ, I'm not exactly sure why you're worried about not properly utilizing EXP benefits at level cap. You sound like you dont have time to play anyway.
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