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  1. #11
    Player
    Forever_Learning's Avatar
    Join Date
    Aug 2013
    Posts
    125
    Character
    Forever Learning
    World
    Gilgamesh
    Main Class
    Arcanist Lv 61
    This thread has evolved from "there isn't enough end-game content, please give me more" to "What things can we remove from others that will improve the situation for ME?"

    Like this statement:

    Quote Originally Posted by Millybonk View Post
    Everything stays the same, but lvl 80 players would get the option to do a dungeon scaled to lvl 80 and/or a separate roulette for it.

    Just speaking from an efficiency point of view: for most of the MMORPGs I play you play their huge list of instanced content only once, and after that you're doing the same current endgame instances over and over, while every other instance outside of the endgame ones is instantly obsolete except to farm mounts/glamors/achievement titles etc.

    For me that's almost an insulting level of inefficiency.
    Yes, which is why they put in place the various roulettes to ensure that content continues to be used. You are arguing for the reverse of the current system: Sync up, rather than sync down.

    That only benefits people at level 80, and no one below level 80.

    Gradually adding skills as you level up is done on purpose to ensure people aren't overwhelemed, and so they have something to look forward to.

    The entire levelling process is pretty much gutted if you get everything you've have at level 80 when you do Satasha, similar to someone getting a jump potion.

    They'll be overwhelmed and it wont help them learn how to play better.

    The current system ensures more experienced players can help out newer players, or people on alts, while still doing content from previous expansions.

    Myself and two sprouts did Stone Vigil yesterday because my DRG is actually at that level, and when I qued, I was happy a more experienced tank was brought in as well.

    The current system is designed to ensure people at all levels are doing content together from across the game's history rather than than the sliver of dungeons considered max level.

    The result is that you actually end up experiencing a larger array of content, rather than just doing something once on the way to max level, while newer and veteran players are brought together regardless of their item level.

    In Short, the current system is good for people at all levels, while your system would be good strictly for people at level 80 who dislike being synced down.

    Quote Originally Posted by Asiragan View Post
    Savage is a good time sink if you have a static (I can't stand pug honestly), but outside of that, I don't really see whatever there is to do for battle classes so could you elaborate about what kind of end game opportunities you're thinking?

    Outside of the obvious mount/minion farm, of course.

    There's ultimate for those who didn't do it of course, but having to go through this horrible lvl sync is a no go for me.
    I seriously feel for the developers.

    The major problem with end-game contenat is that it becomes obsolete the minute it's no longer end-game. A level 80 dungeon stops being end-game the minute the level cap is raised.

    As a result, many of the challenging experiences, stop being challenging, so obtaining related rewards is less impressive because the content is easy to complete.

    Meanwhile, the people who achieved those things when it was challenging, feel their rewards are diminished as new people can now obtain the new things without any of the effort they did.

    It's the exact problem that was discussed in the previous quote.

    Thus, the brilliant solution to always keep Ultimate challenging, and make the rewards cosmetic, so they always remain relevant.

    Dear People asking for more end-game content: this is the response to your request.

    The sync is put in place to ensure it is a) always challenging, and b) the rewards will maintain their prestige.

    The alternative would be making it like all other content that wouldn't even be worthy of discussion in this thread because the challenge would be removed and the associated prestige gone.

    From a developer stand-point, would you rather make something like a deep dungeon, that can be used by people across levels, and will remain relevant after the expansion OR

    2-3 additional savage raid bosses that will be considered outdated and irrelevant before the expansion is even over?

    Ultimate also represents a solution to people eating content faster than it can be created. Because it remains challenging and prestigous, it stands as something that people can always do for a challenge.

    So, let's be honest here. Many people hide behind the defense that they want more challenging content, but in truth, they want gear treadmills. They want to switch from grinding levels to grinding item levels.

    The OP of this thread has already changed from complaints about end-game to complaints about the tome system, for example.

    The game has plenty of challenging content, and the game has plenty of content, period.

    The request for additional content that is strictly level 80, which only benefits level 80 players, only for the duration of the expansion, is a sliver of content so small that it isn't worth the investment.

    FF14 should continue as it's done: create content for everyone that can be done, and remain challenging, regardless of the expansion.

    The crux of the complaint is lack of content that directly increases your item level at level 80 , which I will applaud forever and view as a strength of this game.

    If the gear you obtained at level 80 was your final gear, many of the people asking for more savage bosses wouldn't even bother doing savage in the first place.
    (6)
    Last edited by Forever_Learning; 08-15-2019 at 02:25 AM.

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