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  1. #1
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70

    Suggestion 3: Future-proof content by capping at least instanced fights and dungeons.

    I would really like to hear the opinion of the community about this one. Am I the only one that thinks that the game at large, its environment, the feel of challenge and reward, and the community's spirit of competitiveness would all benefit from capped instances?

    For those that don't know the concept: Capped fights, instances, or dungeons impose a level restriction on the player, corresponding to the level cap for which the dungeon's difficulty level was designed. In other words, if the player is a level-45 GLA entering a dungeon made for level-25 players, upon entrance his or her level would automatically be set to the fight cap: Level 25. Restricted-level gear would remain equipped, but it will automatically scale its stats down to equivalently-tiered gear at the corresponding level.

    In this manner a player would never be able to beat such a fight by sheer level strength, or overqualified stats; keeping such content fixed at the intended level, skill would always be the point of the fight.

    What do you think about this?
    (24)

  2. #2
    Player
    Treach's Avatar
    Join Date
    Jul 2011
    Location
    Gyshal
    Posts
    428
    Character
    Treach O-o
    World
    Malboro
    Main Class
    Gladiator Lv 60
    I'd rather have another 45 dungeon instead a level restriction on those two low level dungeons I've only done once for the achievement.
    (1)

  3. #3
    Player
    Platinumstorm's Avatar
    Join Date
    Mar 2011
    Posts
    748
    Character
    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    While it sounds nice on paper people will move past these dungeons regardless of if they're still "Skill-based" or not. People leveling up will be more likely to not experience it with the cap [and I say this because over time, as game's mature, people are less likely to go back and do that kind of content again] than experiencing it without a cap [because someone might take the time to carry them].

    You have to decide which way you want to err, but a modern game design standpoint would err on letting people experience the content; even if they don't contribute.
    (2)

  4. #4
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    I think if a person wants to go into a dungeon over the recommended level, they should be able to. Doesn't hurt anyone else. Why do I care if someone else facerolls over low level content?
    (2)

  5. #5
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    10000000% agree on capped content, both dungeons and job boss instanced fights.

    People complained how easy the job quests were, well try them at the appropriate level and see how easy they are then.

    Toto-rak would be a great little instance if players were restricted to no more than lvl 30.
    (3)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    51
    Absolutely, I think it would have made artifact fights a bit more savorable. things like CoP in FFXI were capped instances and it made it alot more enjoyable and tough.
    (2)

  7. #7
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    If they make content in the dungeons worthwhile.

    Example: BCNM 30: Peacock charm good until 75 <= keep it capped because it is never negated

    Example: Dungeon 30: Drops gear that is good until 50 but 1 level increase will 100% negate it <= do not cap it because the dungeon is a waste of time doing anyways.

    I say cap the dungeon and make it where some of the gear is never negated. That way the content piles up.
    (6)

  8. #8
    Player

    Join Date
    Oct 2011
    Posts
    59
    This came up some time ago in a thread i created about content difficulty. End result of a coupe of hundred posts was a concensus that there are a few simple changes that could be made to make the game more entertaining and challenging; this being one of them.

    take a look at the thread summary:

    A task's "difficulty" is a subjective, and debatable thing. It is far from simple define and easy to exclude other people's views when doing so.

    In addition to the suggestions above, valid points have been made by people who do not want to see casual gamers excluded from any content. This is ...you know, fine. Ok, I get that. But the whole game cannot be tailored to those demanding shortcuts from to finish. The term "instant gratification" has been tossed around in this thread and I think its been used well. As has a referrence to the community's [outward] "console gamer" attitude. I believe it was SniperWolf who made the comment that casual gamers are not excluded from content because it is technically challenging, its just, naturally, takes a longer period of time for them to get the hang of a single aspect, due to inherently lower playtimes. If anyting, I would take this one step further and speculate that if "Next-Tier Dungeons" [name tentative ] for example were encorperated, especially later on when patches are becoming more content related then they are currently, casual gamers would find themselves with an ample supply of new and unexplored content to play with. The more serious players may be farming the rewards while the casual community are just finishing their completion runs, when a new event comes out. I understand now is too early to discuss breadth of content; its just hypothetical.

    I believe the way to keep the majority of people happy would be maintain the technical challenge of current content, while reducing our access to it. I think the introduction of 'capping' instances, al la "promyviron-holla" style, would ensure that content already in existance maintains its unique challenge [at whatever level] throughout the entire lifespan of FFXIV. Furthermore, this could be used to sate some discussion in other threads about "Toto-Rak is actually fun if you do it at level 25". A rule of thumb could be introduced whereby the level requirement for entry is 5 levels below the gear rewarded at the end, and the level cap should allow for the equipping of said rewards, but nothing higher. Currently, the definition already exists with regards to Sargas et al. dropping rank 30 equipment in the Maws, for example. This mechanic could even be applied to further content, such as Caravan Escort Missions, Level-Related Main Scenerio Missions, and any other example of a "Duty Commenced." I'm not in any way saying it should be implemented across the board, but for the sake of consistancy the potential would be the to utilise the "Level-Cap" mechanic where ever The Dev Team feel it applicable.

    Earlier, someone mentioned about the complaints concerning item drop rates and made a great point about it being related to the fact that we currently have virtually unlimited access to everything at the moment. I believe the general consensus (spelling? i'm sorry, idk) here is in agreement that drop-rates and alterations to loot-systems should be accompanied by a reduction in this access.

    Item Drops from bosses too came up, with the old system of incorperating crafting materials into their treasure pools a popular option. Especially when considered with the vision of maintaining crafting classes' current niche within the overall game structure.

    All said and much more, actually. If anyone would want to help me construct some form of feedback thread using the previous 12 pages or so, feel free to contact me through these forums, or this thread. Likewise, if any further suggestions from either side spring to mind please keep posting them. More responces means a more accurate summary of the community's view on the subject.

    Thanks to everyone for the contributions so far.

    (original thread: http://forum.square-enix.com/ffxiv/t...-PLEASE/page12 - worth a browse, some good suggestions and comments.)

  9. #9
    Player
    Peptaru's Avatar
    Join Date
    Mar 2012
    Posts
    897
    Character
    Tarragon Lai
    World
    Ragnarok
    Main Class
    Fisher Lv 50
    I'm totally prepared to have many rocks thrown at me for saying this, but! I LOVE CAPPED AREAS! provided they are not crucial areas. while i love crucial areas that are capped i can think back to the hell that CoP caused in FFXI, and how until they uncapped those areas people never touched them cuz they were "too hard". while i like it, others hated it, and i would hate to see content that people might end up loathing like they did in the past of far-far away land.
    (4)

  10. #10
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Wynn View Post
    I think if a person wants to go into a dungeon over the recommended level, they should be able to. Doesn't hurt anyone else. Why do I care if someone else facerolls over low level content?
    A cap is not a prohibition. It's just a feature that preserves the same level of challenge permanently. It's more fun that way, the supporters of this system ascertain.

    Nobody has claimed that the absence of a cap hurts anybody. We're just talking of improving the overall level of challenge and the viability of content. Everybody that can get in once, can continue doing so. Furthermore, the conditions of that first time will be preserved in perpetuity, so that the experience is likely to keep its luster longer.
    (1)

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