Welcome to the business world.
really it's not just that, there simply needs to be at least some form of timegating on some stuff or everyone complains they got nothing to do after 2 days (see island sanctuary)
now one could maybe make an argument for raising the tomestone cap over time (resetting it when new tomestones come out) or uncapping it completly when the alliance raid releases or whatever, but timegating in some form is the lesser of two evils here. it's simply impossible for the developers to create content faster than the player base will burn through, it's like trying to build a bridge faster than you can cross it.
Last edited by Akiudo; 10-16-2022 at 12:47 PM.
Having the cap go up and down just adds to the list of things to possibly get overlooked. They'll play around with adjusting costs before they start fiddling with caps like that. In the meantime, it doesn't look like there will ever be enough support to see any change to the cap.really it's not just that, there simply needs to be at least some form of timegating on some stuff or everyone complains they got nothing to do after 2 days (see island sanctuary)
now one could maybe make an argument for raising the tomestone cap over time (resetting it when new tomestones come out) or uncapping it completly when the alliance raid releases or whatever, but timegating in some form is the lesser of two evils here. it's simply impossible for the developers to create content faster than the player base will burn through, it's like trying to build a bridge faster than you can cross it.
now you are actually going the "small indie company" route, this stuff doesn't need to be super complicated, new tomestones get released, set cap at 450+50 per week since patch release, maybe set an upper limit if so inclined.
they dropped belts and adjusted the price of weapons, both of those actually save tomes.
the cap also isn't just there to piss people off, it actually has a balancing aspect to it aswell. for a regular "not week 1 clear" group giving you better gear over time is an indirect way of nerfing content slowly so people can progress. if you simply let people earn a ton more tomes (or even take out the cap) than this takes out this "slowly getting stronger" concept completly.
Am I really? I'm not saying it would be hard for them to do. I just think it needlessly complicates things to add more processes like this to the game. Even the simplest things (like you assume this to be) can be troublesome. Here you are looking to make it even more complicated by having an incremental increase at a timed interval. There's no justification for that vs. leaving it alone or having a flat permanent increase.
Last edited by Deveryn; 10-16-2022 at 10:10 PM.
but there is, as has been pointed out in my second point. square wants you to "get stronger" at a certain rate.
having the cap go up incrementally would mean it wouldn't make much if any difference in the first month but help out tremendously in later weeks, that can be decently balanced especially when you consider that after 2 months or whatever literally everyone and their mother is fully tome geared anyway unless they changed classes.
just making it quicker to gear up from the get go on one hand heavily effects this "getting stronger to make content easier" aspect leading to some current groups clearing content a lot sooner (not talking world first raiders here, but the guys that are done by the end of the first month or so) which would make the raids look easier than they are (in a way it actually ruins the sense of progression if gearing up is to fast) and on the flipside means groups that are worse and basically need all the gear that exists to even have a chance at clearing a tier (if even that) to hit their wall earlier while at the same time having less room to grow stronger (in the form of gear they still need thats left).
and that isn't even going into burnout. if the tomestones where uncapped a lot of people would feel pressured to farm them until they are fully geared and would do so but would in fact feel miserable while at it. and no, "just don't do it" isn't an argument against subjective feelings, if it were than the answer to "raise the tomecap" would be "just don't rush yourself and only equip one job"
this whole thing isn't a black and white issue, and certainly what one person finds terrible another would call great, but the fact of the matter is that there are actual balancing implications to simply raising the cap.
Last edited by Akiudo; 10-17-2022 at 10:28 AM.
I beg to differ people would still play regardless if there was no time keeping. Have you seen how many people just stand around in Limsa alone.really it's not just that, there simply needs to be at least some form of timegating on some stuff or everyone complains they got nothing to do after 2 days (see island sanctuary)
now one could maybe make an argument for raising the tomestone cap over time (resetting it when new tomestones come out) or uncapping it completly when the alliance raid releases or whatever, but timegating in some form is the lesser of two evils here. it's simply impossible for the developers to create content faster than the player base will burn through, it's like trying to build a bridge faster than you can cross it.
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