then there's no reason for the devs to implement a way to let people gear other jobs faster.Again, though, literally none of what I suggested accelerates BiS on your main. It solely allows you to grind your other jobs up to the ilvl of your main, rather than forcing only one gear class to be competitive per tier.
If, as you say, no one is currently sticking around to multi-job competitively, then what I've suggested has in no way let them gear faster or given them reason to leave earlier.
By your own claim, at present, the season's progression effectively ends once a player gets their "main" their BiS set.
The rate by which one reaches that first BiS set is unchanged in my suggestion. There is simply means enough to grind out BiS also for other jobs, such that players are not forced to have only one competitive gear class for the whole relevant portion of a tier regardless of their time and willingness to gear up other jobs. There is thereby more available to be done, and more vantage points from which to play the content that would tend to expect competitive item levels.
None of that reduces the time players would stick around. Quite the opposite. Nor is it some huge undertaking to simply add another means of purchase.
Pretty much yes. Again, the amount of people that want to multi job compete after their main is BiS is very small. If they want to BiS other jobs, then they just have to continue playing weekly or wait until the savage tier is unlocked and then they barse all they want later.
It may not a huge undertaking to add, but it's one that is unnecessary to add, nor is it something that is highly sought after. Therefore it is something that resources do not need to be diverted towards. The data the devs have available probably backs up this argument, otherwise this would already be part of the game.The rate by which one reaches that first BiS set is unchanged in my suggestion. There is simply means enough to grind out BiS also for other jobs, such that players are not forced to have only one competitive gear class for the whole relevant portion of a tier regardless of their time and willingness to gear up other jobs. There is thereby more available to be done, and more vantage points from which to play the content that would tend to expect competitive item levels.
None of that reduces the time players would stick around. Quite the opposite. Nor is it some huge undertaking to simply add another means of purchase.
Last edited by DrWho2010; 10-01-2023 at 11:15 AM.
And, again, why is preventing players from spending as much time as they'd like on multi-gearing a bad thing? Why do we need to arbitrarily preclude players from rewards for playing the game, especially when that added time spent gives them no competitive advantage over single-jobbers anyways -- only an increase to their enjoyment and things available for them to do?
What even qualifies as "highly sought after" to you? You made similar comments in the past about suggestions for UI features that have since been added. Were they likewise a waste of development time simply because they weren't, at that period, already in the game?nor is it something that is highly sought after.... otherwise this would already be part of the game.
Because some people have the mindset that if the game allows you to do certain things, they will feel obligated that they have to do it. And sometimes (re: a lot of times) people need to be saved from themselves because they will go too far, and thusly as a result some community standards will be set to a level that will be too high in order to participate.And, again, why is preventing players from spending as much time as they'd like on multi-gearing a bad thing? Why do we need to arbitrarily preclude players from rewards for playing the game, especially when that added time spent gives them no competitive advantage over single-jobbers anyways -- only an increase to their enjoyment and things available for them to do?
I hold no expectations from what the dev team will or will not put into the game based on suggestions. If they deemed them eligible for resources to be put towards implementing them in the game, then I was pleasantly surprised. But said suggestions must come from a place of thinking that they will not be implemented unless they have been vetted from a developer/management/financial budget/operating standpoint first. And 99% of suggestions from the forums come from a selfish, individualistic, self-serving mindset that should absolutely not be taken at face value.
If it can be even slightly disproven and unneeded from this point of view, then it should not be taken into consideration.
What is the point of making suggestions then? More people need to think about what's realistically achievable instead of pie-in-the-sky thinking.
Again. It literally. Does not. Increase the maximum ilvl attainable in a given week. It solely allows those who want to swap their chosen main around to do so.Because some people have the mindset that if the game allows you to do certain things, they will feel obligated that they have to do it. And sometimes (re: a lot of times) people need to be saved from themselves because they will go too far, and thusly as a result some community standards will be set to a level that will be too high in order to participate.
Please read the damned suggestion.
And so you have a model that demands absolute proof of an absolute need for any suggestion to be worth posting, which basically just amounts to "There should be no suggestions." Cool.If it can be even slightly disproven and unneeded
And I'm saying no. As long as you have to pay for a sub, the model should be to keep you down as long as possible for as much as possible so you don't leave quicker. If this game were F2P, then I'd say go ham. You pick a main and you stick with it. If you want to swap your main later on, well tough. Go with crafted gear and start over. Too bad.
Yup. Too many dumb and unrealistic and unachievable suggestions = nonsense that should be ignored completely.
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