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Thread: 8.0 Max Level?

  1. #21
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,367
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by RedLolly View Post
    I'm personally unbothered by the ever climbing level, but they could implement a expansion exclusive leveling system like we see in Eureka, Bozja, and the Occult Crescent if tgey wanted to try something different, or do another stat squish and retool the current levels. It feels odd that ARR has the first 50 levels while the standard in expansions is only raising it by ten levels.
    It sounds like a nice idea, but XIV may run into the "parasitic power systems" problem that WoW had, which means adding expansion-only power features that changed classes so intrinsically (not just stats or passive effects, but changing actual rotations) to the point that felt horrible when the expansion ended and those were either discontinued or obsolete.

    If they manage to make an expansion-unique leveling/power system post lv100 that does not fall into the above pit, then I'm all for it.

    The fact is that any MMORPG with a vertical power system like XIV has will run into this issue sooner or later if it's a success title that goes over a decade.
    (2)

  2. #22
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,377
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    110 is the easiest thing to do from the dev side, so its going to be 110.
    (6)

  3. #23
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    700
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    The gearing up system would need a shake-up if they are going to stop doing levels. Gear set bonuses, gear pieces with unique effects. Each expansion adding sidegrades or different play styles influenced by what you have equipped. To go horizontally in power than vertical.
    (2)

  4. #24
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Not really interested in seeing the levels go even higher than 100, but ultimately it'll probably make no different unless they can come up with some cohesive philosophy for customization after taking every step to increasingly remove it from the game.


    Quote Originally Posted by Raikai View Post
    It sounds like a nice idea, but XIV may run into the "parasitic power systems" problem that WoW had, which means adding expansion-only power features that changed classes so intrinsically (not just stats or passive effects, but changing actual rotations) to the point that felt horrible when the expansion ended and those were either discontinued or obsolete.
    Potentially. Though, we also face that every expansion we see increased dumbing down of jobs in an absolute sense rather than merely compared to some addition we had brief access to.

    Hopefully, if we see limited-time expansions of our kits, they'll come with an understanding that the player favorites will get polished and baselined into the core job experience.

    Quote Originally Posted by Chasingstars View Post
    The gearing up system would need a shake-up if they are going to stop doing levels. Gear set bonuses, gear pieces with unique effects. Each expansion adding sidegrades or different play styles influenced by what you have equipped. To go horizontally in power than vertical.
    Deserve, maybe, but the only "need" for them to continue doing what they've been doing without "levels" is to just have the 3rd MSQ/leveling dungeon's gear require "Rank 5 Mastery" to equip, sadly.

    I also want to touch on this idea of "horizontal" vs. "vertical". Or, more importantly, where expansion and restriction end up just two sides of the same coin, so to speak, unless development is committed to a large amount of work (hidden for now for page-scroller's convenience):

    Short of that commitment, both "vertical" and "horizontal" progression are essentially just descriptions of what extra hoops you have to go through to arrive finally at decent gameplay.

    Here, in XIV, it means you don't really get a fulfilling kit until around level 70, at which we arrive at our 25 or so skills (though likely inadvertantly fewer skills and therefore a higher level required with each further expansion and consequent round of job simplifications). Rather than the kit being slowed only insofar as to keep players from being overwhelmed while leveling, having that sense of "vertical" progression can require trickling out the goodies, lest the end result be too bloated or, more importantly, too much work be required.

    In other, "horizontal" games, it may mean that you have 100 choices to pick from, but get only some 15 of those anyways, since it's that much harder to ensure any sort of cohesion or balance between those fractured combinations. You may get, in essence, a DRG capable of Geirskogul, Wyrmwind, Nostrand, and Mirage Dive, or a DRG capable of High Jump, Dragonfire Dive, and Starkiller, but not both. That's not always the case, mind you, but if trying to keep costs down as is done in XIV... yeah, you're probably going to be trading the actual breadth of skills you can use simultaneously (e.g., in any single span of combat) for breadth of skills that you can choose from.

    An easy way to think about it is Cleric Stance before vs. healers' frequent requests for more offensive actions today. Today, if Cleric Stance were returned, many would probably hope that it takes our remaining few offensive spells off our bars and replaces them with this single button but then having that button (Cleric Stance) swap many of our healing skills over to attacks, ultimately increasing the total number of healer actions (especially, healer attacks). But, instead, it simply --in effect-- greyed out either 25% of our kit or 50% of our kit, with us merely choosing which half of our kit (after utility actions like Repose, Raise, Swiftcast, Sacred Shroud, Surecast, etc.) to be allowed access to. "Choice" only in the sense of emphasizing (and making clunkier) the choices we already had without it.

    That second, lower-effort, more-constrained outcome is all too often called "horizontal progression", too, and when tacked onto an existing system, often just means that some of your skills are devalued and others overemphasized, leading to a worse gameplay experience. So, while I'd normally be all for it, I admit XIV makes me wary of how it might be added...



    ...On that note, any idea what you'd all want to see, or would not want to see from it?
    (0)
    Last edited by Shurrikhan; 07-28-2025 at 04:34 AM.

  5. #25
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    898
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Canadane View Post
    Great time to do an even n/2 and just half the numbers for everything.
    Back to level 50 we go for this expansion. You'd beat ARR at 25, etc.
    honestly it would make everything more balanced not gonna lie and everything would be just stat wise upgrade
    (1)

  6. #26
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Aidorouge View Post
    Probably a level squish, since I can't see us going past 100 and they're not creative enough to create a horizontal system and/or any such system will be min-maxed day 1 and you'll have people catching flak for "picking wrong".
    There won't be any picking, it would just be extra things you eventually end up maxing all of them out. So any 'picking errors' would simply be temporary until that point.

    Any deviation from allowing people to max out everything would introduce variance into The Formula (tm) and create 'balancing problems', so it cannot exist by 'cap'.
    (1)

  7. #27
    Player
    MayuAmakura's Avatar
    Join Date
    Jun 2024
    Posts
    165
    Character
    Mayu Amakura
    World
    Alpha
    Main Class
    Ninja Lv 100
    We all know what will happen, they are very predictable and using same old garbage formula

    - Level 110 cap
    - 1 new spell at level 110
    - A few minor tweaks at around 102/104/106/108 levels. Like reducing cooldown of addler by 5 seconds and increasing potency of spells.
    - Potentially removing some of nice spells that we enjoy and making sure classes are even more dumb than they are now.

    Very fun
    (3)

  8. #28
    Player
    Hallarem's Avatar
    Join Date
    Sep 2023
    Posts
    1,159
    Character
    Hallarem Aurealis
    World
    Omega
    Main Class
    Dragoon Lv 100
    110 will happen.

    1) its their holy formula
    2) they feel physical pain at the idea of horizontal progression and actually having to design something different
    (0)

  9. #29
    Player
    SalamanderIX's Avatar
    Join Date
    Sep 2017
    Posts
    94
    Character
    Lucida Sans
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    Not sure what they're going to do but what I'd like to see...

    Leveling gets restructured so we have most of our skills at 50, gaining 1 every 10.
    100 is the last level, with the last skills. Past that we'll be able to earn a skill upgrade. one or a few, but not all of them. They are upgrades towards various skills, perhaps even turning them into new skills.
    There would also be a secondary level for ilvl cap. This would tick up once per tier/expansion, so we're still gated in content to progress jobs in this way.

    The reason I'd say I think this is the way they should go, is they have got to the point where they keep dropping old skills to fit in new ones. But this hurts the early parts of the game, increasingly.
    (0)

  10. #30
    Player
    Veritas-Ancora's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,031
    Character
    Mother Vain
    World
    Gilgamesh
    Main Class
    Reaper Lv 100
    Five levels is perfectly fine for an expansion. We don't need 10 levels.

    I would also be happy with an independent leveling system just for that zone
    (1)

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