That's your opinion.
Limit breaks can be implemented just as logical as any other type of quest, and even if they're not, they're still just as legitimate.
It's only legitimate if you can mostly solo the LB. In FFXI, there was NONE of the that.
Solo parchment/bombs/etc? LOLNO
Solo Boreals? LOLNO
Can't remember what else you needed, but it's pretty damn pointless (other than for the sake of halting progression) to add in quests that expand your level cap if you need a party of high-levels to help you get through them all, like you did in XI.
Quests to expand your level cap that are nothing but roadblocks in the way of someone having fun are a pointless addition to the game.
So cap-based quests are only legitimate if they can be solo? Odd, that. I don't think you have a clue what you're saying, which is basically whatever you disagree with must hereby be illegitimate.It's only legitimate if you can mostly solo the LB. In FFXI, there was NONE of the that.
Solo parchment/bombs/etc? LOLNO
Solo Boreals? LOLNO
Can't remember what else you needed, but it's pretty damn pointless (other than for the sake of halting progression) to add in quests that expand your level cap if you need a party of high-levels to help you get through them all, like you did in XI.
Quests to expand your level cap that are nothing but roadblocks in the way of someone having fun are a pointless addition to the game.
I tell you what: get rid of repeatable quests in quest-based leveling (as what's in SWTOR, WoW, Aion, CoX, CO, STO, etc. - well something that's in nearly every modern-day MMO with quest-based leveling), then I'll be up for solo-friendly limit break quests.
Last edited by Dragon; 07-18-2012 at 12:36 PM.
Your logic is silly and twisted. "lol get rid of something normal so we can add something dumb"So cap-based quests are only legitimate if they can be solo? Odd, that. I don't think you have a clue what you're saying, which is basically whatever you disagree with must hereby be illegitimate.
I tell you what: get rid of repeatable quests in quest-based leveling (as what's in SWTOR, WoW, Aion, CoX, CO, STO, etc. - well something that's in nearly every modern-day MMO with quest-based leveling), then I'll be up for solo-friendly limit break quests.
While I know that's sarcastic, I can hardly take you seriously. Normal questing isn't simply a hump that prevents the progression any normal player would desire - in fact, it GIVES you experience and it helps you level.
Limit breaks aren't beneficial nor are they necessary. What other modern-day MMO besides XI has 'limit breaks' that serve as roadblocks to your progression? I can't think of anything off the top of my head.
While some people thought XI's cap-based quests were good, as did I back in the day (when I was a child, with no real understanding of things) I no longer see them as legitimate.
Why should anyone have to stop to farm parchments, bomb pieces, or other items with such abysmal droprates that it could take many hours of farming per day, for multiple days before you get what you need? Not only that, but who wants to see their party disband before everyone got their required drops? (That happened to me plenty back in the day).
Why should any lowbie have to stop and spend hours and hours shouting for help from the other high-levels, rather than just keep leveling like he wants to?
Why should anyone have to spend a ton of gil, likely going broke (yes, again, back in the day) to prepare for some incredibly unbalanced fight where you'll either win in 5 seconds or lose in 5 seconds? Maat had no balance. If you were a mage job, he trounced you. If you were a DD job, you destroyed him.
If these are the cap-based quests that you're advocating for, then I'll have to decline with a huge {Thanks for the offer, but I'll have to pass.}
Cap-based quests are not only something of a decade-old ideology, but they're not necessary to the success of any modern MMO.
This is a false proposition. Most quests in WoW and CoH are pretty much one-shot. The repeatables fall under the "daily" category, and are there to give you stuff to do once you reach the level cap and to give you a source of income. Especially in WoW, as any exp reward is instantly turned to money if you complete the quest while at the level cap.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Personally I think that the last quest in each jobs storyline should have been a solo fight akin to Maat.
Maybe not as difficult, but fight to test your current skill as you job, if you win, you receive a powerful piece of armor, and your "Limit Break" (aka 15 min cooldown ability).
The stories are already circled around you, the player, anyway. I could never understand why you had to bring seven other people along. It also could serve as a better way to introduce a player to endgame, in my opinion the AF fights are your first example of a harder fight.
Just thought I'd throw that out there
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