Not sure I understand this.

How do you put content in the mid-levels of the game, when the mid-levels of the game have been reduced to a casual afternoon?
We've already seemed to have established that your idea of leveling is faster than the perceived norm on several public accounts, but there is a secondary reply to this.

First off, creating enticing content delays leveling, especially if it is story-line relevant. You want to do an instance that has unique drops or Meteria you want, you pause and take the time to do it. The fuller this content is, the more you're interested in doing these side things that may, beleive it or not, be slower than grinding, or even faster than grinding, but because you're following the chains and the story, you're not even noticing or caring how fast you advance.

So long as there is content that you playthrough, the progress speed is pretty much irrlevant. It's the feeling of the journey that counts.

And this isn't even touching on more hardcore solutions like how they worked on Guildwars 2, which is a system that can reduce your level to that which is needed for the round. I don't particularly agree with the system but it is popular, and it works. Leveling speed becomes somewhat irrelevant as you're still hitting the content at the required level.



It's not about "Draging" the levels out it's about having them take a semblance of any time to even finish.
It takes plenty of time to do things normally in this game already, especially if it requires assembling a group. Things that can be soloed are going to take less time because it takes less preparation time. As more group content comes into the game, the slower it will seem to you. Solo content will, by contrast, always seem quicker - even more so the more skilled the player becomes.

That doesn't eliminate the feeling of progress, however. Skills can be quested to resemble the feeling of training. And I don't see why it has to be limited to just job skills. There could be class specific skills that could be learned in the game's future as well.




As it stands the game is a hillarious blurr at how quickly you can get most of the games content done
What content? Leveling? Subjective to which class. Single Player storyline? Seeming ti was designed so that a DoL or DoH could play it, yes, it would seem easy to go through.

Crushing the game into a tiny cube doesn't help the fact it fosters a even more hostile endgame enviroment because people are all idling at max level.
Considering you've no idea as to the breath of content in this game, this statement is speculation at best. Even now with the content we've got, very few people are just 'idling' at max level. They're leveling crafts, trying to organize runs, trying to get quests done, trying to make gil. All the things they were able to bypass on the climb to 50 that now become the bulk of adventuring, and they all do it more or less on the same level.


Content is designed so people don't have fun playing the job they want, they "Have fun" being forced to level every single job so you can be flexable and switch to monk at the end of Aurum Vale....
Jobs are close enough now so that a skilled individual at their job can and will out-preform someone who's just riding the coattails of a popular strat just to make it easy on them.

So you are aware, this game is play-tested with a various party (Read: One of every class with a flex slot for the 8th.)

The more saturated an endgame base is, the more variety gets experimented with because the more players of like-mentalities find each other and work together. Just because it's popular here on the forums does not mean the exceptions to the rule are not plentiful.

And again, this is also barring and assuming all updates will never exist. Have you considered Golden Saucer at all? Or Battle Regimine, or any of the other unknowns in the current working, when making these generalized statements?


I do realize that one can only speak for what he has experienced. I'm aware of that because I know my bad experiences with Endgame shells leave me jaded against the HNM scene.

You may well be jaded yourself having rushed levels as a THM -and I am going to have to say that it is a high possibility that it is coloring your perspective of the game.

Back on the subject of the thread at large. The "Grind to Endgame Madness." has two extremes. Taking too long without sufficient content, and taking too short without sufficient development.

If you fill the level span up with content, especially content that can be revisited at higher difficulties for those who are higher level, or have characters possibly revert to lesser levels to experience it at the initial difficulty, then so long as you have a reward system that can adapt itself to what level you are truely, then you've eliminated the issue without harming either 'camp' of the discussion.

Player who want to play more slowly have the option to grind less, play content more. Those who which to push to endgame have that choice to get quick responses.

There simply is no need to eliminate that choice. We can simply build upon our options and reach a more widely desirable solution.